Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOPHIA CO LTD
- Filing Date
- 2022-12-27
- Publication Date
- 2026-04-10
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player anticipation and interest by effectively communicating the likelihood of achieving advantageous game states, leading to a diminished sense of expectation and engagement.
Incorporating performance control means that dynamically adjust the likelihood of achieving advantageous game states based on specific conditions, using visual and auditory cues to inform players of their chances, thereby heightening anticipation and engagement.
The solution significantly enhances player interest by creating a more engaging gaming experience through improved anticipation and expectation management, making the game more exciting and interactive.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that executes a game based on the establishment of a predetermined condition, and creates an advantageous state for a player depending on the result of the game. [Background technology]
[0002] A typical example of a conventional gaming machine is a pachinko machine. In this pachinko machine, a variable display game is started in which a plurality of identification information (patterns, symbols, etc.) displayed on a variable display device provided in the gaming area is variably displayed based on the winning of a gaming ball into a starting hole provided in the gaming area (start winning), and if the result of the variable display game is a special result, a special variable winning device is opened and a special gaming state is entered, and the player obtains a profit. In such a gaming machine, there is known a performance that presents a certain condition and notifies the player that the special gaming state will be entered depending on whether or not the condition can be achieved (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-181255 A Summary of the Invention [Problem to be solved by the invention]
[0004] Such effects must be capable of making the player expect that the conditions will be achieved and enhancing the sense of expectation. An object of the present invention is to increase the enjoyment of the game. [Means for solving the problem]
[0005] In order to solve the above problems, the invention described in claim 1 is: A gaming machine that executes a game based on the establishment of a predetermined condition and creates an advantageous state for a player based on the result of the game, A performance control means for controlling the performance is provided, The performance control means includes: Present specific conditions, It is possible to make different the rate at which a suggestion or notification is made that there is a high expectation that a state advantageous to the player will occur when the specific condition is achieved, and the rate at which a suggestion or notification is made that there is a high expectation that a state advantageous to the player will occur when the specific condition is not achieved. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Diagram 2] 1 is an oblique view of a gaming machine according to one embodiment of the present invention, seen from the front side; [Diagram 3] FIG. [Figure 4] 2 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Diagram 5] 2 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 6] This figure shows an example of the distribution rate of the results of the special chart variable display game, the distribution rate of the big win pattern, the small win pattern, the probability of the regular pattern, and the number of games to reach the ceiling. [Figure 7] 13 is a diagram for explaining the transition of the game state. FIG. [Figure 8] 11 is a flowchart illustrating a main process. [Figure 9] 11 is a flowchart illustrating a main process. [Figure 10] 13 is a flowchart illustrating a timer interrupt process. [Figure 11] 13 is a flowchart explaining special chart game processing. [Figure 12] 13 is a flowchart explaining the common processing of the special chart start port switch. [Figure 13]13 is a flowchart explaining the special chart reservation information determination process. [Figure 14] 13 is a flowchart explaining special chart normal processing. [Figure 15] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 16] 13 is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 17] 13 is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 18] 13 is a flowchart explaining processing during special chart change. [Figure 19] 13 is a flowchart illustrating a time-saving end setting process. [Figure 20] 13 is a flowchart explaining processing during special chart display. [Figure 21] 13 is a flowchart explaining processing during special chart display. [Figure 22] 13 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Diagram 23] 13 is a flowchart illustrating a support operation setting process. [Figure 24] This is a flowchart explaining the jackpot end processing. [Diagram 25] This is a flowchart explaining the jackpot end setting process 1 and the jackpot end setting process 2. [Figure 26] 13 is a flowchart illustrating a specific area switch monitoring process. [Figure 27] 13 is a flowchart explaining the processing of remaining balls in a small hit. [Figure 28] This is a flowchart explaining the small hit end processing. [Figure 29] 11 is a flowchart illustrating the main processing of the performance control device. [Diagram 30] 13 is a flowchart illustrating a received command check process. [Diagram 31] 13 is a flowchart illustrating a received command analysis process. [Diagram 32] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 33] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 34] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 35] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 36] FIG. 13 is a diagram illustrating selectable patterns and reliability. [Figure 37] FIG. 13 is a diagram illustrating an example of a presentation. [Figure 38] FIG. 13 is a diagram illustrating an example of a presentation. [Figure 39] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 40] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 41] FIG. 13 is a diagram illustrating selectable patterns and reliability. [Diagram 42] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 43] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 44] FIG. 2 is a diagram illustrating the arrangement of light-emitting bodies. [Diagram 45] FIG. 2 is a diagram illustrating an example of a light emission mode. [Diagram 46] FIG. 2 is a diagram illustrating an example of a display on a display device. [Figure 47] FIG. 2 is a diagram illustrating an example of a light emission mode. [Figure 48] 1A and 1B are diagrams illustrating the arrangement of light-emitting bodies and the light-emitting mode. [Figure 49] FIG. 2 is a diagram illustrating an example of a display on a display device. [Figure 50] 13 is a diagram illustrating an example of a condition presentation presentation. FIG. [Figure 51] 13 is a diagram illustrating an example of a condition presentation presentation. FIG. [Figure 52] 13 is a diagram illustrating an example of a condition presentation presentation pattern. FIG. [Figure 53] 13 is a diagram illustrating changes to the settings of a gaming machine and changes to the content of a condition presentation presentation. FIG. [Figure 54]13 is a diagram illustrating changes to the settings of a gaming machine and changes to the content of a condition presentation presentation. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] First Embodiment FIG. 1 is a front view of the gaming machine 10 of the present embodiment, and FIG. FIG. As shown in FIG. 1 and FIG. 2, the gaming machine 10 of this embodiment includes a front frame 12. The game board 30 (see FIG. 3) is attached to an outer frame (support frame) 11 so as to be pivotable to open and close. The front frame 12 is stored in a storage section (not shown) formed on the front side of the front frame 12. The body frame 12 is provided with a cover glass (transparent member) 14 that covers the front of the game board 30. A frame (transparent plate holding frame) 15 is attached.
[0009] The glass frame 15 has a display covering the front of the game board 30 at a position behind the cover glass 14. The display board 350 is provided so that the game board 30 can be seen through it. In the gaming machine of this embodiment, the display of the following can be displayed by introducing light from the side end. It is made up of a light guide plate on which an image appears, but it is made up of a transparent liquid crystal display device or an EL display device. It may be possible to do so. When the display panel 350 is not displaying a specific item, it is transparent and prevents the player from seeing the game board 30 behind it. When a certain display is made on the display panel 350, In the portion of the predetermined display, the visibility of the game board 30 behind 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. Therefore, the game board 30 behind may not be visible.
[0010] A model name display section 16 for displaying the model name, etc. of the gaming machine 10 is provided on the upper portion 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 purposes. Notification when a normal occurrence occurs (for example, when a dispensing abnormality occurs, the lamp or LED will turn on in an abnormality notification color (e.g. A frame decoration device 18 that emits light (e.g., red light) to light up (blink) the frame, and a sound device (e.g., A speaker (upper speaker) 19a that emits a sound (e.g., a sound effect) is provided. A speaker (lower speaker) 19b is also provided at the bottom of the glass frame 15. When an abnormality occurs, a voice message is output from the speaker (upper speaker) 19a and the speaker (lower speaker) 19b. The abnormality is notified by a warning light. A lamp for indicating the presence of the driver may be provided. In addition, a blower 20 is provided on the upper part of the glass frame 15 on the left and right of the display unit 16 for displaying the model name, etc. The blower device 20 is capable of blowing air toward a player positioned in front of the gaming machine. This is one of the presentation devices that creates the effects of a game.
[0011] In addition, at the bottom of the glass frame 15, there is an upper tray (storage tray) for supplying game balls to a ball launching device (not shown). A tray 21, game balls dispensed from a payout unit provided on the back side of the gaming machine 10 The upper tray 21 is provided with a ball outlet 22 through which balls flow out. The device includes a production button switch 25a (see FIG. 5) for receiving a pressing operation input from the The effect button 25 is provided with a The driving source for vibrating the button is also built in. The device is equipped with a vibration function that vibrates the display 25 to provide a specific notification. The outgoing button 25 is in a state where it is in a protruding state (above the performance button 25) from a normal state (the state shown in FIG. 1 or FIG. 2). The pressing surface may be configured to be convertible to a state in which the pressing surface is located above 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 plate (receiving plate) 23, a handle 24 for the ball launching device, etc. are provided. The lower right side of 2 is where the key is inserted to open and lock the front frame 12 and the glass frame 15. A key hole 26 is provided for this purpose.
[0013] In addition, to the right of the effect button 25, when the player receives a ball from the adjacent ball lending machine, The rental button (ball rental button) 27a to be operated, the prepaid card from the card unit of the ball rental machine A return button (eject button) 27b is operated to eject the prepaid card, A balance indicator (balance display unit) 27c that displays the balance, and a game ball in the upper tray 21 is dropped onto the lower tray 23. A lever for operating the upper tray 27d is operated to operate the player's mobile phone such as a smartphone. A portable terminal stand 28 for placing a terminal is provided. The volume control button 27e, the cross key 29, etc. are provided on the Exit button (ball loan button) 27a, return button (eject button) 27b, volume adjustment button 2 7e and the cross key 29 form an operation section that can be operated by the player. In the gaming machine 10 of this embodiment, the player rotates the handle 24. The ball launching device directs the game balls supplied from the upper tray 21 toward the game area 32 on the front side of the game board 30. Also, the player can operate the performance button 25 or the cross key 29 to In the variable display game (decorative special chart variable display game) in the display device 41 (see FIG. 3), This makes it possible to implement effects that involve the player's operations.
[0014] Next, an example of the game board 30 will be described with reference to Fig. 3. Fig. 3 shows the game board of this embodiment. FIG. 30 is a front view. As shown in FIG. 3, the game board 30 has a flat game board body that serves as a mounting base for various components. The game board body is made of wood or synthetic resin, and the front of the game board body has a game board Resin side cases 33 and outer peripheral walls (guide rails) 31 are provided at the four corners of the The gaming machine 10 has a gaming area 32 surrounded by an outer wall 31. The game is played by shooting game balls from a ball shooting device into the area 32. In the area 32, windmills and obstacle nails are arranged as components for changing the flow direction of the game balls, The launched game ball flows down the game area 32 while changing its rolling direction due to these components.
[0015] In the approximate center of the game area 32, a center window is formed, which is a display area for the variable display game. The center case 40 is attached to the rear of the window portion. A display device 41 is provided as a performance display device (variable display device) that variably displays the identification information of the number. It has been done.
[0016] The display device 41 (variable display device) is, for example, an LCD (liquid crystal display), a CRT (cathode ray tube), The display screen is a device that has a display screen such as a liquid crystal display (LCD). In the display area, still images and videos can be displayed as staged images. For example, multiple identification information (Special patterns) Characters that create special pattern change display games and background images that enhance the effects The display screen of the display device 41 displays the following information 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 shows the progress of the game. Images for (for example, big win display image, fanfare display image, ending display image The image, etc.) is displayed.
[0017] The center case 40 has a ball guide mechanism 44 for receiving balls flowing down the game area 32. A warp channel forming member 614 that forms a warp channel to guide the The stage 620 on which the game balls can roll is provided. The stage section 620 is disposed above the start winning opening 36, so that The rolling game ball is more likely to enter the starting winning hole 36. In addition, the upper and lower parts of the center case 40 are equipped with a number of moving parts that act as game scenes. The center case 40 is provided with a lower stage 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 a position and a location. The upper stage device 44b is provided on the upper part of the center case 40. The display device 41 can be moved between the position of the display unit 41 and a position closer to the center of the display unit 41 than the position of the display unit 41. The upper stage device 44b is also equipped with 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 constitutes a first movable part 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] In the game area 32 to the right of the center case 40, a normal symbol start gate (normal symbol start gate Inside the gate 34, there is a gate 34 for entering through which A gate switch 34a (see FIG. 4) is provided to detect the game ball that has passed through the gate. When the game ball shot into the skill area 32 passes through the normal game start gate 34, the normal game change display gate The program is executed.
[0019] Three general winning slots 35 are arranged in the game area 32 at the lower left of the center case 40. In the game area 32 on the right side of the center case 40, one general winning port 35 is arranged. The winning of the game balls into these general winning openings 35 is done by the winning openings provided in the general winning openings 35. This is detected by switch 35a (see FIG. 4).
[0020] In the game area 32 below the center case 40, a special chart 1 variation display game (first special chart variation A start winning hole 36 (first start winning area) is provided to provide the start condition for the display game. The game ball that enters the start winning hole 36 is detected by the start winning hole 1 switch 36a (see FIG. 4). It is served.
[0021] On the right side of the center case 40, there is a special chart 2 variable display game (second special chart variable display game). A normal variable winning device 37 (second start winning area) is provided to provide the starting condition. The game ball that has entered the automatic winning device 37 is detected by the start port 2 switch 37a (see FIG. 4). will be done. The normal variable winning device 37 is provided with a movable member 37b, and this movable member 37b is normally It maintains a closed state (a disadvantageous state for players) in which game balls cannot flow in. When the result of the normal map change display game becomes a predetermined result, the normal power supply as a driving device The ball is moved in an inverted V-shape by the ball 37c (see FIG. 4) and the ball is transferred to the normal variable winning device 37. The balls can be easily moved into the open state (a state advantageous to the player). There are. In addition, the normal variable winning device 37 allows the game ball to win even when the movable member 37b is in the closed state. In the closed state, it may be more difficult for the gaming ball to win than in the open state.
[0022] In the game area 32 at the lower right of the center case 40, the special chart change display is displayed according to the results of the game. A special variable winning device that can be converted between a state where game balls are not accepted and a state where they are accepted easily (big winning The special variable prize-winning device 38 is provided with a reel 38. The upper end of the special variable prize-winning device 38 is rotated in a direction that causes the upper end to fall toward the front. The door 38c is of an attacca type and can be opened by moving it. The winning port is converted into a state in which the game ball can flow in. The special variable winning device 38 is a special chart variable display game. Depending on the result of the game, the big prize opening is converted from a closed state to an open state, and the game is entered into the big prize opening. By making it easier for balls to flow in, players are given a certain amount of game value (prize balls). The game ball that has won the special variable winning device 38 is turned on by the large winning port switch (count switch The signal is detected by a detector 38a (see FIG. 4).
[0023] A specific area into which the game balls can flow is provided inside the big prize opening (prize area). Also, the lever solenoid 38f ( A lever member that is operated by a lever (see FIG. 4) is provided in the specific area. A specific area switch 38d (see FIG. 4) is provided, and the specific area switch Based on the detection of the game ball at 38d, a state advantageous to the player is generated (in this embodiment In this embodiment, a special game state occurs. It is discharged outside the special variable winning device 38.
[0024] In addition, inside the large prize winning port, there is a special variable prize winning device 38 that does not flow into a specific area and is discharged to the outside. A remaining ball discharge switch 38e (see FIG. 4) is provided to detect the remaining game balls. The number of game balls (flowing into the big prize opening) detected by the big prize opening switch 38a provided inside the big prize opening The number of balls inserted into the specific area switch 38d and the number of balls remaining in the specific area switch 38e are detected. The number of balls discharged from the large prize opening matches the number of balls discharged from the large prize opening. It is possible to confirm that all game balls have been discharged, and basically, new balls cannot be played until this confirmation is complete. The big prize gate will not be opened.
[0025] In the game area 32 below the start winning hole 36, a ball collecting section is provided to collect the game balls that did not win in the winning hole. In addition, outside the play area 32, the game board main body 80 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) Also provided is a collective display device 50 for executing a general map variation display game.
[0026] The collective display device 50 is a special chart 1 display device (first special chart change display unit) for a special chart 1 change display game. 51 and a special chart 2 display (second special chart change display unit) 52 for the special chart 2 change display game, and a special chart 1 A special chart 1 hold indicator 53 for informing the start memory number of the variable display game and a special chart 2 variable display game It is equipped with a special chart 2 hold indicator 54 for notifying the start memory number.
[0027] In addition, the collective display device 50 displays the number of rounds at the time of the big win (the number of times the special variable winning device 38 is opened and closed). A round display unit 55 displays the number of rounds, and a game status display unit 5 displays the game status of the gaming machine 10. The game status display unit 56 displays whether the player is playing left hand (normal play) or right hand. A first game state display section 56a for informing a player of a hitting style advantageous to the player (a hitting style corresponding to the game state). A second game state display section 56b for notifying that the game is in the time-saving state (when the variable time-saving function is operating). When the gaming machine 10 is turned on, the player is notified that the probability of winning a jackpot is in a high probability state. A third game state display unit 56c is provided. Since the number of times ... 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 notifying the start memory number of the game.
[0028] FIG. 4 is a block diagram of the control system of the pachinko gaming machine 10 of the present embodiment. The gaming machine 10 includes a gaming control device 100, which controls the overall game. A main control device (main board) for a game microcomputer (hereinafter, a game microcomputer The CPU section 110 has a CPU 111 (hereinafter referred to as a CPU), an input section 120 has an input port, and an output section An output section 130 having an input port and a driver, a CPU section 110, an input section 120, and an output The system also includes a data bus 140 that connects between the unit 130 and the like.
[0029] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). It has an oscillator like a crystal oscillator and is used for the CPU clock and timer interrupts. The random number generating circuit includes an oscillator circuit (crystal oscillator) 113 for generating 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 unit 400 supplies DC32V, DC12V, and DC5V to electronic components such as the motor. A DC voltage of a predetermined level, such as V, is supplied to the device to make it operable.
[0030] The power supply unit 400 is an AC-DC converter that generates a DC voltage of 32 V from a 24 V AC power supply. Converters and DC32V voltage to lower level DC voltages such as DC12V and 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 a power supply voltage to the internal RAM 11 during a power outage; A power failure monitoring circuit is provided, and a power failure monitoring signal is output to notify the game control device 100 of the occurrence and recovery of a power failure. 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 a separate board or on the game system. The control device 100 may be integral with the control device 100, i.e., may be provided on the main board. The game control device 100 is subject to replacement when changing the model, so as in this embodiment, A backup power supply unit 420 and a control signal generator are provided on a board separate from the power supply unit 400 or main board. By providing the part 430, it is possible to eliminate the need for replacement and reduce 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 cut. In other words, 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 which 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 also output after a specified time 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] In addition, the game control device 100 is 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 memory is performed. The switch signal is read when the power is turned on, and the power failure 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 RA Equipped with M (random access memory) 111C.
[0035] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, etc.) The RAM 111C stores the operation of the CPU 111A during game control. ROM111B or RAM11 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 contents, the reach A fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that determines whether or not a state occurs The change pattern table is stored as a start memory. The table for the CPU 111A to refer to the fluctuation pattern random numbers 1 to 3 and determine the fluctuation pattern. In addition, the fluctuation pattern table shows that the option that will be selected when the result is a miss. Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot In addition, these pattern tables include the following: A table for determining the latter half fluctuation pattern, which is the fluctuation pattern (later half fluctuation group table Bull and late fluctuation pattern selection table, etc.), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) This 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 according to 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 display control of the display device progresses and the display Even when the results have reached the stage before they are derived and displayed, the display conditions for the special result mode are For example, the special result state is maintained while keeping the state. The state where multiple variable display areas are used to display the variable (so-called full rotation reach) is also a reach state. In addition, the reach state is when the display control of the display device progresses and the display result is derived and displayed. 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 multiple variable display areas becomes a special result state. This refers to the display state when the following conditions are met.
[0038] Therefore, for example, a special chart change table displayed on a display device in response to a special chart change display game The game is a game in which a plurality of identification information is displayed for a predetermined period of time in each of the left, center, and right variable display areas of 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 a special result are met (for example, The state where the display stops changing with the same identification information) is the reach state. When the change display area is temporarily stopped, any two of the change displays from the left, center, or right A state where a condition for a special result state is met in an 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 fluctuation tables The display area may be variably displayed.
[0039] This reach state includes multiple reach effects, and special results may be derived. As reach performances 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 order of the premium reach is higher. Also, this reach state is at least Fluctuations when a special result pattern is derived in a special chart fluctuation display game (when a jackpot is reached) In other words, the special result mode is included in the display mode in the special chart variable display game. It is included in the variable display mode when it is determined that the value is not derived (when it is a miss). Therefore, the state where the reach state occurs is much more likely to occur than the state where the reach state does not occur. This is a state in which there is a high probability of a hit.
[0040] The CPU 111A executes a game control program in the ROM 111B to control the payout. It generates control signals (commands) for the device 200 and the performance control device 300, and also generates solenoids and The display device drive signal is generated and output to control the entire gaming machine 10. However, the gaming microcomputer 111 is configured to generate a jackpot random number for determining whether or not a special chart variable display game has been won. The special pattern random number for determining the winning pattern, the variation pattern in the special pattern variation display game (each (including the execution time of the variable display game in the variable display with or without a seed reach, etc.) Random numbers for determining whether a game has been won or not, and random numbers for determining whether a game has been won or not. A random number generating circuit for generating a random number based on an oscillation signal (original clock signal) from an oscillation circuit 113. A timer interrupt signal or a random number generator for the CPU 111A at a predetermined period (for example, 4 milliseconds) is generated. 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 change display game, Among the plurality of fluctuation pattern tables stored in Specifically, the CPU 111A acquires the game result (jackpot, , 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 From the table, any one of the fluctuation pattern tables is selected and acquired. 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 from among the fluctuation distribution information tables. To provide 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 dispenser and a ball dispenser. 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 a ball loan request signal from the card unit. It drives the payout motor and controls the payment of loaned balls.
[0043] The input section 120 of the gaming microcomputer 111 includes a board switch that detects the emission of radio waves to the gaming machine. A wave sensor 62, a start port 1 switch 36a in the start port 36, and a 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 entry switch 38a in 38, the gate switch 34a in the normal starting gate 34, A specific area switch 38d and a remaining ball discharge port switch 38 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 provided by these switches is connected to the out ball detection switches 32a. A negative logic signal with a bell of 11V and a low level of 7V is input, and a positive logic signal of 0V-5V is 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, making it ideal for sensors and proximity switches. The leads may be accidentally shorted, sensors or switches may be removed from their connectors, or the leads may be damaged. It is possible to detect abnormal conditions such as when the power supply is disconnected and floating. The input 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. In addition, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch 37a, the prize opening switch 35a, the large prize opening switch 38a and the gate switch 34a The output signal of 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 a 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. a detection signal from the magnetic sensor 61, a detection signal from the vibration sensor 65 that detects vibrations of the gaming machine 10, A detection signal from a glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, A detection signal from a main body frame opening detection switch 64 provided on the front frame (main body frame) 12 of the machine 10 can also be entered.
[0046] Further, the third input port 124 is provided with 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. The setting will change from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. 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 a state in which the switch is rotated to the second position. When the switch is not turned to the second position, the switch is in the on state, and when the switch is not turned to the second position, the switch is in the off state.
[0047] The RAM initialization switch 112 and the setting key operation section are configured to operate the special result and the special chart change display game. An operation unit for selecting from a plurality of probability setting values to which a probability value having a different value is assigned, By operating the control unit, the probability value of a special result in the special chart change 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 prepared.
[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 operating (pressing) the AM initialization switch 112 while turning on the power of the gaming machine, the probability setting is performed. The probability setting value change mode will be activated, allowing you to change the set value. RAM initialization will be performed while in the probability setting value change mode. The probability setting value can be changed by operating (pressing) switch 112. The selected probability setting 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 (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 to the gaming machine while in the "No operation" position (step 2), the currently selected probability setting value will be The probability setting value confirmation mode is displayed on the functional 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 operation cannot be performed without it. The performance display device 153 is a seven-segment display, and displays the probability setting value 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 display the image may be used. 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.
[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 connected to a power supply unit 400 for normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also provided. .
[0052] The data held by the second input port 123 is input by the gaming microcomputer 111 through the second input port 123. The enable signal CE is generated by decoding the address assigned to port 123. The third input port can be read by asserting (changing to a valid level) 2. The same applies to input port 124, fourth input port 126, and first input port 122 described below.
[0053] In addition, the input unit 120 receives a frame radio wave illegal 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 a command) TASS signal (status signal indicating a dispense error), chute ball out switch signal (before dispense) A signal indicating a shortage of game balls), an overflow switch signal (a signal indicating that the game balls in the lower tray 23 are less than a predetermined amount) A signal that is output when it detects that the upper part is full (when the upper part is full) The switch signal (a signal based on the input of the touch switch provided on the handle 24) is captured. 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 failure monitoring signal and a reset signal from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. A power failure monitoring signal from the power supply device 400 and an initialization switch from the RAM initialization switch 112 The game signal is first input to the first input port 122 and then transmitted to the game machine via the data bus 140. In other words, 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. By directly outputting the signal 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 may be input to each of the ports 122, 123, The reset signal RESET is not supplied to the microcomputer 124 or 126. The data set in each port of the output unit 130 by the signal 111 is used to prevent malfunction of the system. However, the input section 120 is reset immediately before the reset signal RESET is input. The data read by the gaming microcomputer 111 from each port is This is because the data will be discarded by the
[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 arranged on the communication path from the dispensing 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 agency (not shown). Data informing the test device of the special pattern information of the variable display game and a signal indicating the probability of winning The buffer 133 that outputs the above signals via the relay board 70 can be mounted. The buffer 133 is a real machine (mass-produced product) installed in a game arcade. This is a part 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. The signal 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 not used as another signal. Or it may be processed into information, for example, an error indicating that the gaming machine is in an uncontrollable state. - A signal is sent 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 a 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 provided with a second output port 134 connected to the data bus 140. The second output port 134 is a large prize opening that opens the special variable prize device 38. The solenoid (large prize opening solenoid 1) 38b, the lever member in the special variable prize device 38 is operated. A lever solenoid 38f for opening the normal variable winning device 37 and a normal current solenoid 37 for opening 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 the display data of the device 153. In addition, the output unit 130 is provided with an anode of an LED according to 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 the off data.
[0060] In addition, the output unit 130 outputs information about the gaming machine 10, such as big win 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. The photorelay is equipped, and for example, an external device (information collection terminal or inside the game center) installed in the game center It can be connected to a management device (such as a hall computer) and transmit information about the gaming machine 10. The fifth output port 137 can be used to supply the signal to a system device. A release permission signal is also output to the dispensing control device 200 via the Schmitt buffer 132.
[0061] Further, the output section 130 includes a large prize opening solenoid outputted 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 for the driver, a third output port 1 An on / off drive signal for the segment lines on the current supply side of the collective display device 50 outputted from 35 the second driver 138b which 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 a current of 0 and an external information terminal for supplying an external information signal from the fifth output port 137 to an external device such as a management device. A fourth driver 138d that outputs to the child board 71, and a performance table output from the second output port 134 A fifth driver 138e receives a display data signal of the display device 153, generates a driving signal, and outputs the driving signal. A serial signal is provided from the second output port 134 to the fifth driver 138e. Data is sent via mobile communication.
[0062] The first driver 138a is provided with a 32V power supply to drive a solenoid. A power supply voltage of DC 32 V is supplied from the power supply device 400 to the fifth driver 138e. In order to drive the performance display device 153 that operates at 5 V, D C5V is provided by power supply 400. In addition, the second driver 138b that drives the segment lines of the collective display device 50 is provided with a DC1 The third driver 138c for driving the digit line is supplied with 2 V in response to the display data. Since it is intended to pull out the digit line with current, the power supply voltage can be either 12V or 5V. may be also possible.
[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 terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are dynamically driven. 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. A DC12V supply is provided 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 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 for transmitting information such as the number of 9 is a data transmission between the gaming microcomputer 111 and the inspection device 500 by serial communication. The data transmission and reception is performed by the communication The serial communication terminal of the gaming microcomputer 111 is the same as that of a general-purpose microprocessor. Since this is done using input ports 122, 123, 124, and 126, ports such as It has not been fixed.
[0065] In addition, although not limited thereto, 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 35a, The gate switch 38a and the gate switch 34a are provided with a coil for magnetic detection, and the coil is provided with a metal. A non-contact magnetic proximity sensor ( In addition, a proximity switch is used in the glass frame 15 of the gaming machine 10. A glass frame opening detection switch 63 and a main frame provided on the front frame (main frame) 12, etc. The open detection switch 64 may be a microswitch having a mechanical contact. do.
[0066] Next, the configuration of performance control device 300 will be described with reference to FIG. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is a A graphic processor performs image processing for displaying images on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 as a processor and various melodies and sound effects A sound source LSI 314 that controls the output of sound to reproduce the above from speakers 19a and 19b. It is equipped with:
[0067] The main control microcomputer 311 contains a P ROM (Programmable Read Only Memory) 321 program ROM, working area RAM322 provides a storage area, and Fe322 can retain memory contents even if power is cut off during a power outage. RAM 323, a clock means for generating information indicating the current date and time (date, day of the week, time, etc.) The RTC (real-time clock) 338 is connected to the main control microcomputer. The 311 also has a RAM inside that provides a working area. A WDT (watchdog timer) circuit 324 is connected to the main control unit 311. The icon 311 analyzes the commands 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 turning on lamps, controlling the operation of motors and solenoids, and managing performance time.
[0068] The VDP 312 includes a RAM 312a that provides a working area, and a 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 random access memory) used to expand and process image data such as video files. 326 RAM is connected.
[0069] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power The 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 transmits 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 synchronous 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, by the The input signals INT0 to INTn and the main control microcomputer 311 are waiting for reception of commands and data. A wait signal WAIT is also input to inform the user of the state.
[0071] The performance control device 300 is a device that transmits signals to the display device 41 using an LVDS (low amplitude signal transmission) method. A signal conversion circuit 313 for generating a video signal is provided. The video data, the horizontal synchronizing signal HSYNC, and the vertical synchronizing signal VSYNC are input to the line 313. The image generated by the VDP 312 is converted to a signal by a signal conversion circuit 313. and displayed on the display device 41.
[0072] The sound source LSI 314 is connected to a sound ROM 327 in which sound 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 outputs 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 sound generated by the sound source LSI 314 is The generated 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 for receiving commands. The decoration feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 The number of reserved figures, special figure decorations, fluctuations, stop information, etc. are controlled by the performance control. The game control device 100 receives the command signal (performance command) from the game microcomputer 111. 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. In order to operate the command I / F 331, a signal level conversion function is provided.
[0074] In addition, the performance control device 300 includes a game board 30 (including a center case 40) A panel decoration LED control device 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 (such as a frame decoration device 18 including a display board 350) The path 333, the board performance device 44 ( For example, a movable prop that enhances the performance effect in cooperation with the performance display on the display device 41 is driven and controlled. A control circuit 334 for controlling the panel performance movable body is provided. These control circuits 332 to 334, which drive and control the above-mentioned components, are connected to an address / data bus 340. The glass frame 15 is connected to the main control microcomputer 311 through the glass frame 15. A frame performance movable system for controlling the driving of a frame performance device having a driving source such as a blower device 20 provided in It also has a control circuit, which is connected to the main control microcomputer 311 via an address / data bus 340. The display is connected to the stage 300 and can be controlled by the performance control device 300.
[0075] Furthermore, the performance control device 300 includes a performance button 25 provided on the glass frame 15. The effect button switch 25a, the cross key 29 provided on the glass frame 15, the board effect A performance switch 47 (performance motor switch) for detecting the initial position of the motor in the device 44 It has a function to detect the on / off state of the light and input the detection signal to the main control microcomputer 311, 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 having a function of inputting a detection signal to 311 is provided.
[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-mentioned configuration. A motor is used to provide a desired level of DC voltage to the power supply or the electronic components it controls. A DC32V supply for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V for driving the converter and LEDs, and DC5V for the power supply voltage of the command I / F331. In addition to V, it can 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 reset signal is sent to the main control microcontroller 311 to reset the device. The signal output from 311 is VDP312 (VDPRESET signal), and the 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 which drive and control the The performance control device 300 is also provided with a cooling FA for cooling each part 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 runs. 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 The 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 display game are When no distinction is made between dynamic display games and special display games, they are simply called decorative special display games. If you do not distinguish between the first special result and the small win (the second 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, which is a special gaming state, and the second special gaming state, which is a special gaming state, the first special gaming state and the second special gaming state are simply referred to as the special gaming state. do.
[0079] In addition, a big win is a special result (first special result) that accompanies the activation of a condition device, and a small win is a condition This is a special result (second special result) that does not involve the operation of the condition device. This is activated when a jackpot occurs in the game (the jackpot symbol stops appearing), and the condition device is When the device is activated, for example, a jackpot state occurs and the special variable winning device 38 as a special electric device is activated. A specific flag is set to operate the game continuously (the game device is activated). The condition device does not work, for example, in the case of winning a small prize lottery. This means that the above flag is not set. The above may be implemented as a software means such as a flag that is turned on and off by software. Alternatively, it may be a hardware means such as a switch that is electrically turned on and off. 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 different meaning.
[0080] In the gaming machine 10 of this embodiment, a gaming ball (a pachinko ball) is shot from a ball shooting device toward a gaming area 32. The game is played by shooting a ball into the game area 3. The direction of the ball can be changed by using obstacles and direction-changing devices such as pins and windmills placed in various places in the building. Flowing down the skill area 32, the normal map start gate 34, the general winning gate 35, the starting winning gate 36, the normal variable The player wins a prize in the prize winning device 37 or the special variable prize winning device 38, or the player wins a prize in the prize winning device 37 or the special variable prize winning device 38, which is provided at the bottom of the game area 32. The balls flow into the outlet 30a and are discharged from the game area 32. When the game ball enters the winning hole 36, the normal variable winning device 37, or the special variable winning device 38, The number of winning balls according to the type of winning slot is controlled by the payout control device 200 (see FIG. 4). The coins are discharged from the dispenser unit onto 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 or the ball located to the left of the starting winning hole 36 The player can aim to win a prize in the general prize slot 35 provided in the game area on the right side by shooting a game ball (so-called By hitting the ball right, you can get the normal starting gate 34, the normal variable winning device 37, and the special variable winning device 38, and general prize entry slot 35.
[0082] In the normal map start gate 34, a detection device for detecting a game ball that has passed through the normal map start gate 34 is provided. 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 stop display 58 of the general display device 50 is displayed. The result of the game is displayed based on the game ball detection signal input 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, The normal variable display game is not being executed, and the normal variable display game is won, and the normal variable winning device 37 is opened. If the player is not in a state where the game can be changed to the normal state, the game will start from the first stored normal state. The random number for judgment is compared with the judgment value stored in ROM 111B, and the game of the normal game variation display is The random number value for this win / loss determination is used to start the normal game. If the value matches the judgment value, the game will win and a specific result pattern (regular The result is the identification result (Figure 1).
[0084] In addition, the game control device 100 executes a general map variable display game by using a collective display device. A plurality of predetermined light patterns are displayed on the general display 57 provided on the vehicle 50 for a predetermined variable time. The turn is displayed repeatedly in a predefined order, and then the result is displayed according to the result. The system performs processing to display a normal variable display game that stops and displays the lighting pattern (result state). The general map display 57 is composed of the display device 41, and the general identification information is, for example, numbers, symbols, The result is displayed by using a character pattern or the like, changing it for a certain period of time, and then stopping the display. It may be configured to show
[0085] When the result of the game is a win, the special result will be displayed on the normal display 57. The light pattern is stopped and the normal power solenoid 37c is operated, and the normal variable winning device is activated. The movable member of the locking mechanism 37 is controlled to be open for a predetermined time (for example, 1648 ms). The game control device 100 constitutes a conversion control execution means for performing conversion control of the conversion member (movable member). In addition, if the result of the general map variation display game is a loss, the general map display 57 will show the loss result. The system controls the display of various lighting patterns.
[0086] In addition, the winning balls in the start winning hole 36 and the winning balls in the normal variable winning device 37 are each This is detected by start port 1 switch 36a and start port 2 switch 37a provided in the start port 1 switch 36a and start port 2 switch 37a. In 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 number (for example, 4 pcs) is stored as a limit, and the start memory (special chart) is stored based on the winning of the normal variable winning device 37. The second start-up memory, which constitutes the start-up memory, is stored up to a predetermined upper limit (for example, 1). Based on the winning of the winning slot 36 or the normal variable winning device 37, the starting memory information is a jackpot. The random number value, the special pattern random number value, and each variation pattern random number value 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 the start memory is stored in the special display device 50 for the start winning number notification. The display 53 and the special chart 2 reservation display 54 are displayed, and the display of the center case 40 is It is also displayed at position 41 as a decorative special chart start memory display.
[0087] The game control device 100 controls the special chart 1 display 51 (first variable display device) based on the first start memory. ) to perform a special chart 1 variation display game, and based on the second start memory, the special chart 2 display 52 (second variation A 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 saved, the second game takes precedence over the first game. And execute it.
[0088] That is, the game control device (game control means) 100 is a start winning hole 36 (first start winning hole A special chart 1 variable display game based on the first start memory stored in response to the winning of a game ball into the (First special chart variable display game) and also performs execution control of the normal variable winning device 37 (second start Based on the second start memory stored in response to the winning of the game ball into the moving winning area, the special chart 2 variable table The game controller 100 controls the execution of the game (second special game). The row control means, in a state in which 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] In the special chart 1 display 51 and the special chart 2 display 52, after performing the change display, a predetermined result state is displayed. If the result of the special chart change display game is a jackpot, the special chart 1 display The display state of the 51 or the special chart 2 display 52 corresponds to the first special result (jackpot). This results in a big win, and the state becomes a first special game state (a so-called big win state). In addition, if the result of the special chart change display game is a small win, the special chart 1 display 51 or the special chart The display mode of the second display 52 becomes a special result mode (small win result mode) corresponding to the second 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 based on the winning of a game ball into the start winning hole 36 (special chart 1 variable The first variable display means is capable of displaying a moving 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 ) as a second variable display means.
[0090] In addition, the game control device (game control means) 100 is 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 proceed under the condition that the game is supported That is, the game control device (game control means) 100 can perform a 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 decoration special function that displays multiple types of decoration identification information (numbers, symbols, character patterns, etc.) in a variable manner. The display device 41 is configured to execute a special display game. The game includes a decoration for the special chart 1 variation display game and a special chart 2 variation display game. There is a decoration special chart 2 change display game corresponding to the display game. And the corresponding special chart change display A change display is performed according to the change in the game, and the result state of the corresponding special chart change display game is derived The results are then displayed accordingly.
[0092] That is, the display device 41 displays the first variable display game (special variable display game 1) and the second variable A decoration change that changes and displays the decoration identification information in response to the dynamic display game (special chart 2 variable display game) The display game (decoration special chart change display game) can be displayed by the display change display means. If separate display devices are used for the special chart 1 variable display game and the special chart 2 variable display game, Alternatively, only one of the decorative special chart change display games may be displayed. 0 does not have a special chart 1 display 51 and a 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. 6 shows an example of the allocation ratio in this embodiment. FIG. 6(a) is an example of the distribution rate of the result of the special chart change display game. As shown in FIG. 6(a), the results include four types of winnings: big win, small win, support win, and miss. In this embodiment, the distribution rate of the jackpot is the same for special chart 1 and special chart 2. However, it may be different between Special Chart 1 and Special Chart 2. Also, in Figure 6(a), the distribution rate of the jackpot The probability setting is "Setting 1", "Setting 2", or "Setting 3". In the case of the big win, the number of the winnings is the same, but it may be different. The distribution rate is when the probability setting is "Setting 4", "Setting 5", and "Setting 6 " are the same when "
[0094] In addition, in FIG. 6(a), the distribution rate of small hits and support hits is the same regardless of the probability setting value. Although the probability setting values are the same, they may be different. This change only changes the probability of winning the big jackpot, not the probability of winning the small jackpot or the support jackpot. It is as follows. In addition, for small wins, the allocation rate for Special Chart 2 is higher than that for Special Chart 1. Therefore, the probability of a small hit is higher on Special Chart 2, and if a small hit occurs, it will be in a specific area. Since the inflow is more likely to result in the first special game state (jackpot), the special chart 2 is more likely to be played. It is a game with special chart changing display that is advantageous for the player.
[0095] Figure 6(b) shows an example of the distribution rate of the jackpot types. For example, the jackpot types shown in Figure 6(b) As shown in the figure, the 10R jackpot A symbol is displayed as the jackpot symbol (the result of the jackpot). There are two types of jackpots: 10R jackpot A, which displays the 10R jackpot B pattern, and 10R jackpot B, which displays the 10R jackpot B pattern. . 10R jackpot A is the number of rounds in the special game state is 10 rounds, After the end of the game, the game will be in normal power support mode with a maximum of 250 games. The number of rounds in the special play state is 10 rounds, and there is no regular power support after the end of the special play state. This state occurs. In Figure 6(b), the distribution rate of the jackpot types is different between Special Chart 1 and Special Chart 2. The game status in which the image change display game is executed is either a normal game status or a specific game status. Therefore, they may be different.
[0096] Figure 6(c) shows the distribution rate of the small hit types. Regarding the big win that occurs when the game ball flows into a specific area of the variable winning device 38, The type of big win is selected based on the type of small win. If the game ball flows into the fixed area (V winning), 250 games will be played after the first special game state ends. The upper limit of the normal power support state will be reached. The second special game state based on the small hit B will be played in a specific area. If the skill ball flows in, the normal power support will be disabled after the first special game state ends. The allocation rate may be the same for Special Drawing 1 and Special Drawing 2. In other words, 10R big win A and small win A are normal power support after the end of the special game state. A specific special result is achieved in the state (second state), and 10R big win B and small win B are in the special game state. After the end of the state, a non-specific special result is produced that causes the state to be non-normal power support (first state).
[0097] Figure 6(d) shows the winning probability of the normal map fluctuation display game. It is a probability, and if normal power support is in place, the probability is high. In addition, the state where normal power support is provided (state 2) is more favorable than the state where normal power support is not provided (state 1). ) is sufficient if it is easier to win the normal variable winning device 37, and the probability, variable time, and opening time Alternatively, one or more of the maximum normal power count numbers may be changed.
[0098] In addition, the gaming machine of this embodiment is equipped with a so-called ceiling function as shown in FIG. In other words, when the number of times the game is played reaches the ceiling number (here 959), The system is set to a normal power support state with a maximum of 250 games without generating a separate game state. The number of times the game is played is always counted during low probability states, regardless of whether or not normal power support is available. In the gaming machine of this embodiment, the special probability is always Since it is constant, it is always counted. Also, the number of times the game is executed is the number of times the special chart 1 variable display game is executed. The total number of times the Special Chart 2 Variable Display Game has been played is the sum of the number of times the Special Chart 2 Variable Display Game has been played.
[0099] The timing for clearing the count of the number of times the game has been played is when the ceiling number of times has been reached. When the normal power support state is reached and the condition device is activated (first special game state), The timing for clearing the game count can be changed as needed. For example, when the RAM initialization switch 112 is operated, the number of times the game has been executed is selected to be cleared. It may also be set to occur 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 executed Clear the measurement of the number of times the game is executed when the RAM is cleared and the settings are changed. 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, the In this way, when changing settings and clearing the RAM, the number of times the game is executed is reset. By preventing the device from updating the settings, it is possible to make it difficult to determine that a setting change has been made. do.
[0101] [Game state transition diagram (game flow)] First, the transition of the game state by the game control of the game control device 100 will be described. FIG. 7 is a game state transition diagram (game flow) showing the transition of the game state in this embodiment. FIG. The game state includes a normal game state ST1, a first special game state based on a first special result (jackpot), ST2, the second special game state ST3 based on the second special result (small win), the specific game state ST 4. There is remaining pending consumption status ST5. In each game state, a presentation mode is determined by the presentation control device 300 to determine the presentation mode of the game. A main start area is a start area that should be mainly targeted in the game state. The main variable special chart, which is the type of special chart variable display game, and the launch direction of the game ball are determined.
[0102] In the gaming machine 10 of this embodiment, a player can aim to win a prize in the starting prize hole 36 by hitting the ball from the left. 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 will be the main focus. The game is designed to be played in a way that allows players to play according to the game design. In order to achieve this, the game is played mainly on one of the special chart display games that is determined to be the main game in the design. In this specification, each game state is configured to be advantageous to the player. The game that is determined to be the main game in the game mode is called the main game, and the game that is determined to be the main game in the game mode is called the main game. The game shown is sometimes called an irregular fluctuation.
[0103] 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 are There is no time reduction to shorten the moving time. The main variable special chart is a special chart 1 variable display game, and the main The starting area is the starting winning hole 36, and the launch direction is left shot to aim at this starting winning hole 36. The presentation mode that defines the presentation style is the normal stage.
[0104] The first special game state ST2 is a state in which there is no normal power support and no time reduction. In the first special game state ST2, the special Since the separate variable winning device 38 is opened, the launch direction is set to right hit. In the second special game state ST3, normal power support and time reduction are determined by the situation at the time of small hit derivation. There may or may not be a problem. Basically, the state at the time of small hit is inherited, but in certain game conditions When the termination condition of ST4 is satisfied, the special chart variable display game ends with a small win. In this case, normal power support and shortened working hours will end. In addition, the presentation mode that specifies the presentation mode is the small hit mode. In the special game state ST3, the special variable winning device 38 is opened, so the launch direction is right-handed. It has been done.
[0105] The specific gaming state ST4 remains for a prescribed 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 facilitate winning. This is a state in which 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 a special chart 2 variable display game, and the main starting area is a normal variable winning device 37 The direction of launch is set to right in order to aim at this normal variable winning device 37. In the ST4 skill state, there is a normal power support and small hits occur frequently, so the special chart 2 variable display game Since the game is mainly executed, it is more advantageous for the player than the normal game state ST1. This creates an advantageous situation.
[0106] 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 regular power support, but the special chart change display game change time There is a time-saving feature that shortens the time. Since there is no regular power support, launch it aiming for the starting winning slot 36. The direction is set to left hit, but since it is a short period following the specific game state ST4, left hit It is not necessary to give clear instructions. 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 game is mainly executed, the player can enjoy the game more easily than in the normal game state ST1. It is a beneficial state for the country and constitutes an advantageous state.
[0107] The transition of the game state is the derivation of the first special result (big win), the derivation of the second special result (small win), Deriving the support hit, ending the first special game state, ending the second special game state, and consuming the specified number of games This is done by reaching the ceiling. When a jackpot is hit in the normal gaming state ST1, the state transitions to the first special gaming state ST2. After the special game state ST2 ends, the first special result is a 10R jackpot A with normal power support. If so, the normal power support will continue until the end conditions for the normal power support state are met. And the time reduction state will be activated, and the game will move to the special game state ST4. Also, the first special result is normal power. If there is no support state and there is no second start memory, the game will be in normal play state. It transitions to ST1, and if there is a second start memory, it transitions to the remaining pending consumption state ST5. If a jackpot occurs in the specific game state ST4 or the remaining reserved consumption state ST5, the first special game The game state transitions to a skill state ST2, and then to a specific game state ST4. In addition, if a support hit occurs or the ceiling is reached, the first special game state ST2 will not be passed. The game enters a specific game state ST4.
[0108] In the specific game state ST4, the game ball enters the normal variable winning device 37 by normal power support. By making it easier to play, it is possible to generate a second start memory, and a special chart 2 variable display game can be executed. If the conditions for ending the normal power support state are met in this specific game state ST4, When normal power support ends and there is a remaining hold, which is the second start memory that occurred in the specific game state ST4, If there are no remaining reserved balls, the game will enter the remaining reserved ball consumption state ST5, and if there are no remaining reserved balls, the game will enter the normal game state ST1.
[0109] 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.
[0110] In the normal game state ST1, the specific game state ST4, or the remaining reserved consumption state ST5, a small win If this is the case, the game will transition to the second special game state ST3. When the game ball flows into a specific area in the second special game state ST3 (V winning), The game state shifts to the special game state ST2. When the game ball flows into the special variable winning device 38, There is a possibility of flowing into the area, and many games with special chart 2 variable display with high probability of small hits are played. It is advantageous for players to do so. The higher the probability of flowing into a specific area, the A lever member provided inside the variable winning device 38 and capable of controlling the inflow of game balls into a specific area The lever solenoid 38f is operated to allow the inflow of game balls into a specific area. The control is performed by switching between a state in which the balls cannot flow into a specific area and a state in which the balls cannot flow into a specific area. do.
[0111] In addition, if the game ball does not flow into the specific area in the second special game state ST3, The state transitions to a fixed play state ST4, a remaining reserved consumption state ST5, or a normal play state ST1. If the conditions for terminating the specific game state ST4 are not met, the game state transitions to the specific game state ST4. In addition, the termination condition of the specific game state ST4 is met, and the specific game state ST4 occurs If there is a remaining reservation, which is the second start memory, the remaining reservation is transitioned to a digestion state ST5. If the conditions for terminating the specific game state ST4 are met and there are no remaining reserved games, the game will enter a normal game state. Transition to ST1.
[0112] The control of the gaming machine that performs such a game will be described below. First, the game control device 10 Regarding the control executed by the gaming microcomputer (gaming microcomputer) 111 of The control process by the gaming microcomputer 111 is mainly performed in the main routine shown in FIG. and a timer interrupt process shown in FIG. 10, which is performed at a predetermined time interval (for example, 4 ms). become.
[0113] [Main processing] First, the main processing will be described. The main processing starts when the power is turned on. In this main process, as shown in FIG. 8 and FIG. 9, first, a process for disabling interrupts is performed. After performing the process (step X1), the area where the values of registers, etc. are saved when an interrupt occurs is created. Stack pointer setting process (step Next, specify register bank 0 (step X3) and For example, set the upper address of the RAM start address in the D register (step X4). In this embodiment, the RAM address range is 0000h to 01FFh, with the upper takes 00h or 01h, and in step X4, the leading 00h is set. Next, firing stops. The signal is output to set the launch permission signal to a prohibited state (step X5). At least one of the game control device 100 and the payout control device 200 outputs a signal to stop firing. When the button is pressed, the prohibited state is set and the release of the game ball is prohibited.
[0114] Then, the status of the RAM initialization switch 112 and the setting key switch 152 are read (step 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 A slave control means (for example, a payout control device 200 or a performance control device) that performs various controls according to instructions from 00. A waiting time (e.g., 3 seconds) for the program of the control device 300 to start normally This sets the game controller 100 in the first place 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 controller from missing the command. That is, when the game control device 100 is turned on, the main control means (game control The start of the device 100 is delayed to control the slave control devices (the payout control device 200, the performance control device 300, etc.) The waiting means sets a predetermined waiting time for waiting for the start of the program.
[0115] In addition, the power-on delay timer is timed to check the validity of the RAM (calculate the checksum). This is done using memory areas that are not subject to validity check (RAM areas or registers, 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 there is no need to exclude the RAM area from the calculation. It can be stopped.
[0116] After the process of setting the power-on delay timer (step X7) is performed, a power outage occurs. It is determined whether the power is turned on (step X8), and if a power outage has occurred (step X8; Y), Wait for the power to the machine to be cut off. Specifically, in step X8, for example, the power failure monitoring information input from the power supply device 400 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 failure 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, the power failure monitoring signal is turned on. Also, if the power failure monitoring signal remains ON for the number of checks, 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 certain period of time, a power outage occurs. By determining that a power outage has occurred, it is possible to prevent false detection of a power outage due to noise, etc. It is possible to appropriately deal with any problems that may arise.
[0117] 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 the period, and prevents malfunctions when the power is turned on. Access to RAM is permitted until the wait time has elapsed. The contents stored in the memory from the last power outage are not updated, so In the event of a power outage, there is no need to perform backup processing. Even if an error occurs, there is no need to back up the RAM, reducing the burden on the control. .
[0118] On the other hand, if no power outage has occurred (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, the waiting time has not 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 Give permission (step X11), and output off data to all output ports (set to no output state). ) (Step X12).
[0119] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, In the form, the step (used for communication with the performance control device 300 and the dispensing control device 200) is set (step X13), a timer interrupt signal in the gaming microcomputer 111 (clock generator) and Activate the CTC (Counter / Timer Circuit) circuit that generates the random number update trigger signal (CTC) The CTC circuit performs a process (step X14) to determine whether the game is completed. The clock generator is provided with a clock signal from an 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 for generating a signal CTC that provides a trigger for updating the random number supplied to the counter. Next, the RAM abnormality flag is set (step X15). Regardless of whether the RAM is faulty or not, the RAM fault flag is reset. The flag is set in a specified register.
[0120] Next, the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data 1 (for example If the battery is normal (for example, 5Ah) (step X16), then (step X16; Y), The value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data 2 (for example, A5h) Then, if the value of the power failure inspection area 2 is normal (step X17), Step X17; Y) A checksum calculation process that calculates the checksum of a specified area in the RWM The checksum is then processed (step X18) to see if the calculated checksum matches the checksum at the time of power off. It is determined whether the checksums match (step X19). 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 status Switch to X21.
[0121] Also, if the check data in the power failure inspection area is judged to be abnormal (step Step X16;N or step X17;N), if the checksums are determined to not match If the setting is not completed (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 off (step X21; N), the RAM abnormality flag is set. If the RAM abnormality flag is set (step X22), In the case of the chip X22;Y), the RAM is abnormal, so 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).
[0122] 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 change in progress flag is set (step X23; Y), a main abnormality error is reported. The command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag that is set here is the probability setting flag that was set before the power outage occurred. In other words, if the power supply to the gaming machine is cut off and restarted while changing the probability setting value, 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 terminal 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.
[0123] In addition, 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 If the RAM abnormality flag is not set (step X27), ;N), a probability setting change flag is set (step X29). After that, the command for changing the probability setting is sent to the production control board (production control The control device 300 transmits the information to the control device 300 (step X30) and 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 is , 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 By outputting a voice by 9a, 19b, etc., a notice is given indicating 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 A process to clear the constant value (step X28) is performed. This clears 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, the process proceeds to step X31.
[0124] Also, at least one of the setting key switch 152 and the RAM initialization switch 112 is OFF. (Step X21; N), and 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 input, 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).
[0125] 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 processing for when the power failure is normally restored. 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 constitutes 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 so.
[0126] 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 enters the probability setting value confirmation mode. After that, the command for checking the probability setting 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 Based on the received signal, the display device 41, the frame decoration device 18, and the LEDs of the board decoration device 46 are The display unit 44 is activated, and the speakers 19a and 19b output audio. An announcement is made that the probability setting value is being confirmed.
[0127] In order to guarantee the output of a security signal 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 probability setting change / confirmation process (step X122) of the process, 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 timer The security signal continues due to the external information editing process (step X120) of the interrupt process. In other words, the probability setting change mode or probability setting confirmation mode can be completed in less than 128 ms. 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 step X31. The value saved in the security signal control timer area is not limited to the value corresponding to 128 ms. However, you must 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.
[0128] Then, the interrupt is permitted (step X32), and the setting key switch 152 is in the OFF state. In step X33, the state read in step X6 is (state at power-on) is not used as the basis for the judgment, but is used as the basis for the input of the timer interrupt process (Figure 10). The determination is made based on the state (current state) read in the input process (step X103). 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), a power outage occurs. If a power outage has not occurred (step X34; If N), return to step X33, and if a power outage occurs (step X34; Y), , proceed to step X55. If the probability setting change flag is set, When a power outage is detected in X34, the main processing after the power outage is restored In step X23 of the process (FIGS. 8 and 9), the probability setting change flag is set. It is determined that.
[0129] On the other hand, if the setting key switch 152 is in the OFF state (step X33; Y), The process of prohibiting interrupts (step X38) is performed. The process of permitting interrupts (step X32) is performed. ) and before the interrupt prohibition process (steps X38 and X55) is performed. The timer interrupt process (FIG. 10) is performed at a predetermined time interval (for example, 4 ms). In the process, the probability setting change / confirmation process (step X122) is performed. ) is performed until the probability setting value is changed or confirmed (or until a power outage occurs). The main process will be on standby during this period (until the Next, a command to end the notification is sent to the performance control board (performance control device 300) (step In response to receiving the command to end the notification, the performance control device 300 Notification of in-progress (notification indicating that the probability setting value is being changed or that the probability setting value is being confirmed) The notification of the above will be terminated.
[0130] 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 failure check area, The process of saving the initial values when power is restored in the checksum area and the area related to error monitoring. The power failure recovery process (step X41) is performed to perform the power failure recovery process, etc. It can be cleared with step 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 sent (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 chart 1 reserved number command Command, special chart 2 reserved number command, probability information command, number of performances information command, screen specification Send multiple commands such as the command. The screen specification command is the special drawing 1 and the special drawing Regarding 2, when both are in normal processing as described below, i.e. when the special chart change display game is being executed If the game is not in a special game state and the game is waiting for customers, the command for the waiting demo screen is Otherwise, it sends the recovery screen command. In addition to these commands, high probability count information commands etc. are also transmitted.
[0131] 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 reels is not cleared, and 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.
[0132] 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 designation command, a confirmation command, Rate setting information command, special chart 1 reserved number command, special chart 2 reserved number command, probability information command , command for information on the number of performances, command for initializing RAM (displays the demo screen for waiting customers, A command to notify the RAM initialization with light and sound for a specified period of time (e.g. 30 seconds) ) and other commands. In addition to these commands, some models may also send With the command for the number of times of performance and the support for regular power, the number of times the special chart change display game is executed is displayed. Certain support count information commands etc. are also sent.
[0133] Next, a process for starting and setting up the random number generating circuit is performed (step X47). Activate the random number generation circuit to a specific register (CTC update enable register) in the random number generation circuit. 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 lower bit transposition This bit transposition pattern defines the way to store the bits as the bitmap (arrangement after transposition). By swapping the bits of the random numbers according to the turn, the regularity of the random numbers can be broken and This increases the confidentiality of the random numbers. The pattern may be the above, or may be selected from a number of patterns prepared in advance. Alternatively, the user may be allowed to set the value arbitrarily.
[0134] After that, a certain register (soft random number register 1 to n) in the random number generation circuit at power-on The value of is extracted, and the corresponding initial value random number (in this embodiment, the winning pattern of the special chart is determined) is As the initial value (starting value) of the special pattern random number and the random number (winning random number) that determines the winning of the regular pattern 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 changed every By using this as the initial value (starting 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 unauthorized random numbers.
[0135] 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 jackpot random number, special pattern random number, and winning random number are generated by the random number generation circuit. However, the random number for 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 a 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 the special pattern random number and the winning random number are counted one round. The starting value is changed every time a random number (generated by software) is used. The random numbers are generated by a counter method of +1 or -1. You can update it, or you can use a random number that will generate all values in the range without duplication until it goes through a cycle. It can also be a formula update. In other words, the jackpot random number is a random number updated only by hardware, and the special chart The random pattern number and the random winning number are random numbers updated by hardware and software. In this embodiment, a random number (winning pattern random number) for determining the winning pattern of the normal pattern is not provided. Therefore, there is only one winning pattern for the normal drawing, but a random number is set to duplicate the winning pattern for the normal drawing. It may be possible to select from several types.
[0136] After the initial value random number update process of step X50, the process of disabling interrupts (step X51) Then, the performance display editing process (step X52) is performed. Then, the process of allowing interrupts is performed. After performing (step X53), it is determined whether a power outage has occurred (step X54). If no such occurrence occurs (step X54; N), the initial value random number update process (step X5 0). In other words, if no power outage occurs, the initial value random number update process and performance display Editing process and power failure monitoring are repeated. Interrupt before 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 an interrupt occurs, the interrupt process is executed with priority, and the timer interrupt updates the initial value random number. It is possible to prevent interrupt processing from being overwhelmed by waiting for processing.
[0137] 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, the initial value random number is updated in the main process. When performing update processing, it is necessary to disable interrupts before updating and then cancelling the interrupts. 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 set it to only , 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.
[0138] 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 failure inspection area check data 1 in the power failure inspection area 1 (step X57 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step X58). In addition, the checksum calculation process (step X59), and then the calculated checksum is saved (step X60), and then RW After performing the process of prohibiting access to M (step X61), the power supply to the gaming machine is cut off. In this way, the check data is saved in the power failure inspection area and the power failure By calculating the checksum at the time of power interruption, the information stored in the RWM before the power interruption is When the power is turned on again, it can be determined whether the data is backed up correctly.
[0139] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the Slave control means (dispensing control device 200, performance control In the gaming machine having the above-mentioned device 300, when the power is turned on, the main control means A waiting time is set by delaying the start of the master control means and waiting for the start of the slave control means. A power failure detection means (game control device 100) for detecting a power failure during the predetermined standby time. and an electrical monitoring means (game control device 100). In addition, a power supply device 400 is provided to supply power to the various devices. The power failure monitoring means (game control means) is configured to output a power failure monitoring signal when the occurrence of the power failure is detected. The power failure monitor device 100 determines that a power failure has occurred when the power failure monitor signal is continuously received for a predetermined period of time. This means that the system is designed to determine the
[0140] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation section (RAM initialization switch 112) that can be operated from the outside, and an initialization operation section An initialization means ( A game control device 100, which reads the operation state of the initialization means before the start of the standby time. This means that we are trying to include In addition, the main control means (game control device 100) outputs the command to the RAM 111C after the waiting time has elapsed. This means that access is permitted.
[0141] [Timer interrupt processing] Next, the timer interrupt process will be explained. The timer interrupt process is performed by the clock generator. The periodic timer interrupt signal generated by the CTC circuit in the In other words, it is an interrupt routine that starts at a predetermined interval. When a timer interrupt occurs in step 111, the interrupt is automatically disabled, as shown in Figure 10. The timer interrupt process is started.
[0142] When the timer interrupt process starts, first, register bank 1 is specified (step X1 01). By switching to register bank 1, certain registers (e.g. those used in the main process) The register save process is performed to move the values held in the RWM register (registers currently being used) to the RWM. Next, write the upper address of the RAM start address to a specific register (e.g., D register). The address is set (step X102). In step X102, The same process as step X4 is performed, but the register bank is different. Next, various sensors and Input from the switch, signal acquisition, that is, input processing that reads the status of each input port Processing (step X103) is then performed.
[0143] 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 so (step X104; Y), the probability setting change / confirmation process (step X122) 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 In (Step X104; N), based on the output data set in various processes, (large prize opening solenoid 38b, lever solenoid 38f, normal power solenoid 37c) etc. An output process (step X105) is performed to perform drive control of the actuator. When the signal to stop firing is output in step X5 of the main processing, this output processing is performed. When the launch permission signal is received, the launch permission signal is output, and the launch permission signal is set to an authorized state. This launch permission signal is output to the launch control device via the payout control device. The firing permission signal is not processed in any way. In addition, the firing permission signal is not a firing permission status as seen by the game control device. The first signal indicates the launch permission status from the perspective of the payout control device, and the second signal indicates the launch permission status from the perspective of the payout control device. The firing permission signal is also generated in the delivery control device and output to the launch 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.
[0144] Next, the commands set in the transmission buffer by various processes are output to the dispensing control device 200. A payout command transmission process (step X106), a 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 opening switch 35a and the big prize opening switch 38a, and Setting the ball, opening the front frame and glass frame, normal variable winning device 37, special variable winning device 38 The winning port switch / status monitoring process (step X109) monitors for errors such as illegal winnings. )
[0145] Next, it is determined whether abnormal discharge is occurring (step X110). In the special variable winning device 38, the number of game balls discharged from the special variable winning device 38 (specific area swing 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 large prize winning hole switch 38a exceeds the number of game balls that flow into the large prize winning hole switch 38a. In addition, 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.
[0146] On the other hand, if no abnormal discharge is occurring (step X110; N), the special chart variation display game Special game processing (step X112) for processing the special game, and the general game for displaying the change in the normal game A general game process (step X114) is performed to perform the process, and the special game is performed. Variable display Segment LED that displays various information about the game and gameplay can be changed to the desired content. A segment LED editing process (step X115) is performed to drive the segment LED to display the above.
[0147] 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 radio wave irregularity monitoring process (step X117) performs the process of checking whether there are any abnormalities by detecting the vibration sensor. A vibration irregularity monitoring process checks the detection signal from the sensor 65 and determines whether there is an abnormality. (Step X118) and abnormal discharge monitoring to perform processing to determine whether abnormal discharge has occurred. Processing (step X119) is performed. Furthermore, signals to be output to various external devices are buffered 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 end the timer interrupt process. do.
[0148] Here, in this embodiment, the process of restoring the interrupt disabled state (i.e., the process of enabling the interrupt) (i.e., register bank 0 is specified) and The process of resetting the timer is automatically performed when the interrupt returns (when the timer interrupt process ends). Depending on the CPU used, you may need to specify the register bank or to restore the interrupt disabled state. There are also gaming machines that require a command to execute the restoration process.
[0149] [Special game processing] Next, the details of the special game processing (step X112) in the above timer interrupt processing 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 special charts conduct.
[0150] As shown in FIG. 11, in the special game process, first, the start port 1 switch 36a and the start port The start port switch monitoring process (step A1) is performed to monitor the winning of the second switch 37a. In the moving port switch monitoring process, the starting winning port 36 and the normal variable winning device 3 which constitutes the second starting winning port When a ball wins in 7, various random numbers (such as jackpot random numbers) are extracted and the winning number is calculated based on the winning number. A game result that determines the game result based on winning in advance at a stage before the start of the special chart change game Conduct a preliminary judgment.
[0151] Next, a special prize opening switch monitoring process (step A2) is performed. In the process, the game ball is detected by the special variable winning device 38 and the special winning port switch 38a is 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).
[0152] 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 the time is 0 (step A5; Y), that is, the time is up or has already expired. If the game has been started, the special game process number is used to branch to the process corresponding to the special game process 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).
[0153] 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", the stop display time of the special game is set. and special chart change processing (step A) which sets the information necessary for performing special chart display processing. 10) is performed.
[0154] 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 large prize opening, and the fanfare / insertion Processing during special drawing display (step A11) that sets information necessary for performing processing during the time period )
[0155] In step A8, if the special game processing number is "3", the opening time of the large prize entrance is set. This is a fan function that sets the information required for updating the number of times the game is opened and processing the large prize opening. Then, 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 end, set the interval command, while if it is the final round, set the ending command. This is used to set the game command and to set the information required to process the remaining balls in the big prize slot. Then, processing is performed while the large prize opening is open (step A13).
[0156] 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 are also included. Processing remaining balls in the big prize hole (step A14) to set information necessary for completing the process Do the following. In step A8, if the special game processing number is "6", the special game normal processing is performed. A jackpot end process (step A15) is performed to set necessary information, etc.
[0157] In step A8, if the special game processing number is "7", the large entry when a small win occurs Setting the opening time and pattern of the prize mouth, setting the fanfare command, and processing during small wins The small win fanfare process (step A16) sets the necessary information to perform the small win fanfare process. conduct. In step A8, if the special game processing number is "8", set the ending command. Small hit processing (step A) that sets the information necessary for setting and small hit remaining ball processing 17) is performed. In step A8, if the special game processing number is "9", a large prize will be awarded during small win processing. The process of setting the time for the remaining balls in the mouth to be discharged and the process of ending the small win are performed. A small hit remaining ball processing (step A18) is performed to set the necessary information, etc. 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, etc.
[0158] After that, a table for controlling the fluctuation of the special figure 1 indicator 51 is prepared (step A 20), a pattern change control process (step Then, a table for controlling the fluctuation of the special figure 2 indicator 52 is prepared. After that (step A22), the pattern variation related to the control of the variation of the special pattern by the special pattern 2 display 52 A control process (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 terminated. 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 process is carried out.
[0159] [Special diagram start 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 described. The special start port switch common processing is the start port 1 switch 36a and the start When the second switch 37a is input, the process is performed in common for each input. be.
[0160] As shown in FIG. 12, in the special starting port switch common processing, first, the starting port 1 switch 36 a and the start port 2 switch 37a, the number of winnings to the start port switch to be monitored The number of times that the information is output to the external management device of the gaming machine 10 is set to the number of times that the start gate signal is output. Load (step A131), update the loaded value by +1 (step A132), and output It is determined whether the number of output times overflows (step A133). If the load is not performed (step A133; N), the updated value is set as the RWM start signal output count. The data is saved in the area (step A134), and the process proceeds to step A135. If the number of inputs overflows (step A133; Y), the process of step A135 is performed. In this embodiment, the start gate signal output count area is set to a value from "0" to "255". If the loaded value is "255", it will be updated by +1. Therefore, the updated value becomes "0", and the output count is determined to be overflow. It is being done.
[0161] Next, the start port 1 switch 36a or the start port 2 switch 37a is selected as the start port to be monitored. Determine whether the number of special pending (start memory) items to be updated corresponding to the switch is less than the upper limit (step 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.
[0162] In addition, 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).
[0163] Next, the special pattern random number of the start switch to be monitored is extracted and prepared (step A1 40), and save it in the special pattern random number storage area of the RWM (step A141). Next, the fluctuation pattern random numbers 1 to 3 are stored in the corresponding RWM fluctuation pattern random number storage area. The processing then proceeds to step A145, and a special chart reservation information determination process is performed (step A146). Next, the start switch to be monitored and the number of reserved special drawings corresponding to the reserved special drawing number command (Step A147), and execute the performance command setting process (Step A148). Ends common processing of special chart start port switch.
[0164] 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 station 37, a predetermined random number is extracted and the variable display game is started. The start memory means stores a predetermined number of start memories as execution rights. The memory means (game control device 100) stores the number of game balls entering the first start winning hole (start winning hole 36). Various random numbers extracted based on the prize are stored as the first start memory up to a predetermined number, and the second start memory is Various random numbers extracted based on the winning of the game ball into the variable winning hole (normal variable winning device 37) are A predetermined number is stored as a second start-up memory up to an upper limit.
[0165] [Special chart reservation information determination process] Next, the special chart 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 timing of the variable display game, the result-related information corresponding to the start memory is determined. This is a read-ahead process.
[0166] As shown in FIG. 13, first, the jackpot is determined based on whether the jackpot random number value matches the jackpot determination value. Then, a jackpot determination process (step A154) is performed to determine whether or not the jackpot is reached. If the result is a jackpot (step A155; Y), the jackpot corresponding to the target start switch is pressed. Set the special pattern random number check table for winning (step A156), and turn on the special pattern start switch. Obtain the stopping pattern information corresponding to the special pattern random number prepared in step A140 of the common processing Then (step A157), the process proceeds to step A168.
[0167] On the other hand, if the judgment result is not a jackpot (step A155; N), the jackpot random number is a small jackpot. A small hit judgment process (step) that judges whether or not it is a small hit depending on whether or not it matches the 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 (step A162), and the process proceeds to step A168.
[0168] On the other hand, if the judgment result is not a small win (step A160; N), the big win random number value is A support hit judgment process that judges whether or not it is a support hit depending on whether or not it matches the hit judgment value ( Step A163) is performed. If the result of the judgment is not a support hit (step A164 ;N) sets the losing stop symbol information (step A167), and in step A168 Proceed to processing. In addition, if the judgment result is a support hit (step A164; Y), a special chart for a support hit is Set the pattern random number check table (step A165), and perform special pattern start switch common processing The stop pattern information corresponding to the special pattern random number prepared in step A140 is obtained (step Then, the process proceeds to step A166) and step A168.
[0169] Then, a pre-reading stop pattern command corresponding to the target start switch and stop pattern information is 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 then 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 chart is stored. The special information determination process is terminated. The variable pattern setting process in P171 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
[0170] By the above processing, 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 corresponding start memory A look-ahead variation pattern command including the above is prepared and transmitted to the performance control device 300. By this, the result-related information (whether it is a jackpot or not and the type of fluctuation pattern) corresponding to the start memory is judged. The result (pre-read result) is the start timing of the special chart change display game based on the corresponding start memory In particular, the performance control device 300 can be notified of the event in advance by displaying the event on the display device 41. By changing the decoration special start memory display, the start timing of the special pattern change display game This makes it possible to notify the player of result-related information before the game begins.
[0171] 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 based on the starting memory is executed (for example, (e.g., whether a special result will occur if the start of the engine is stopped or not) 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 may be any time before the variable display game based on the start memory is played.
[0172] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the above-mentioned special chart game processing will be explained. As shown in FIG. 14, in the normal processing of the special chart, first, the number of reserved special charts 2 (the number of second start memories) It is determined whether the reserved number of special drawings 2 is "0" (step A301). Step A301;Y) is judged, whether the special chart 1 reserved number (first start memory number) is "0" (Step A305). Then, the number of reserved special drawings 1 is determined to be "0" (Step A3 If the answer is YES (step A305), it is determined whether the customer waiting demo has already started (step A309). If the customer waiting demo has not started (step A309; N), the customer waiting demo flag area A customer waiting demo flag is set (step A310).
[0173] Next, prepare a customer waiting demo command (step A311) and perform the performance command setting process. (Step A312) is performed. Next, set "0" for 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 fraudulent monitoring period flag is saved in the winning port fraudulent monitoring period flag area (step A316 ), the special chart normal processing is terminated. 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. The message is sent to the On the other hand, in step A309, if the customer waiting demo has already started (step A309; Y) skips steps A310 to A312 and moves to step A313. do.
[0174] Also, in step A301, if the number of reserved special drawings 2 is not "0" (step A301; N) prepares a decoration special drawing reservation number command corresponding to the special drawing 2 reservation number (step A302 Next, a performance command setting process (step A303) is performed, and a special chart 2 change 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 decoration special drawing reservation number command corresponding to the special drawing 1 reservation number (step A306 ). Next, a performance command setting process (step A307) is performed, and a special chart 1 change start process ( Step A308) is performed to terminate the special chart normal processing.
[0175] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 change start process (step A308) in the above-mentioned special chart normal processing 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. 15(a), first, the type of special chart variable display game to be executed (here, The special pattern 1 change flag indicating the special pattern 1 is saved in the change pattern discrimination flag area (step A3 21) Next, the jackpot random number is judged to determine whether the first special chart variable display game is a jackpot or not. In addition to setting the miss information and the jackpot information in the jackpot flag 1 for distinguishing between the two, the first special chart change A small win flag for determining whether the dynamic display game is a small win or not includes information on misses and small wins. To process information and to determine whether the first special chart change display game is a support hit or not The jackpot flag 1 setting performs the process of setting miss information and hit information to the support hit flag Processing (step A322) is performed.
[0176] 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 variation 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 is set to refer to various information regarding the setting of the variation pattern of the variation display game. 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 pattern that is the variation mode in the first special chart variation display game is set. A dynamic pattern setting process (step A326) is performed to set the start of the first special chart variation display game. A variable start information setting process (step A327) is performed to set information.
[0177] Next, set "1" for the special chart change processing as the processing number (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 fluctuation of the special chart 1 begins. Save the relevant signal (for example, turn on the special symbol 1 changing signal) 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 blinking control timer (special chart 1 display 5) is entered in the special chart 1 blinking control timer area. Set the initial value (here, 100 ms) of the blinking period timer (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 terminated.
[0178] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 change start process (step A304) in the above-mentioned special chart normal processing The special chart 2 change start process is a process performed at the start of the second special chart change display game. The same process as the process in the special chart 1 variable start process shown in FIG. 15(a) is performed in the second start record. This is done on memory.
[0179] As shown in FIG. 15(b), first, the type of special chart variable display game to be executed (here, the special chart 2) is saved in the variable pattern discrimination flag area (step A341 Next, the jackpot random number is judged to determine whether the second special chart variable display game is a jackpot or not. In order to do this, set the miss information and the jackpot information in the jackpot flag 2, and set the second special chart change table A small win flag to determine whether the displayed game is a small win or not, and information on misses and small wins The process of setting the second special chart change display game and the process of determining whether the second special chart change display game is a support hit or not A jackpot flag 2 setting process that sets miss information and support hit information to the jackpot flag (Step A342) is performed.
[0180] Next, the special chart 2 stop pattern setting process (step A After performing 343), the special chart information, which is a parameter for setting the variation pattern, is set. The special chart 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 is set to refer to various information regarding the setting of the variation pattern of the variation display game. 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 pattern that is the variation mode in the second special chart variation display game is set. A dynamic pattern setting process (step A346) is performed to set the start of the variation of the second special chart variation display game. A variable start information setting process (step A347) is performed to set information.
[0181] Next, set "1" for the special chart change processing as the processing number (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 fluctuation of the special chart 2 starts. Save the relevant signal (for example, turn on the special pattern 2 changing signal) 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 blinking control timer (special chart 2 display 5) is entered in the special chart 2 blinking control timer area. Set the initial value (100 ms in this case) of the blinking period timer of No. 2 (step A35 3). Next, save the initial value (here "0") in the special chart 2 variable pattern number area (step Step A354) and the special chart 2 change start processing is terminated.
[0182] That is, the game control device 100 changes the special pattern based on the start memory stored in the start memory means. The game controller 100 also functions as a special chart variable display game execution control means for executing a dynamic display game. The game execution control means executes the first special chart change 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. This will result in the implementation of the program.
[0183] [Special chart 1 stop pattern setting process] FIG. 16 shows the special chart 1 stop pattern setting process (step) in the special chart 1 variable start process of this embodiment. This indicates the A323. In this special chart 1 stop pattern setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step If it is a big win (step A431; Y), the special chart 1 special chart pattern random number is stored. A special pattern random number is loaded from the area (for reserved number 1) (step A432). Next, special pattern 1 A jackpot pattern table is set (step A433), and the jackpot pattern corresponding to the loaded special pattern random number is selected. The stop symbol number is obtained and saved in the special symbol 1 stop symbol number area (step A434). The type of jackpot is selected by the above process.
[0184] Then, set the special chart 1 big win stop pattern information table (step A435), and Get the stop pattern corresponding to the number and save it in the stop pattern area (step A stop pattern is a pattern that appears when a special symbol indicator (here, special symbol indicator 51) stops. 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), obtain the time reduction judgment data corresponding to the stop pattern number, and The data area is saved (step A438), and the performance corresponding to the stopping pattern and the probability state is displayed. The mode transition information is saved (step A439). Mode of play, presentation mode after the end of the special game state, and variable selection table after the end of the special game state The purpose of this is to set up a fluctuation pattern scenario, which is information on the transition of the group of Then, a special decorative symbol command corresponding to the stopping symbol pattern is prepared (step A455).
[0185] On the other hand, if the big win 1 flag is not a big win (step A431; N), the small win flag 1 determines whether it is a small hit (step A440), and if it is a small hit (step A44 0;Y) loads the special pattern random number from the special pattern random number storage area (for reserved number 1) (Step A441). Next, set the special chart 1 small winning pattern table (Step A442). , get the stop pattern number corresponding to the loaded special pattern random number and put it in the special pattern 1 stop pattern number area Save (step A443). This process selects the type of small win. Then, The stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern area ( Step A444), save the performance mode transition information corresponding to the stop pattern (step Step A445), prepare a special command for the stop pattern (Step A 455).
[0186] In addition, if the small hit flag 1 is not a small hit (step A440; N), the support hit flag 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 chart 1 support pattern 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). By this process, the type of support is selected.
[0187] Then, the stop pattern corresponding to the stop pattern number is obtained and entered into the stop pattern area. Save (step A450), obtain the time reduction judgment data corresponding to the stop pattern number, The time reduction judgment data is saved in the time reduction judgment data area (step A451). The performance mode transition information is saved (step A452), and the decoration corresponding to the stop pattern is A special drawing command is prepared (step A455). Also, if the support hit flag 1 is not a support hit (step A446; N), The stop pattern number of the special pattern 1 is saved in the stop pattern number area (step A453), and the stop The symbol pattern is saved in the stop symbol pattern area (step A454). A special command for the decoration corresponding to the line is prepared (step A455). A stopping pattern corresponding to the result of the special chart change display game is set.
[0188] Then, the special decoration command is saved in the special decoration command area (step A456). A performance command setting process (step A457) is performed. This special display command is used later. The control device 300 then outputs the symbol data corresponding to the stop symbol number as a test signal. The data is saved 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.
[0189] [Special chart 2 stop pattern setting process] FIG. 17 shows the special chart 2 stop pattern setting process (step) in the special chart 2 variable start process of this embodiment. The special chart 2 stop pattern setting process is the same as the special chart 1 stop pattern setting process. The processing is carried out on Special Drawing 2. In this special chart 2 stop pattern setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step If it is a big win (step A471; Y), the special chart 2 special chart pattern random number is stored. A special pattern random number is loaded from the area (for reserved number 1) (step A472). Next, special pattern 2 A jackpot pattern table is set (step A473), and the jackpot pattern corresponding to the loaded special pattern random number is selected. The stop symbol number is obtained and saved in the special symbol 2 stop symbol number area (step A474). The type of jackpot is selected by the above process.
[0190] Then, set the special chart 2 big win stop pattern information table (step A475), and Get the stop pattern corresponding to the number and save it in the stop pattern area (step A stop pattern is a pattern that appears when a special symbol indicator (here, special symbol indicator 52) stops. 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), obtain the time reduction judgment data corresponding to the stop pattern number, and The data area is saved (step A478), and the performance corresponding to the stopping pattern and the probability state is displayed. The mode transition information is saved (step A479). Mode of play, presentation mode after the end of the special game state, and variable selection table after the end of the special game state The purpose of this is to set up a fluctuation pattern scenario, which is information on the transition of the group of Then, a decorative special symbol command corresponding to the stopping symbol pattern is prepared (step A495).
[0191] On the other hand, if the big win flag 2 is not a big win (step A471; N), the small win flag 2 determines whether it is a small hit (step A480), and if it is a small hit (step A48 0;Y) loads the special pattern random number from the special pattern 2 special pattern random number storage area (for reserved number 1) (Step A481). Next, set the special chart 2 small winning pattern 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. Then, stop The stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern area ( Step A484), save the performance mode transition information corresponding to the stop pattern (step Step A485), prepare a special decoration command corresponding to the stop pattern (Step A 495).
[0192] In addition, if the small hit flag 2 is not a small hit (step A480; N), the support hit flag It is determined whether the second game 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 winning pattern table (Step A488 ), get the stop pattern number corresponding to the loaded special pattern random number and enter it in the special pattern 2 stop pattern number area (Step A489). By this process, the type of support is selected.
[0193] Then, the stop pattern corresponding to the stop pattern number is obtained and entered into the stop pattern area. Save (step A490), obtain the time reduction judgment data corresponding to the stop pattern number, The time reduction judgment data is saved in a data area (step A491) corresponding to the stop pattern. The performance mode transition information is saved (step A492), and the decoration corresponding to the stop pattern is A special drawing command is prepared (step A495). Also, if the support hit flag 2 is not a support hit (step A486; N), The stop pattern number of the special pattern 2 is saved in the stop pattern number area (step A493), and the stop The symbol pattern is saved in the stop symbol pattern area (step A494). A special command for the decoration corresponding to the line is prepared (step A495). A stopping pattern corresponding to the result of the special chart change display game is set.
[0194] Then, the special decoration command is saved in the special decoration command area (step A496). A performance command setting process (step A497) is performed. This special display command is used later. The control device 300 then outputs the symbol data corresponding to the stop symbol number as a test signal. The data is saved 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 terminated. In this way, when setting the stopping pattern for each result, the same special pattern random number is used regardless of the result. By using this, the number of types of random numbers required can be reduced, simplifying the specifications and programs of gaming machines. This makes it possible to reduce the burden of control.
[0195] [Special chart change processing] FIG. 18 shows the special chart change process (step A10) in the special chart game process of this embodiment. show. In this special pattern change process, first, prepare the pattern stop command corresponding to the change pattern discrimination flag. Then, the device prepares the command (step A601), and performs a performance command setting process (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 display stop time setting means.
[0196] Next, it is determined whether or not normal power support is in progress (step A605). In this case (step A605; N), the process proceeds to step A612. If there is (step A605; Y), the time reduction change count in the time reduction change count field is decremented by 1. Update (step A609), and determine whether the time reduction change count has become 0 (step A 610). If the time reduction fluctuation count is 0 (step A610; Y), the normal power support is terminated. A time-saving end setting process is performed to set the time-saving end time (step A611), and the process proceeds to step A612. If the time reduction change count is not 0 (step A610; N), step A612 transition to.
[0197] After performing the performance mode information check process (step A612), the remaining reserved consumption state ends. It is determined whether the remaining reserved consumption state has ended (step A613). In addition to when the end condition of the reserved consumption state ST5 is met, when the remaining reserve is 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 In addition, 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 the time reduction (for example, The jackpot 2 signal is saved in the external information output data area (step A615), and the Move to step A616.
[0198] In step A616, the processing number is set to "2" for processing during special drawing display (step The processing number is saved in the special game processing number area (step A616). 7). In addition, 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, turn 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 game execution count. Save the control timer initial value (for example, 256 ms) in the pattern confirmation count signal control timer area. (Step A620). After that, the control of the special chart 1 variable display game in the special chart 1 display device 51 is performed. As information for your information, the stop flag for the fluctuation stop in the special chart 1 display 51 is set to the special chart 1 fluctuation control flag The data is saved in the lag area (step A621), and the special chart 2 change display gate in the special chart 2 display 52 is As information for controlling the game, a stop flag related to the stop of the fluctuation in the special chart 2 display 52 is set to the special chart 2 variable The result is saved in the dynamic control flag area (step A622), and the processing during the special chart change is terminated.
[0199] [Time-saving end setting process] FIG. 19 shows the time-saving end setting process (step A611) during the special chart change process. In the time-saving end setting process, first, a signal regarding the end of the time-saving (for example, special pattern 1 variable time Shortened state signal OFF, Special pattern 2 variable time shortened state signal OFF, Normal pattern 1 high probability state Status signal OFF, normal pattern 1 variable time shortened Status signal OFF, normal electric role 1 open extended status The state signal (OFF) is saved in the test signal output data area (step A632).
[0200] Next, the number without time reduction is saved in the game status display number area (step A633). Save the low probability and 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 A635). Then, the time-shortening variation count area is cleared (step A636), and the left hit instruction is Save the signal (for example, turn OFF launch position designation signal 1) in the test signal output data area ( Step A638), turn off the display LED during right-hitting (for example, the first game play status display unit 56a). In order to do so, the number in the left hit state is saved in the game state display number 2 area (step A6 39), and save the normal base state information in the normal base state judgment area (step A640 ), the time reduction change count update process is terminated.
[0201] [Processing during special chart display] 20 and 21 show the special chart display process (step A11). In this special chart display process, first, the support hit flag set in the big hit flag 1 setting process is Load the jackpot flag 1 and the support flag 2 set in the jackpot flag 2 setting process (s 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).
[0202] 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). 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 starting (for example, condition device operation signal ON, reel continuous operation device operation The signal is ON, and the signal for special pattern 2 is ON) is saved in the test signal output data area of the RWM. (Step A710), and sets the round number upper limit table (Step A711).
[0203] 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 P A708;Y) is related to the start of the jackpot of the first special chart variable display game (special chart 1 jackpot) Test signal (for example, the condition device operation signal is ON, the role continuous operation device operation signal is ON, Save the signal for each different pattern (ON) in the test signal output data area of the RWM (Step A 709), and sets a round number upper limit table (step A711).
[0204] Next, the round number upper limit value corresponding to the round number upper limit value information is obtained, and the round number of the RWM is The round number upper limit information is then saved in the round number upper limit area (step A712). Get the corresponding round LED pointer and save it in the round LED pointer area of the RWM. (Step A713).
[0205] Next, load the special command from the special command area of RWM and prepare it (s Then, the display command setting process (step A715) is 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 on the state of the game is prepared (step A716), and a performance command The setting process (step A717) is performed. Next, the special chart 1 or special chart 2 stop pattern setting process is performed. The fanfare recorder that corresponds 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 performance control device 300 at the start of the special game state. This provides special game state start information.
[0206] Next, the big prize opening information and the winning results in the normal chart change display game and the special chart change display game will be displayed. Save the signal corresponding to the state of probability to the external information output data area of RWM (state In this embodiment, in step A720, the big prize opening information and the confirmation The jackpot 2 signal and the jackpot 3 signal are saved as signals corresponding to the rate state. The ON / OFF of each signal is determined by the winning slot opening information and the probability state. For example, the jackpot 2 signal If the jackpot is a big win (the big prize opening information is other than the big prize opening information 1), N, a jackpot without balls (such as a sudden jackpot). ), 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 the jackpot is with balls, and ON when the jackpot is without balls. In the gaming machine of this embodiment, all the jackpots are jackpots with balls. .
[0207] 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. A jackpot fanfare time corresponding to the state of 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 state and time-saving state 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.
[0208] Then, the illegal winning number area of the large prize winning port corresponding to the large prize winning port 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 illegality 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 chart display is terminated. That is, the game control The device 100 determines whether the result of the first special chart change display game or the second special chart change display game is a special one. Based on the result, a special game state is generated in which the special variable winning device 38 is converted to an open state. The special game state generating means is configured to generate a special game state.
[0209] 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 a ceiling reached flag is present (step A728). If there is a ceiling reached flag (step A728; Y), the ceiling is reached. The process for starting the normal power support based on the above is not performed, and the process proceeds to step A732. The completed flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. This allows normal power support to start based on reaching the ceiling. In this case, the normal power support based on reaching a new ceiling will not be available until after the big win has passed. can be prevented from being started.
[0210] If the ceiling reached flag is not present (step A728; N), the value of the ceiling counter area is The count 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. In addition, when the ceiling is reached (step A730; Y), the ceiling time reduction activation flag and the ceiling arrival flag are An reached flag is set (step A731), and the process proceeds to step A732.
[0211] 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, turn on the special pattern 2 small hit signal ) is saved in the test signal output data area of the RWM (step A735), and step A7 Transition to 36. Also, if the small hit flag 2 is not a small hit (step A732; N), the loaded It is determined whether the small hit flag 1 is a small hit (step A733), and if it is a small hit (step P A733;Y) is about the start of the small hit (small hit 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.
[0212] Next, it is determined whether the probability state of the special chart variable display game is a high probability state (step A 736). In the gaming machine of this embodiment, the probability of the special drawing is always constant, so the probability is always high. It is determined that the command is not necessary (step A736; N), and the command is deleted from the 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 This small win fanfare command is also a special play command. This constitutes special game state start information that is transmitted to the performance control device 300 at the start of the technique state. And, to transition to the small hit fanfare processing, A row setting process (step A741) is performed, and the process during special chart display is terminated.
[0213] 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 A751). If there is a ceiling time reduction activation flag (step A752), Step A751;Y) saves the initial value of the ceiling time reduction number in the time reduction variable number area (step Then, the process proceeds to a support operation setting process (step A756). Here, the time-saving variation count area is used to display the special chart 1 variation game and the special chart 2 variation game. Save 250 as a termination condition based on the total number of rows.
[0214] Also, if there is no ceiling time-saving activation flag (step A751; N), the loaded support It is determined whether the hit flag 2 is a support hit (step A753). Step A753;N) determines whether the loaded support hit flag 1 is a support hit (step If the bonus is not awarded (step A754; N), the bonus will be transferred to the normal special chart processing. To do this, a special chart normal processing transition setting process (step A757) is performed, and the special chart display processing is ended. Complete.
[0215] On the other hand, if the support hit flag 2 is a support hit (step A753; Y) or If flag 1 is a support hit (step A754; Y), it corresponds to the time reduction judgment data The initial value is saved in the time reduction variation count area (step A755), and the support operation setting process is performed. Proceed to step A756. Here, the time-saving variation count area is used to display the special chart 1 variation game and the special chart 2 variation game. Save 250 as a termination condition based on the total number of rows. After performing the support operation setting process (step A756), the special chart is switched to the normal processing. The normal processing transition setting process (step A757) is performed, and the processing during special drawing display is terminated.
[0216] 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 end condition of the specific game state ST4 based on reaching the ceiling is set. The setting is performed (steps A751 to A756).
[0217] It is rare for the ceiling to be reached and for a support win to occur in the same special chart variable display game. , Checking this at the start of the special chart change display game would be a waste of control. Therefore, by adopting the present embodiment, such unnecessary processing becomes unnecessary, and the special drawing change This simplifies the control at the start of the dynamic display game.
[0218] In addition, specific fluctuation patterns and result modes are set based on the hit of the support or the reaching of the ceiling. If you set it to "1", the winning of the support and the reaching of the ceiling will occur in the same special chart change display game. In the event that this occurs, the game will start with a variation pattern based on the support hit. A specific game state ST4 in which a result mode is selected and given at the end of the special chart variation display game The termination condition is based on reaching the ceiling, not on hitting the support. . The fluctuation pattern and result mode are selected according to the support hit, while the grant The contradiction is that the end condition of the specific game state ST4 is based on reaching the ceiling. However, the game state ST4 will still be entered, so the player will feel dissatisfied. In particular, the end condition based on reaching the ceiling is set to be advantageous for the player. This will ensure that players will not be dissatisfied.
[0219] If there is room for control at the start of the special chart change display game, the special chart change display game At the start of the game, determine whether the ceiling is reached and the support hit occurs in the same special chart change display game. It may be possible to set it so that the ceiling is reached and the support hit is won in the same special chart variable display game. In case of occurrence, the variation pattern and result mode of the special chart variation display game will be deviated and the result will be handled accordingly. By making it something that corresponds to reaching the ceiling or something that corresponds to reaching the ceiling, it is possible to avoid any inconsistencies. In the gaming machine of this embodiment, a specific variation pattern or a specific number of times is generated based on the hit of the support or the reaching of the ceiling. Since the result mode is not set, such a contradiction does not occur.
[0220] [Fanfare / Interval Processing Transition Setting Processing 1] FIG. 22 shows the fanfare / interval processing transition setting in the special chart display processing described above. This shows the setting process 1 (step A726). In the fixed process 1, first, the process number for fanfare / interval processing is "3". (Step A791), and save the processing number in the special game processing number area (Step A792). Top A792).
[0221] Next, a signal related to the start of a jackpot (special game state) (for example, a jackpot 1 signal is turned ON ( Hit + small hit output), big hit 4 signal ON (output at big hit)) in the external information output data area The game is saved in the area (step A793), and a signal regarding the end of the high probability & time reduction (e.g., special chart Pattern 1 high probability state signal OFF, special pattern 2 high probability state signal OFF, special pattern 1 change time Shortened state signal OFF, Special pattern 2 variable time shortened state signal OFF, Normal pattern 1 high probability state Status signal OFF, normal pattern 1 variable time shortened Status signal OFF, normal electric role 1 open extended status The state signal (OFF) is saved in the test signal output data area (step A794). The round number area for managing the number of rounds executed in the special game state is cleared (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 P A797).
[0222] 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 related to To turn off the high probability notification flag area, the high probability notification flag 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). Next A command output to the performance control device 300 when the power failure 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. Clear the time-saving variation count area to manage the number of special chart variation display games that can be executed (Step A803). This ends the normal power support and time-saving mode. The ceiling counter area is cleared (step A804), and the ceiling time-saving activation flag area is cleared. (Step A805), and the ceiling reached flag area is cleared (Step A806).
[0223] Then, the number of the presentation mode 1 is saved in the presentation mode number area (step A807). The remaining number of rotations field is cleared (step A808) and updated to the next mode transition information field. The code is saved (step A809). Then, a signal regarding a right-hand stroke instruction (e.g. , turn ON 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 play status 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 ended.
[0224] [Support operation processing] FIG. 23 shows the support activation processing (step A756) 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 and the jackpot 3 signal is turned 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 the time-saving Of these, the jackpot 3 signal will only be output for a short period of time.
[0225] Next, a signal regarding the start of time reduction (for example, a special pattern 1 variable time reduction state signal is ON, Special pattern 2 variable time reduction state signal ON, normal pattern 1 high probability state signal ON, normal pattern 1 Test signal output: Variable time shortening state signal ON, normal electric role 1 open extension state signal ON The data is saved in the data area (step A823).
[0226] Furthermore, the number with time reduction is saved in the game status display number area (step A824), Save the high probability & time-saving flag in the gate mode flag area (step A82 5) In order to maintain the probability state flag and enable time saving, 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 shot (for example, turn on launch position designation signal 1). The data is saved in the input data area (step A827), and the indicator LED during right-hand hit (for example, the first play In order to light up the skill status display section 56a), the number in the right-hand hit 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) is The address of the table corresponding to the information is obtained (step A830). By obtaining the address of the corresponding table based on the A fluctuation pattern scenario, which is information that represents the fluctuation pattern, is also obtained.
[0227] 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 set after the end of the special chart change display game that has been hit The mode number is obtained and saved in the performance mode number area (step A831). The number of remaining spins in the performance mode that is set after the end of the special chart change display game that was hit The special chart is acquired and saved in the remaining number of spins area (step A832), and the special chart is the one that has been selected as the support hit. After the variable display game ends, the next mode transition information of the presentation mode to be set is obtained, 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 in which the player wins, a specified number of special chart change display games are executed. The presentation mode and variable selection tables will change based on this.
[0228] Then, a probability information command corresponding to the performance mode number is prepared (step A834). The command is saved in the power recovery transmission command area (step A835) and the performance command is Next, the newly set remaining number of spins is set. A corresponding performance rotation speed command is prepared (step A837), and a performance command setting process (step A838) is performed. Step A838) and prepare the time reduction change count command corresponding to the time reduction change count. Then, a performance command setting process (step A840) is performed. Then, the time reduction judgment 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.
[0229] [Jackpot end processing] FIG. 24 shows the jackpot end process (step A15) in the special game process of this embodiment. show. In this jackpot end process, first, the special result that triggered the execution of this special game state The time-saving judgment data, which is set based on the type of the special game state, is set to the time-saving state (normal Determine whether the data is time-saving data that is set when the power support is enabled (step A901). If the data is not time-saving (step A901; N), perform the jackpot end setting process 1. (Step A902), if the data has time reduction (Step A901; Y), it is a jackpot. The end setting process 2 is performed (step A903). Then, the performance mode information address table (Step A904), the performance mode set at the time of the start of the variation (when the stop pattern is set) is The address of the table corresponding to the mode transition information is obtained (step A905). The migration information also includes the change pattern scenario, which is information about the migration of the change selection table group. It is being done.
[0230] Next, the management of the presentation mode in the game control device 100 and the management of the variable selection table group are necessary. As a process for saving information, first, the performance of the performance mode set after the special game state ends is The output mode number is obtained and saved in the performance mode number area (step A906). After the special game state ends, the remaining number of rotations of the performance mode to be set is obtained. The number of times the special game state is ended is saved in the conversion area (step A907). The next mode transition information of the mode is acquired and saved in the next mode transition information area (step A908 Based on the information saved here, the special game state ends and the special game chart changes a certain number of times. The presentation mode and variable selection tables will change based on the execution of the game. .
[0231] Then, a probability information command corresponding to the performance mode number is prepared (step A909). The command is saved in the power recovery transmission command area (step A910) and the performance command is Here, the probability information command is set to "with time reduction". " or "No time reduction" and there are several commands that further include information on the presentation mode. Next, prepare the performance rotation count command that corresponds to the newly set performance remaining rotation count ( A performance command setting process (step A913) is then performed. Next, a time reduction change count command corresponding to the time reduction change count is prepared (step A914), and a performance command setting process (step A915).
[0232] Next, "0" is set as the processing number for the special chart normal processing (step A916), and The processing number is saved in the special game processing number area (step A917). After that, 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 condition device operation is OFF, the continuous operation of the role Turn off the signal when the operating device is in operation, turn off the signal when special symbol 1 is hit, 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 The area information is cleared (step A922). Then, the special game mode flag saving area is The information of the large prize entrance fraud monitoring period flag area is cleared (step A923), and the fraud monitoring period flag area is set to the large prize entrance fraud monitoring period flag area. The flag is saved during the period (step A924), and the jackpot end processing is terminated.
[0233] [Jackpot end setting process 1] FIG. 25(a) shows the jackpot end setting process 1 (step A9) in the jackpot end process described above. In this jackpot end setting process 1, first, a signal regarding the end of the time reduction (for example, , the big win 2 signal is turned OFF) is saved in the external information output data area (step A931). Next, the signal regarding the end of the time reduction (for example, the special pattern 1 variable time reduction status signal is turned OFF) , Special pattern 2 variable time shortening state signal OFF, Normal pattern 1 high probability state signal OFF, Normal Try turning off the symbol 1 variable time shortening state signal and turning off the normal electric role 1 opening extension state signal) The test signal is saved in the test signal output data area (step A932).
[0234] Next, the number without time reduction is saved in the game status display number area (step A933). Save the normal low probability & no time reduction flag in the game mode flag area (step A93 4) Save the no time reduction flag in the special game mode flag area (step A935). After that, the time-shortening variable count area is cleared (step A936), and the jackpot end setting process is performed. Finish logic 1. By the above process, after the special game mode ends, the game will be in a state without time reduction (without normal power support). )
[0235] [Jackpot end setting process 2] FIG. 25(b) shows the jackpot end setting process 2 (step A9) in the jackpot end process described above. 03). In this jackpot end setting process 2, first, a signal regarding the start of time reduction (for example If so, the jackpot 2 signal is turned ON) and saved in the external information output data area (step A941). The signal regarding the start of a high probability is output during the jackpot, so it continues to receive external information. The signal regarding the start of the time reduction (e.g., special symbol 1) is then saved in the output data area. Variable time shortening state signal is ON, special pattern 2 variable time shortening state signal is ON, normal pattern 1 high probability Rate status signal ON, normal pattern 1 variable time reduction status signal ON, normal electric role 1 open extension status The state signal (ON) is saved in the test signal output data area (step A942).
[0236] Next, the number with time reduction is saved in the game status display number area (step A943), and The normal high probability & time-saving flag is saved in the game mode flag area (step A944). Then, the time-saving flag is saved in the special game mode flag area (step A945). After that, save the initial value of the time reduction fluctuation count (here 250) in the time reduction fluctuation count area. (Step A946), the jackpot end setting process 2 is terminated.
[0237] By the above process, the time-saving state (with normal power support) will be entered after the special play state ends. Also, set the initial value of the time-saving fluctuation count (here 250) in the time-saving fluctuation count area. Then, the time-saving state ends when the special chart change display game is executed a predetermined number of times (here, 250 times). It becomes possible. That is, the game control device 100 executes the following command within a predetermined period after the special game state ends: In addition, the normal variable winning device 37 is in a specific game state (time-saving state, normal power supply state) in which it is easy to win. The specific game state generation control means is capable of generating a specific game state (port state).
[0238] [Specific area switch monitoring process] FIG. 26 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 A 41) Here, "during a small hit" refers to the period during which small hit processing and small hit remaining ball processing are being carried out. If it is not in the small win state (step A41; N), the specific area switch monitoring process is performed. That is, the specific area switch 38d ends the small win processing and the small win remaining ball processing. It is only valid during the period in which it is being performed. Also, if it is during a small win (step A41; Y) It is determined whether the condition device is in operation (step A42).
[0239] 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 determined whether there is an input to the specific area switch (step A43). If not (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 existence of a lag.
[0240] [Handling small remaining balls] FIG. 27 shows the small winning remaining ball processing (step A18) in the special game processing. In the small hit remaining ball processing, first, it is determined whether a remaining ball error is occurring (step A8 61). If a remaining ball error is occurring (step A861; Y), proceed to step A86 If a remaining ball error is not occurring (step A861; N), the remaining ball It is determined whether the remaining ball counter is 0 (step A862). In this case (step A862; N), the small win remaining ball processing is terminated. Also, the remaining ball counter If it is 0 (step A862; Y), the small win from step A863 onwards is terminated. Processing is performed to
[0241] In other words, the small win ends after all the remaining balls in the special variable winning device 38 are discharged. However, if the game ball finally flows into the special variable winning device 38, If the ball is in a remaining ball error state and the ball has not been discharged even after a certain amount of time has passed since the ball was discharged, The time required for the small win has elapsed, and the process moves to the end of the small win. Of course, if there is a remaining ball error, the process to end the small hit will not proceed. Therefore, the process of step A861 may not be performed.
[0242] In the process to end the small hit, first, it is determined whether there is a specific area passing (step When the ball flows into and passes through the specific area 38h, the specific area switch 3 8d, the specific area passing flag is set. The presence or absence of lag determines whether a specific area has been passed. If a specific area has been passed (stage Step A863 (Y) proceeds to step A870 to perform processing to generate a special game state. If no specific area has been passed (step A863; N), the process proceeds to step A864. Then, the second special game state is ended and a process for making it possible to execute the special chart change display game is performed. cormorant.
[0243] 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 The processing number is saved in the special game processing number area (step A865). Next, The small winning ending time is saved in the special game processing timer area (step A866). , the fraudulent monitoring period flag is saved in the fraudulent monitoring period flag area of the upper prize winning port (step A Then, the large winning port 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.
[0244] On the other hand, if a specific area has been passed (step A863; Y), the first specific area after step A870 is When performing processing to generate a different game state, load the command from the special decoration command area. Then, preparation is made (step A870), and a performance command setting process is performed (step A871). Next, prepare the V jackpot fanfare command (step A872) and execute the performance command A setting process is carried out (step A873).
[0245] 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 Try turning on the moving signal, turning on the continuous operation device operation signal, and turning on the special pattern 2 hit signal). The test signal is saved in the test signal output data area (step A875).
[0246] Then, the winning number is saved in the game status display number area (step A876). A round number upper limit table is set (step A877) to correspond to the round number upper limit information. The upper limit of the number of rounds to be played is obtained and saved in the upper limit of the number of rounds area (step A878 In addition, the round number LED pointer corresponding to the round number upper limit information is obtained and the round The data is saved in the LED pointer area (step A879), and the initial value (here) is written to the round number area. Then, save 1) (step A880). The upper limit of the number of rounds is 10 rounds. is set, but since the small hit action corresponds to the first round, the initial round number is set to 1. By setting this, 9 rounds will be unlocked in the special game mode.
[0247] After that, set the processing number to 3 for 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 ), and then perform fanfare / interval processing transition setting processing (step A884), Proceed to step A868.
[0248] [Small hit end processing] FIG. 28 shows the small win end process (step A19) in the special game process of this embodiment. show. 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 in progress (step A931; Y), proceed to step A937. If normal power support is not in progress (step A931; N), a signal regarding a left-handed hit instruction is sent. (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 play status display unit 56a). In order 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.
[0249] Next, it is determined whether or not there is a ceiling time-saving activation flag (step A937). If there is no lug (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). sets the time reduction fluctuation count field to 250. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940. .
[0250] Then, the processing number for the special chart normal processing is set to "0" (step A940), and the processing The processing number is saved in the special game processing number area (step A941). In addition, the signal regarding the end of the 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 the period (step A946), and the small win end processing is terminated.
[0251] Next, the control by the performance control device 300 will be described. The icon (CPU) 311 executes the main process shown in FIG. 29 and a timer interrupt process (not shown). Do the following.
[0252] [Main processing] As shown in Figure 29, the main process first performs the process at the start of the program. When the program starts, interrupts are disabled (step C1) and the CPU is initialized. Next, the VDP 312 is initialized (step C3). Then, the generation of the display data is permitted (step C4). 5), set the random number seed (step C6), and set the initial value at power-on in the area to be initialized. The data is saved (step C7). This clears the power outage detection flag and other flags.
[0253] After the program start processing in steps C1 to C7, the main loop processing is The loop process is performed. In this loop process, the WDT (watchdog timer) is first cleared. Next, the input signal ( The input information is generated from the rising edge of the signal (step C9). Input from the performance button 25 and the cross key 29 is read in the timer interrupt process. In the performance button input process, when there is input from the performance button 25 or the cross key 29, Perform processing to change the contents.
[0254] In addition, you can set the range of brightness and volume of LEDs and LCDs, and the LEDs 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 special display game (step C10). A random number update process (step C11) is carried out.
[0255] Next, a received command checker analyzes the command from the game control device 100 and takes action. Then, the processing (step C12) is performed to edit the settings and drawing commands for controlling the progress of the performance. The process for editing the display of the drawing command (step C13) is performed to set the preparation for the drawing command to be completed. In these processes, various data are updated according to the contents 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 33.3 milliseconds), the drawing will proceed 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, a V blank interrupt (1 / 6) is used to create a system cycle (1 / 30 seconds per frame). If two 0 seconds are entered, it is determined that it is frame switching timing. The timing can be changed as desired. For example, the image can be updated at 1 / 60 seconds (frame cut). 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; N), the process of step C15 is repeated. If it is determined in step C15 that it is frame switching timing (step C15; Y), Instructs the screen drawing (step C16).
[0257] After that, regarding the output of sound from the speakers (upper speaker 19a, lower speaker 19b), A sound control process (step C17) controls the board decoration device 46 and the display board 350. A decoration control process (step C18) for controlling the LEDs of the frame decoration device 18, etc. A moving object control process (step C19) is carried out to control the 44 motors and solenoids, The board performance setting process (step C20) is performed to control the Return to step C8).
[0258] [Received command check process] FIG. 30 shows the received command check process in the main process described above. In command check processing, first, how many commands are executed in one frame (1 / 30 seconds)? The value of the command reception counter, which counts whether a command has been received, is loaded as the number of received commands ( Step C201), and determine 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), Command check processing ends. Also, if it is determined that the number of received commands is not 0 ( In step C202, 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 increments 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 manner, in this embodiment, the command is not directly analyzed 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 parsing 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 analysis of the command 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 is not completed. If the command is not received (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 Perform step 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 completed (step C210). If it is determined that the analysis of the command has not been completed for several minutes (step C210; N), The process returns to step C207. Also, when the analysis of the received commands is completed, If so (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. The structure is as follows.
[0262] [Received command analysis process] FIG. 31 shows the received command analysis process in the above-mentioned received command check process. In this received command analysis process, first, the upper byte of the command is set to MODE and the lower byte is set to Separate as ACT (ACTION) (step C231), and MODE and ACT are normal. It is determined whether the range is satisfied (step C232, step C233). When it is determined that the CT is within the normal range (Step C232; Y, Step C233; Y) First, it is determined whether the ACT for the MODE is a correct combination (step C23 4).
[0263] Also, in steps C232 and C233, MODE or ACT is not in the normal range. (Step C232; N, Step C233; N), or If it is determined in step C234 that the ACT combination for the MODE is not correct (step C2 In step 34, N, the received command analysis process is terminated.
[0264] If it is determined in step C234 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 system 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 to analyze the received command. 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 big win command is an operation related to the performance during the big win (fan action). Commands to command the game screen or round screen display, and operations related to small win performance (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-related command process (step C238) is carried out, and the received command analysis process is completed.
[0266] Also, if it is determined in step C237 that the MODE is not within the range of the big win command, In step C237, it is determined whether the MODE is within the range of the pattern command. The pattern command is information about the pattern of the special pattern (e.g., This is a command that instructs the player to select the desired symbol, etc. If it is determined that the range is within the range of the command (step C239; Y), the pattern command processing ( Step C240 is carried out 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 pattern-related command ( In step C239;N), MODE is a one-off command such as a reserved number command or an error command. It is determined whether or not the command is within the range (step C241). Unlike commands that only 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 / incorrect 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 pattern command. Then, it is determined that the MODE is within the range of the pre-reading symbol command (step C243). If it is determined that the number of the symbols is 1 or more (step C243; Y), the pre-reading symbol command process (step C2 44) and then the received command analysis process is completed.
[0269] Also, in step C243, it is determined that the MODE is not within the range of the pre-reading pattern command. If this is the case (step C243; N), the MODE is determined to be within the range of the look-ahead variable command. Then, the MODE is determined within the range of the look-ahead variable command (step C245). If it is determined that there is a change (step C245; Y), the read-ahead 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 terminated.
[0270] In addition, the pre-reading change command and the pre-reading pattern command are used to execute the pre-reading performance. This is a command that 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 kind of fluctuation pattern it will be) In order to notify the player in advance of the winning combination with a predetermined reliability, the display device 41 starts displaying the special winning combination. The display device 41 may be used to display dynamic memory data in a different manner than normal, or to display a performance image on the display device 41. And, the look-ahead command (look-ahead change command and look-ahead pattern command) ) is a function that lets you know in advance the change patterns and stop patterns that correspond to the start memory that is the target of the pre-reading performance. This is a command to cause the game controller 100 to start a winning combination and is sent to the performance controller 300 at the time of the start winning combination. In addition, normal variable commands and pattern commands that are not pre-reading are displayed in the special pattern variable display game. This signal is transmitted from the game control device 100 to the performance control device 300 at the start of the program.
[0271] Next, the game presentation and the like will be described. FIG. 32 shows an example of a presentation in the normal stage of the normal game state ST1. The display contents are basically the same in other game states, but some may differ depending on the game state. It is also possible to prevent the display of the contents.
[0272] As shown in FIG. 32(a), in the center of the display area of the display device 41, a special display game is displayed. A first decoration game display unit 81 is provided to display the first decoration game of the game. In the game display section 81, a left variable display area 81a, a center variable display area 81b, a right variable display area The identification information is displayed in a variable display area 81c and then stopped to be displayed. Display the diagram change display game.
[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 decoration 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 section 81. Then, the discrimination information is displayed variably in the left, middle, and right areas, and then it stops and the results are displayed. The second decoration game display section 82 displays the identification information displayed on the first decoration game display section 81. The identification information (small pattern) is displayed as being relatively smaller than the identification information (large pattern).
[0274] In addition, in the lower left portion of the display area of the display device 41, a first table A display unit 91a, a second display unit 91b, a third display unit 91c, and a fourth display unit 91d are arranged side by side. Furthermore, the lower right corner of the display area of the display device 41 is an area for displaying the performance. A fifth display unit 92 is provided.
[0275] In addition, in the lower right corner of the display area of the display device 41, a decoration special start memory table corresponding to the start memory is displayed. A standby memory display unit 83 is provided for displaying a message. The standby memory display section 83 displays the decoration special start memory corresponding to the first start memory and the second start memory. In the normal game state ST1, a special chart variation display game based on the first start memory is played. Since the game progresses, the standby memory display section 83 displays the decoration special corresponding to the first start memory. The start-up memory display is displayed. The decoration special start memory display displayed in the standby memory display unit 83 corresponds one-to-one with the start memory. The leftmost decoration special start memory display is the decoration special start memory corresponding to the first stored start memory. The items are displayed in order of memory, and as they are consumed, they move to the left. In addition, the standby memory display unit 83 stores a start memory that is a right to execute the special chart 1 variable display game. (1st start memory) corresponding decoration special chart start memory display and special chart 2 variable display game execution right Display both the decoration special start memory display corresponding to the start memory (second start memory) and It is also possible to do so. 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 decoration special chart start memory display corresponding to the start memory is displayed based on the results of the prediction of the movement pattern, etc. It is possible to suggest this by the following:
[0276] To the left of the standby memory display section 83, a start record corresponding to the currently executed special chart change display game is displayed. An active memory display unit 84 is provided to display information related to the memory. At the start of the special chart change display game, the special chart start memory displayed on the left end of the waiting memory display unit 83 is Furthermore, the in-progress memory display section 84 stores the currently in-progress special The result of the game and the change pattern 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 is a first start memory number (special number of reserved numbers). 1 Start memory number display unit 85a and a second start memory display unit 85b that displays the second start memory number (special chart 2 reserved number) A number display section 85b is provided. In addition, a game status display 86 showing the game status is displayed at the upper center of the display area of the display device 41. 13, which shows that the game is in normal game state ST1.
[0277] When a new special chart change display game is started, the waiting memory display is displayed as shown in FIG. The display of the special start memory display on the left end of the section 83 is executed to move to the execution memory display section 84. At the same time, the decoration special start memory display other than the left end of the standby memory display unit 83 is displayed as standby. The value in the first start memory number display section 85a shifts to the left. Also, the first decoration game display unit 81 and the second decoration game display unit 82 change the identification information. The change display will begin.
[0278] Depending on the selected variation pattern, the special chart will change as the game progresses. As shown in FIG. 1, the left and right variable display areas 81a and 81c show the same temporarily stopped lead. Sometimes the performance will develop further and become a SP reach.
[0279] When the predetermined variable time has elapsed, the result state is displayed in a stopped state as shown in FIG. In this case, the result is a miss, and the result status is displayed as a miss. If the result is a big win or a small win, the corresponding result mode will be displayed. If the result is a hit, the result of the miss will be displayed, but the result of the hit will be displayed. The manner in which the user operates may be displayed. When the specified stop display time has elapsed, the special chart change display game ends and the actual game is started. The in-progress storage display displayed in the in-progress storage display section 84 is erased.
[0280] Also, from the state where the variable display is performed as shown in FIG. 32(e), to the state shown in FIG. 32(f), As shown in Figure 32(g), the identification information is temporarily stopped and the change display is performed again. It is also possible to perform pseudo-consecutive runs more than once and derive the result as shown in FIG. 32(h). do.
[0281] Next, the specific effect will be described. The specific effect includes multiple effects. As shown in the figure, the first display section 91a displays the character "Super" and the second display section 91b displays the character "Extra". " on the third display unit 91c, and "All" on the fourth display unit 91d includes a display of the character "kai" (open). The performance in which characters are displayed on each display section is a ranking performance in which the ranking is determined for each. The first display section 91a displays the character "Super" as the highest ranking, and the second display section 91b displays the character "Super" as the highest ranking. The second highest ranking performance is the performance in which the character "nuki" is displayed on the display unit 91b. The third-ranking effect, which displays the character "All" on the display unit 91c, is the third highest ranking effect, and the fourth display unit The fourth-ranked performance, which displays the character "Open" on 91d, is the lowest-ranked performance. The order is ranking performance, second ranking performance, third ranking performance, and fourth ranking performance.
[0282] The order of the corresponding displays is according to the ranking, and all the ranking performances are When executed, the string "Chou-Batsu Zenkai" is generated. This string is the subject of the game machine. It is one of the lines used in the story and forms a unique string of characters.
[0283] In a specific performance, the higher the ranking performance, the higher the chance of a special result. There is a high possibility that a special result will be produced, and The information is intended to suggest or notify that there is a high possibility that an event beneficial to the user will occur. In addition, when a performance of a certain rank is performed, a performance of a rank lower than that rank is also performed. Therefore, the more times the ranking performance is performed, the more special It can also be said that it suggests or notifies that there is a high possibility of a different result or that a production with a high possibility of a special result will be executed. It can be said that it is designed to suggest or notify that there is a high possibility.
[0284] In a state where variable display is being performed as shown in Fig. 33(a), a notification display 87, which is a production for notifying that the ranking production as shown in Fig. 33(b) is being executed, is displayed. Here, the notification display 87 notifies that the fourth-rank production is being executed, and the character "Open", which is the character corresponding to the fourth-rank production, is displayed together with the effect image. And, as shown in Fig. 33(c), the fourth-rank production is executed and the character "Open" is displayed on the fourth display section 91d. Here, the notification display 87 notifies that the fourth-rank production is being executed, and the character "Open", which is the character corresponding to the fourth-rank production, is displayed together with the effect image. And, as shown in Fig. 33(c), the fourth-rank production is executed and the character "Open" is displayed on the fourth display section 91d. Here, the notification display 87 notifies that the fourth-rank production is being executed, and the character "Open", which is the character corresponding to the fourth-rank production, is displayed together with the effect image. And, as shown in Fig. 33(c), the fourth-rank production is executed and the character "Open" is displayed on the fourth display section 91d. Here, the notification display 87 notifies that the fourth-rank production is being executed, and the character "Open", which is the character corresponding to the fourth-rank production, is displayed together with the effect image. And, as shown in Fig. 33(c), the fourth-rank production is executed and the character "Open" is displayed on the fourth display section 91d. Here, the notification display 87 notifies that the fourth-rank production is being executed, and the character "Open", which is the character corresponding to the fourth-rank production, is displayed together with the effect image. And, as shown in Fig. 33(c), the fourth-rank production is executed and the character "Open" is displayed on the fourth display section 91d. Here, the notification display 87 notifies that the fourth-rank production is being executed, and the character "Open", which is the character corresponding to the fourth-rank production, is displayed together with the effect image. And, as shown in Fig. 33(c), the fourth-rank production is executed and the character "Open" is displayed on the fourth display section 91d. After that, as a notification display 87 for notifying that the third-rank production is being executed as shown in Fig. 33(d), the character "All", which is the character corresponding to the third-rank production, is displayed together with the effect image, and as shown in Fig. 33(e), the third-rank production is executed and the character "All" is displayed on the third display section 91c. After that, as a notification display 87 for notifying that the third-rank production is being executed as shown in Fig. 33(d), the character "All", which is the character corresponding to the third-rank production, is displayed together with the effect image, and as shown in Fig. 33(e), the third-rank production is executed and the character "All" is displayed on the third display section 91c. After that, as a notification display 87 for notifying that the third-rank production is being executed as shown in Fig. 33(d), the character "All", which is the character corresponding to the third-rank production, is displayed together with the effect image, and as shown in Fig. 33(e), the third-rank production is executed and the character "All" is displayed on the third display section 91c. After that, as a notification display 87 for notifying that the third-rank production is being executed as shown in Fig. 33(d), the character "All", which is the character corresponding to the third-rank production, is displayed together with the effect image, and as shown in Fig. 33(e), the third-rank production is executed and the character "All" is displayed on the third display section 91c.
[0285] Next, as a notification display 87 for notifying that the second-rank production is being executed as shown in Fig. 33(f), the character "Extract", which is the character corresponding to the second-rank production, is displayed together with the effect image, and as shown in Fig. 33(g), the second-rank production is executed and the character "Extract" is displayed on the second display section 91b. Next, as a notification display 87 for notifying that the second-rank production is being executed as shown in Fig. 33(f), the character "Extract", which is the character corresponding to the second-rank production, is displayed together with the effect image, and as shown in Fig. 33(g), the second-rank production is executed and the character "Extract" is displayed on the second display section 91b. Next, as a notification display 87 for notifying that the second-rank production is being executed as shown in Fig. 33(f), the character "Extract", which is the character corresponding to the second-rank production, is displayed together with the effect image, and as shown in Fig. 33(g), the second-rank production is executed and the character "Extract" is displayed on the second display section 91b. Next, as a notification display 87 for notifying that the second-rank production is being executed as shown in Fig. 33(f), the character "Extract", which is the character corresponding to the second-rank production, is displayed together with the effect image, and as shown in Fig. 33(g), the second-rank production is executed and the character "Extract" is displayed on the second display section 91b. And, as a notification display 87 for notifying that the first-rank production is being executed as shown in Fig. 33(h), the character "Super", which is the character corresponding to the first-rank production, is displayed together with the effect image, and as shown in Fig. 33(i), the first-rank production is executed and the character "Super" is displayed on the first display section 91a. And, as a notification display 87 for notifying that the first-rank production is being executed as shown in Fig. 33(h), the character "Super", which is the character corresponding to the first-rank production, is displayed together with the effect image, and as shown in Fig. 33(i), the first-rank production is executed and the character "Super" is displayed on the first display section 91a. And, as a notification display 87 for notifying that the first-rank production is being executed as shown in Fig. 33(h), the character "Super", which is the character corresponding to the first-rank production, is displayed together with the effect image, and as shown in Fig. 33(i), the first-rank production is executed and the character "Super" is displayed on the first display section 91a. And, as a notification display 87 for notifying that the first-rank production is being executed as shown in Fig. 33(h), the character "Super", which is the character corresponding to the first-rank production, is displayed together with the effect image, and as shown in Fig. 33(i), the first-rank production is executed and the character "Super" is displayed on the first display section 91a.
[0286] Also, when all of the first to fourth ranked performances are executed, an additional performance as shown in FIG. 33(j) is executed. When only some of the ranked performances are executed, the additional performance is not executed, and it is clearly notified that all of the first to fourth ranked performances have been executed by executing this additional performance.
[0287] In the example shown in FIG. 33, an example of executing the ranked performances in order from the lowest ranked performance is shown, but for the first to third ranked performances, it is possible to execute them even when a ranked performance with a rank lower than its own rank has not yet been executed. In a state where variable display is being performed as shown in FIG. 34(a), a notification display 87, which is a performance for notifying that a ranked performance is being executed as shown in FIG. 34(b), is displayed. The notification display 87 here notifies that the third ranked performance is being executed, and the character "all", which is a character corresponding to the third ranked performance, is displayed together with an effect image. Then, as shown in FIG. 34(c), the third ranked performance is executed and the character "all" is displayed on the third display unit 91c. At this time, the fourth ranked performance, which has a lower rank than the third ranked performance, has not yet been executed, and an image 88 for notifying that the fourth ranked performance is being executed is displayed on the fourth display unit 91d corresponding to the fourth ranked performance.
[0288] Since the first to fourth display units 91a to 91d are arranged in the order of the ranked performances, it becomes apparent at a glance that the ranked performance has been executed from the middle rank, and a sense of discomfort different from the normal situation can be strongly felt by the player, improving the interest of the game.
[0289] Thereafter, as shown in FIG. 34(d), a notification display for notifying that the fourth ranked performance is being executed As the fourth-rank effect, the character "open", which corresponds to the fourth-rank performance, is displayed together with the effect image, and as shown in FIG. 34(e), the fourth-rank performance is executed and the character "open" is displayed on the fourth display section 91d. Further, in this example, as a notification display 87 for notifying that the second-rank performance is executed as shown in FIG. 34(f), the character "extract", which is the character corresponding to the second-rank performance, is displayed together with the effect image, and as shown in FIG. 34(g), the second-rank performance is executed and the character "extract" is displayed on the second display section 91b. In addition, as shown in FIGS. 34(h) and (i), there is also a case where a plurality of rank performances are executed at once. It is also possible to execute the first-rank performance or the second-rank performance from the state where no rank performance is executed. Also in this case, an image 88 for notifying that the rank performance is executed is displayed on the display section corresponding to the rank performance having a lower rank than the executed rank performance, and these rank performances are executed later. Further, when the second-rank performance or the third-rank performance is executed from the state where no rank performance is executed, after executing all of the rank performances having a lower rank than the executed rank performance or together with all of the rank performances having a lower rank than the executed rank performance, the rank performance having a higher rank than the executed rank performance is executed. Also, although it is assumed that the image 88 for notifying that the rank performance as shown in FIG. 34(c) is executed is displayed, it may not be displayed. In addition, for the lower-rank performance executed after the upper-rank performance is executed as shown in FIG. 34(d), a notification display 87, which is an effect for notifying that the rank performance is executed, is performed. Moreover, as shown in FIGS. 34(h) and (i), there is also a case where a plurality of rank performances are executed at once. There is also such a case.
[0290] Note that it is also possible to execute the first-rank performance or the second-rank performance from a state where no rank performance is being executed. In this case as well, an image 88 for notifying that the rank performance is executed is displayed on the display section corresponding to the rank performance that is lower in rank than the executed rank performance, and these rank performances are executed later. Also, when the second-rank performance or the third-rank performance is executed from a state where no rank performance is being executed, after executing all of the rank performances that are lower in rank than the executed rank performance, or together with all of the rank performances that are lower in rank than the executed rank performance, the rank performance that is higher in rank than the executed rank performance is executed. Furthermore, although it is assumed that the image 88 for notifying that the rank performance as shown in FIG. 34(c) is executed is displayed, it may not be displayed. In addition, for the lower-rank performance executed after the upper-rank performance is executed as shown in FIG. 34(d), a notification display 87, which is an effect for notifying that the rank performance is executed, is performed. Also, when the second-rank performance or the third-rank performance is executed from a state where no rank performance is being executed, after executing all of the rank performances that are lower in rank than the executed rank performance, or together with all of the rank performances that are lower in rank than the executed rank performance, the rank performance that is higher in rank than the executed rank performance is executed. Moreover, as shown in FIGS. 34(h) and (i), there is also a case where a plurality of rank performances are executed at once. Also, when the second-rank performance or the third-rank performance is executed from a state where no rank performance is being executed, after executing all of the rank performances that are lower in rank than the executed rank performance, or together with all of the rank performances that are lower in rank than the executed rank performance, the rank performance that is higher in rank than the executed rank performance is executed. That is, it is configured in this way.
[0291] Also, although it is assumed that the image 88 for notifying that the rank performance as shown in FIG. 34(c) is executed is displayed, it may not be displayed. It may not be displayed. In addition, for the lower-rank performance executed after the upper-rank performance is executed as shown in FIG. 34(d), a notification display 87, which is an effect for notifying that the rank performance is executed, is performed. That is, for the lower-rank performance executed after the upper-rank performance is executed as shown in FIG. 34(d), a notification display 87, which is an effect for notifying that the rank performance is executed, is performed. However, it is also possible to perform only the ranking display without performing this notification display 87. Also, as shown in FIG. 34(b), after displaying the notification display 87 regarding the higher ranking performance, Regarding the ranking performance, in addition to the higher ranking performance, the lower ranking performance will also be executed at the same time. That's fine too.
[0292] FIG. 35 shows another example of how the ranking presentation is executed. As shown in FIG. 35(a), the fifth display section 92 spins a reel. As shown in 35(b), the display of "Stock" which notifies the player that the ranking performance will be performed stops. When the display is completed, a ranking display is executed as shown in FIG. Here, the fourth-place performance is being executed and the word "Open" is being displayed in the fourth display section 91d. Of course, there are also cases where the first to third place performances are performed. In addition, the execution mode shown in FIG. 35 may be combined with the execution modes shown in FIG. 33 and FIG. Alternatively, in a series of specific effects, ranking effects as shown in FIG. 33 and FIG. 34 are executed. The ranking display is executed after the notification display 87 notifying the player that the ranking has been decided, and the ranking display is executed as shown in FIG. 5. The display of "Stock" is stopped and displayed on the display unit 92, and then the ranking performance is executed. They may be mixed.
[0293] In addition, the result displayed in the fifth display section 92 is notified that a ranking performance will be performed. There are various displays other than the "stock" display. For example, the "change" display is a stop display. By displaying the display mode of the decoration special chart start memory display of the standby memory display unit 83, A pre-reading performance that suggests or notifies the result of the pre-reading, and a running memory display of the running memory display unit 84 A performance is executed to suggest or inform about the special chart change display game being executed by changing the display. There are cases like this. In addition, multiple types of fonts and colors are provided for displaying "stock" and "change," It is also possible to suggest or notify the number of ranking effects to be performed or the stage of change in the starting memory display. For example, there are three types of "stocks": black, red, and gold. For the black one, there is one ranking effect. A red light indicates that two or more rankings will be performed, and a gold light indicates that two or more rankings will be performed. In this case, it may be possible to notify that four ranking effects will be executed.
[0294] FIG. 36(a) shows the execution pattern of the ranking presentation. Pattern 1 is the lowest ranking, from the 4th place performance to the 3rd place performance, the 2nd place performance, the 1st place performance, This is a pattern that is executed in the order of the performance. This pattern 1 can progress to either the 1st to 4th times. It contains four patterns that end with Pattern 2 starts from the third place performance. In this pattern 2, the first At the time of this, the execution of the fourth-ranked performance, which is lower than the third-ranked performance, is confirmed, so 2~4 It includes three patterns that progress to one of the times and end.
[0295] Pattern 3 starts from the second place performance. In this pattern 3, the first At the time of this, the execution of the third and fourth place performances, which are lower in rank than the second place performance, will be confirmed. Therefore, it contains two patterns that proceed to either the third or fourth round and then end. Pattern 4 is a pattern that starts from the first place performance. In this pattern 4, the first The second, third and fourth place performances, which are ranked lower than the first place performance at the time of the event, Since the execution of the output is confirmed, it only contains patterns that proceed to the fourth time and then end.
[0296] Patterns 1 to 4 were patterns in which one ranking performance was performed each time, but there were other patterns As shown in lines 5 to 20, there are also patterns in which multiple ranking effects are performed at once. In patterns 5 to 20, the execution order is based on the order shown in patterns 1 to 4. The ranking performance is set. In this embodiment, the more the ranking effects are executed, the higher the reliability of the special result. However, even if the number of executions is the same, the pattern in which many ranking performances are executed at the same time is more likely to be a special result. The reliability may be increased.
[0297] FIG. 36(b) shows an example of the content suggested or notified depending on the number of times the ranking performance is performed. . There are two types of reach: N reach, which has the lowest reliability and the highest probability of a special result, and N reach, which has the highest reliability and the highest probability of a special result. SP1 reach is more reliable than SP2 reach, and SP2 reach is more reliable than SP1 reach. and SP3 reach, which is more reliable than SP2 reach, and SP3 reach, which is more reliable than SP3 reach. There are two types of reach: premium reach and reach type. The minimum number of reach types that can be executed depends on the number of times the ranking performance is executed. It is as shown. The more times the ranking performance is performed, the more reliable the reach will be, and the special result will be The results are also designed to be highly reliable.
[0298] Basically, there are cases where all of the 1st to 4th ranking performances are performed, and cases where only some of the ranking performances are performed. In this case, the content of the reach performance afterwards will be different (the reach performance that transitions depending on the number of executions Although the types and allocation rates are different, they may transition to the same reach performance. Even if it develops into the same reach performance, if all of the 1st to 4th ranking performances are executed, After the additional performance is performed, it develops into a reach performance, but if only a part of the ranking performance is performed, It develops into a reach effect without any additional effects. Therefore, even if it develops into the same reach effect, The time for the special chart change display game to change will also be different. This allows the same reach performance to be performed. Even in cases where the game is not played properly, the player's impression will be different, and they will be able to feel the high level of trust. This increases the enjoyment of the game.
[0299] In addition, when the additional effects are executed for each of the patterns shown in FIG. For example, as shown in FIG. 36(c), Even if the number of executions of the top performance is the same, the reliability is higher when the additional performance is executed. is also good. In addition, the more ranking effects you perform, the higher the chance of additional effects being performed. That's fine. In addition, when an additional performance is executed, a reach performance with a higher reliability than a predetermined reliability (for example, SP2 Reach or more). In addition, if all of the first to fourth ranked performances are performed, that is, the number of performances is 4, an additional performance will always be performed. If only a part of the ranking performance is performed, it can be performed at a specified rate. It is also possible to use this method. In addition, when the number of executions is a predetermined number or more (for example, 3 or more), an additional effect may be executed. .
[0300] In addition, the execution of the ranking performance can be performed at any time during the execution of the special chart change display game. For example, When fluctuation begins, the period until N reach, during N reach, during SP1 reach, during SP2 reach In addition, in the case of pseudo consecutive wins, the ranking performance is performed for each re-change performance. It is also possible to do so.
[0301] According to the above-mentioned specific performance, the ranking performance is not simply executed in order from the lowest to the highest, but also This can now also be performed from the middle stages, making for a highly entertaining performance. Simply executing the ranking performance from the bottom up will result in a low ranking and not very high reliability. In the early stages of the presentation, the player does not have a sense of expectation, and the presentation progresses to a higher stage. However, in this embodiment, it is possible to execute the program from an intermediate stage. By providing this feature, players will have a sense of anticipation for the ranking performance in each round, which will increase the interest of the game. It is possible.
[0302] It is possible to set patterns other than the pattern shown in FIG. A pattern in which the performances are executed in the order of rank performance, 4th rank performance, 1st rank performance, and 2nd rank performance. In this case, the fourth-place performance may be executed when the third-place performance is executed. Once the first-place performance is executed, the second-place performance will be confirmed. do.
[0303] In addition, although it was stated that a specific performance would be performed in one special chart change display game, For example, a specific effect may be performed based on the results of the pre-reading. Set the special chart change display game, and select the special chart change display game before the special chart change display game. A specific performance may be started from the start of the game.
[0304] In addition, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d The characters displayed on the screen are displayed in a lighter color, and the corresponding ranking performance is executed based on the characters. may be clearly displayed. In addition, the ranking effect is not limited to the effect of displaying characters. Any type of presentation is acceptable.
[0305] In addition, all of the performances corresponding to the ranks lower than the performance of the executed predetermined rank are executed. or after the specified order of rank performance, together with all the orders of rank performances lower than the specified order of rank performance. It is possible to execute a ranking performance corresponding to a higher ranking than the specified ranking performance. Before executing all of the lower ranking effects, the order corresponding to the higher ranking effects than the predetermined order is executed. A performance may also be executed. A rank performance that is lower than the rank of the executed rank performance and has not yet been executed As for the performance, it is sufficient to execute it before the end of a specific performance currently being executed.
[0306] In the above example, only the first character string of "Chou-Buki Zenkai" is displayed. In addition to the character string, a second string of four characters may also be displayed. Also, the second string being displayed is considered a special result compared to the first string being displayed. Alternatively, the device may suggest or notify that there is a high possibility that the above-mentioned occurrence will occur. In addition, specific effects are performed in special game states to suggest or notify information about special results. For example, the more the number of executions of the ranking effects, the more the specific game state is generated after the special game state ends. Alternatively, the device may suggest or notify that there is a high possibility of the patient entering state ST4.
[0307] In addition, by arranging all the characters of the corresponding ranking according to the ranking, a unique string is created. However, even if the characters of some rankings are lined up, they form a unique string, and They may also be arranged to form other unique strings. For example, in the above example, the character string "Fully Open" is also a unique character string, and The combination of "Super Full Throttle" makes it a unique string of characters. In addition, all ranking effects were made to display text, but there were some ranking effects that displayed text and others that did not. There may also be a ranking effect that performs an effect other than the display of the ranking.
[0308] In addition, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d are arranged in the left-right direction, and the first display section 91a at the left end corresponds to the first-place performance with the highest rank. The second display section 91b, the third display section 91c, and the fourth display section 91d are displayed in this order. Although the ranking is set to be low, the present invention is not limited to this. For example, the fourth display section 91d on the right side corresponds to the first-ranked performance with the highest rank, The order of the ranking effects corresponding to the third display section 91c, the second display section 91b, and the first display section 91a in this order. may be set to be low. In addition, the direction of arrangement is not limited to the left-right direction, but may be the up-down direction or other directions. However, they may not be arranged in a straight line, but may be arranged along a curve or a circle. In addition, the displays may be arranged in a non-aligned manner, such as by placing one display unit at each of the four corners of the display area. It may be possible to do so.
[0309] In addition, the first display section 91a is an area for displaying all the ranking effects on the display means. , the second display section 91b, the third display section 91c, and the fourth display section 91d are arranged in order. However, for some of the ranking effects, the areas displayed on the display means are arranged according to the ranking. You can set it like this. For example, the second display section 91b, the third display section 91c, and the fourth display section 91d corresponding to the second to fourth ranking performances The display units 91d are arranged according to the order, but the first display unit 91 corresponding to the first order performance a is a position that is not related to the arrangement of the second display section 91b, the third display section 91c, and the fourth display section 91d. It may be displayed on the position.
[0310] In addition, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d The display position and size of the image are not limited to those fixed in the display area. It may be something that changes. For example, the display position may be changed depending on the progress of a particular effect or other effects. . In addition, the movement may be performed during the execution of a specific performance. In this case, the corresponding order You can move in a line while keeping the order according to the order of the performance. Alternatively, the movement may be random, regardless of the order of the corresponding ranking effect. When moving in a line while maintaining the order of the corresponding ranking performance The movement path may be a predetermined path (e.g., a circular path) or may be a random path. It could also be a road.
[0311] In addition, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d The display is not limited to characters, and can also indicate that the corresponding ranking performance has been performed. In addition, the display device 41 may have a first display section 91. a, the second display section 91b, the third display section 91c and the fourth display section 91d are not provided, These display units may be configured by display means other than the display device 41. The light source may be composed of a light bulb or an LED.
[0312] Based on the above, a game is executed based on the establishment of a predetermined condition, and a situation advantageous to the player is created. In the gaming machine, a performance control means (performance control device 300) for controlling the performance of the game is provided. The performance control means controls specific performances including a plurality of types of ranking performances each having a predetermined ranking. Each ranking performance is executable, and the ranking performance of a lower ranking performance is not yet executed. It can be executed even if it has not been executed yet, and the ranking of the executed ranking performance is lower than the ranking of the performance. If there is a ranking performance that has not yet been executed, the This means that all of the ranking effects that are not currently in progress are executed by the end of the specific effect that is currently being executed. Therefore, unlike a performance that is simply performed in order from the lowest ranking, there will be changes in the specific performance. This can increase the enjoyment of the game.
[0313] The performance control means controls a performance corresponding to a lower rank than the predetermined rank that has been executed. After all of the entries have been made, or together with all of the entries lower than the designated order, It is possible to execute a performance corresponding to a higher rank than the fixed rank performance. become. Therefore, the lower ranking performance that was promised to be executed will be executed and the higher ranking will be executed. This will give players a sense of security and a sense of satisfaction in knowing how high their rankings are. It is possible to easily understand whether a performance is being performed, and this can increase the interest of the game. Cut.
[0314] In addition, a display means (display device 41) that is controlled by the performance control means and is capable of displaying the performance of the game The performance control means controls the display means to display a part or all of the ranking performance. Areas (first display section 91a, second display section 91b, third display section 91c, fourth display section 91d) The settings are arranged in order of rank. Therefore, it is possible to easily understand which performance is being executed, and the game It is possible to improve the interest of the user.
[0315] In addition, the performance control means can execute a performance in which characters are displayed on the display means as a ranking performance. By arranging the characters of the corresponding ranking according to the ranking, a unique string is created. This will be the case. Therefore, it is possible to easily understand up to what rank the effect has been executed. In addition, if all the characters in the ranking are arranged to form a unique string, This allows players to easily understand that the ranking performance of the player has been performed, thereby improving the interest of the game. do.
[0316] In addition, the performance control means is configured to control a performance that is lower in rank than the executed performance and has not yet been executed. If there is a ranking performance that has not yet been executed, the ranking performance that has not yet been executed will be executed. It will be possible to suggest or inform the user that a change will be made. Therefore, it becomes easier to understand that the execution is promised, and the interest of the game is increased. can be done.
[0317] In addition, the performance control means can execute additional performances when a predetermined number of ranking performances have been executed. This results in: Therefore, the player will come to expect that the ranking effect will be executed a predetermined number of times or more, It can improve the interest of the technique.
[0318] Next, we explain the result derivation process that ultimately derives either the first result or the second result. The result derivation is more flexible when the first result is derived than when the second result is derived. It is intended to suggest or inform the technician of the benefits. In the gaming machine of this embodiment, in the first special game state ST2, Character X and enemy characters A to D race against each other, and character X wins. As a result of 1, it is notified that the specific gaming state ST4 will occur after the end of the first special gaming state ST2. Then, the result that character X loses is determined as the second result after the end of the first specific game state ST2. It is arranged to notify that the game state ST4 will not be reached.
[0319] In addition, in the result-derived display, the character who is an ally character is used to show the result of the race. X and one of the enemy characters A to D compete for first and second place. The selection effects correspond to each enemy character. One of these is selected and executed. Each selection is assigned a confidence level, which is the likelihood that the first result will be derived. That is, each of the selections is assigned a unique reliability, the first reliability. The first reliability is determined by the rate at which the first result is derived in each selection. This first reliability is the lowest for the selection performance corresponding to character A, followed by character B, character C, and character D. In other words, in the selection scene corresponding to character A, the character B is Character X is most likely to lose, followed by Character B, Character C, and Character D. It is designed to increase the likelihood of profiting.
[0320] Figure 37 shows an example of a result derivation output. In this example, as shown in FIG. 37(a), the special chart 1 variable display game is in the normal game state ST1. The first special result (jackpot) is derived as shown in Figure 37(b), and then The first special game state ST2 is started. When the first specific game state ST2 starts, the result-derived display starts. First, a plurality of types of selections are made. For part or all of the performance, if selected in the result-derived display, the first result is A suggestion effect is executed that suggests a second reliability, which is the degree of likelihood of being derived.
[0321] In this suggestion performance, the characters participating in the race are shown in the race list as shown in Figure 37(c). The enemy character shown in the figure is displayed, and it is shown that the selection effect corresponding to the enemy character shown in the figure can be selected. will be done. In this case, all of the enemy characters are assumed to participate in the race, and all of the selection effects are selected. Although it is possible to select, some of the enemy characters are not selected to participate in the race. A part of the selection effect may be arranged to indicate that it is selectable.
[0322] The order of characters in the race list corresponds to the race in the running result-derived race. When the selection is performed, the first result is that the ally character X wins. This suggests the second reliability, which is the reliability that indicates the likelihood that the above-mentioned function can be derived. In the race list, the second highest reliability is determined by the fictional prediction of which character will win the race. The results are shown in the voting results. Here, character C received the most votes and was the most popular. Character A is more likely to win the race, followed by Character X, Character B, and Character D in that order. This suggests that the chances of winning are slim. In other words, if the selection corresponding to character C is selected, the first round in which character X wins will be The result is the least likely to be derived, suggesting the lowest second confidence level. Character A, The first result is derived in which character X wins in the selection process corresponding to character B and character D in that order. This suggests that the likelihood of a trust relationship increasing is higher, with the second most reliable in this order.
[0323] The second reliability is the pattern of the race list that can be selected in the suggestion presentation as shown in Figure 41. For each of them, the percentage of the first result being derived in each selection is determined and they are arranged in order of popularity. The selection rate of each pattern in the starting table and the selection rate of each pattern in the starting table are set. The ratio of the first result being derived in each selection direction in the game, when taken together, The reliability of the selection is set to be the first reliability specific to the selection presentation.
[0324] In addition, by including the ally character, Character X, in the race entry list, The popularity ranking is the standard, making it easier to understand the second level of reliability. The higher the enemy character's spirit, the higher the chance that Character X will be defeated in the corresponding selection scene. This suggests that the first result is unlikely to be derived. Also, The lower the enemy character, the higher the chance that character X will win in the corresponding selection scene. This suggests that result 1 is likely to be derived. Also, if character X is ranked higher in popularity, then character X is more likely to win, leading to the first result. This suggests that there is a high possibility that it will be released.
[0325] Furthermore, the selection performance corresponds to a character that is less popular than the standard character X. When this is executed, a notification effect can be executed to notify the user of this fact. The notification effect may be a vibration of the effect button 25 or a specific sound output. A performance in which a specific image is displayed, a performance in which an LED is made to emit light in a specific manner, and a board performance device 44 are operated Examples of such performances include: In addition, the selection performance for characters with higher popularity than the standard character X popularity ranking will be Even if the action is performed, a notification effect may be executed to notify the user of the action. In addition, when showing the selected selection, the popularity order in the race list is shown, so that the second reliability is improved. The height may be suggested or notified.
[0326] In this way, the first trust level is unique to the character, and the second trust level is used in the result-derived output during execution. By setting the reliability and the reliability, the first result of the race is determined by taking into account both the reliability and the reliability. This provides a sense of fun by allowing players to guess the likelihood of the result being derived. In the result-derived display of this embodiment, the selection performance corresponding to the most popular character is This is the most common case, and the most popular character is ranked first by their first trust rating. It is possible to infer the possibility that the above results may be derived. In addition, if a character with the second highest popularity or lower is selected, the second trust rating will increase, so the first trust rating will be higher. It can be inferred that the result is likely to be derived, and the first trust of the selected character can be The degree of probability can be estimated based on the degree.
[0327] After the hint is given, the race starts as shown in Figure 37(d), and the race starts as shown in Figure 37(e). As the race progresses, the selection presentation starts as shown in FIG. The selection effect corresponding to character C is selected, and the selection effect corresponding to character C is selected. A notification that the selection has been made and a first reliability level specific to the selection presentation corresponding to the character C are displayed. Here, character C is more popular than the standard character X in the race entry list shown in Figure 37(c). Therefore, no notification will be made, but the popularity of the character X is lower than that of the standard character X. When the selection effect corresponding to the selection is selected, a notification effect is executed to notify the selection effect. . Then, as shown in FIG. 37(g), character X is an ally character and character X is an enemy character. The character C competes with the character B, and the result is announced as shown in FIG. 37(h). In this example, character X wins by reaching the goal first, as shown in Figure 37. It is announced that the first result in which character X wins has been derived, as shown in (i). When the first result is derived, a result-derived appearance is performed and the first special game state ST2 ends. Then, the game enters a specific game state ST4 as shown in FIG. 37(j).
[0328] Also, if the second result is derived, the enemy character will go first at the stage shown in Figure 37(h). In the second stage of Figure 37(i), character X is defeated. The result is notified. After that, the normal game state ST1 or the remaining reserved consumption state S Transition to T5.
[0329] In addition, the suggested performance entry list will display character X, an ally character, as the standard. However, it is also possible to display only the enemy characters and not indicate the criteria. Also, the standard is set to Character X, which is an ally character, but it can be set to another character. Alternatively, a character with a specific ranking (for example, third most popular) may be used as the standard.
[0330] Examples of result derivation output are also shown in Figures 38 and 39. In this example, as shown in FIG. 38(a), the special chart change display executed in the specific game state ST4 A second special outcome (small win) has been derived in the game. In the gaming machine of this embodiment, in the special chart change display game in the specific game state ST4, This prevents the reach state from occurring. This allows the game to be played in the specific game state ST4. The first special game state ST2 can be generated successively in a short period of time, This allows the player to rapidly increase the number of balls he has, improving the enjoyment of the game.
[0331] In this example, the second special result occurs when the second start memory exists during the execution of the special chart change display game. At this time, based on the result of the look-ahead for the second start-up memory, The result of the special chart change display game based on the first special result or the second special result is also a special play. The special result is a specific special result that results in a specific game state ST4 after the end of the special state. The control device 300 is aware of this.
[0332] With the derivation of the second special result, the second special game state ST3 is started, as shown in FIG. The ball is hit from the right to make the ball flow into a specific area of the special variable winning device 38 (V winning). A notification display 93 is displayed to prompt the user to do so. Furthermore, when a game ball flows into a specific area of the special variable winning device 38, a notification to that effect is generated. It is now possible to carry out knowledge production 94.
[0333] In the second special game state ST3, the game ball flows into a specific area of the special variable winning device 38. When the first special game state ST2 starts based on this, the result derivation display starts. When selecting the content of the performance, select the content taking into consideration the existence of a second start memory that will result in a specific special result. It is now possible to do so. The progress of the result derivation is the same as that shown in Figure 37, and the results are shown in Figure 38(c). A suggestive display showing the race schedule is displayed, and the race begins as shown in Figure 38(d). As the race progresses as shown in Figure 38(e), the selection screen will appear as shown in Figure 38(f). In this example, the selection performance corresponding to character A is selected, and the selection performance corresponding to character A is started. Notification that the selection presentation corresponding to the character A has been selected and the first trust unique to the selection presentation corresponding to the character A The degree is reported.
[0334] Furthermore, the selection performance corresponding to character A has the lowest first reliability, so the second Display of "Warning!!" as a presentation display 97 indicating that the result is likely to be derived will be carried out. In the gaming machine of this embodiment, after the first special gaming state ST2 ends, the game moves to a specific gaming state ST4. If you do this, there is a high probability of getting a small win, and the first special game state ST2 will start again. The more you repeat the process, the more gaming value you can earn. If the first special game state ST2 does not transition to the specific game state ST4 after the end of the first special game state ST2, the remaining reserve If there is a second start memory, the system transitions to the remaining reservation consumption state ST5, and the special chart based on the second start memory is 2 If you can get a small or big win in the variable display game, you can return to the above cycle. If the player does not play the game, the game will transition to the normal game state ST1 and the above cycle will end. If there are no remaining reserves, the game will transition to the normal game state ST1 without passing through the remaining reserve consumption state ST5. Since only one second start memory can be stored, the remaining reserved consumption state ST5 is a one-shot game. This puts the player at a disadvantage. Due to this type of gameplay, the game transitions to the specific game state ST4 after the first special game state ST2 ends. Whether or not the first result is derived is a matter of great interest to the player, and The player has high hopes that this will be issued. However, the selection performance corresponding to character A has the lowest first reliability, and the above This suggests that the second result is likely to be derived. By performing the performance display 97, the player's sense of fear is aroused and the interest of the game is increased. There are.
[0335] In addition, the first result in which character X wins in the selection performance corresponding to character A is derived. If the result is a specific derivation pattern, the first derivation pattern in which character X wins in the next result derivation appearance will be It is considered certain that the first result will be the first outcome. On the other hand, if the first result is derived, it is a specific derivation mode. It also shows that. When selecting the content of the result-derived output, the existence of a second start memory that results in a specific special result is recognized. In this case, it is possible to set a result derivation appearance that results in this specific derivation mode. That is, the specific derivation aspect indicates the look-ahead result for the start memory, and during execution In the special chart change display game executed after the end of the first special game state ST2 of or the second special result, and the specific gaming state ST4 is entered after the special gaming state ends. It is intended to notify the user that a specific special result will be derived.
[0336] By doing this, the selection performance corresponding to the character A with the lowest first trust will be as follows: Either the cycle ends in a very unfavorable situation for the player, or the cycle continues. This is a very useful feature that will almost certainly result in the first special game state ST2 being executed two more times. This will be a turning point that will determine whether the situation will be favorable or not. This allows the player to be interested even when a selection performance with a low first reliability is selected. This can provide a sense of expectation and increase the enjoyment of the game.
[0337] In the selection scene, as shown in Figure 38(g), the friendly character X and the enemy character X are The character A competes with the character B. Here too, the second result may be derived. The "Warning!!" display, which indicates that the result is high, continues to be displayed, and the first result is If so, it indicates a specific derivation mode. In this example, character X wins by reaching the goal first, as shown in Figure 38(h). The first result, in which character X wins, is derived as shown in Figure 38(i). Be notified. In addition, the "Winning Stop" is a formula that means the first result will be derived in the next result-derived appearance. You will be notified that you have acquired the "Q".
[0338] When the first result is derived, a result-derived appearance is performed and the first special game state ST2 ends. Then, as shown in FIG. 38(j), the specific game state ST4 is entered, and based on the existing second start memory, During the execution of this special chart 2 variable display game, the "Victory Score" The stock display 95 is displayed to indicate that the player has acquired a stock. This notifies the user that a specific derivation mode has been achieved. Then, as shown in FIG. 39(a), the second special result (small win) is displayed in the special chart 2 variable display game. ) is derived. Even in this result mode of display, the stock display 95 continues. That is, the stock display 95 is displayed based on the start memory that is the subject of the pre-reading by the advance judgment means. In a special chart variation display game based on the above, the results can be displayed over a period of time during which the results are displayed. In addition, since there is only one second start memory, the special chart change table shows stock display 95. Although the game shown is one game, if multiple second start memories can be stored, the pre-judgment procedure Display the results of a special chart change display game based on the start memory that is the subject of pre-reading by the stage It can be displayed continuously across multiple special chart change display games over a period of time.
[0339] As shown in FIG. 39(b), during the execution of the second special game state ST3 accompanying the derivation of the second special result However, the stock display of 95 will continue. Furthermore, as shown in FIG. 39(c), the game ball flows into a specific area of the special variable winning device 38. Suggested effects in the result-derived appearance in the first special game state ST2 that was started based on the fact that The stock display of 95 will continue even in this case. That is, the stock display 95 is displayed based on the start memory that is the subject of the pre-reading by the advance judgment means. Display of special results based on the game. It is Noh.
[0340] During the races in Figure 39(d) to (h), the first result in which character X wins the race is The "Victory is likely!?" display 96 was displayed, suggesting that the result would be derived, and Character X won. This will be the first beneficial result. After that, the first result was derived, in which character X won, as shown in Figure 39(i). When the first special gaming state ST2 ends, the specific gaming state is entered as shown in FIG. It becomes ST4.
[0341] In addition, during the race shown in Fig. 39(d) to (h) and after the race result shown in Fig. 39(i), The stock display 95 may be continued even during the display of the result. The stock display 95 may be continued for the entire period. Furthermore, in the special chart change display game shown in FIG. 39(j), the acquisition of "winning stock" It may be possible to display the specific game state ST4 to which the transition has been made via the specific game state ST4. A first special game state ST2 or a second special game state ST3 is entered when a small win or a big win occurs in the state ST4. In the special game state ST3, the first special game state that was transitioned to after acquiring the "winning stock" Alternatively, the display may be changed to indicate that the player is in the first special game state ST2 or the second special game state ST3. This also notifies that a specific derivation mode has been entered, and is the same display as the stock display 95. or may be displayed differently from the stock display 95.
[0342] In the gaming machine of this embodiment, when the specific gaming state ST4 is entered, small wins occur frequently. In the second special game state ST3, the game ball can be easily caused to flow into the specific area. Therefore, the game state can be changed to the first special game state ST2 via the second special game state ST3. It's almost certain. Therefore, the existence of the second start memory resulting in a specific special result causes the first first special game state ST If you get a winning stock in 2, you are almost guaranteed to get two more first special game states ST2. It becomes a posture. In this way, a total of three first special game states ST2 and the specific game state ST4 therebetween constitute one set. This creates a very advantageous situation for the player, and over the course of this set The specific effect may be continuously performed by the specific derivation mode. This notifies the user that the stock has been stocked, and may be displayed in the same manner as the stock display 95. The display may be different from display 95. Furthermore, the notification that a specific derivation mode has been achieved will continue even after one set of time has elapsed. In this case, it indicates that there is a history of a specific derivation mode. The notification may be continued until the game returns to the normal game state ST1, or the normal game state ST1 You can also return to the stock display and continue. In this case, the display is the same as the stock display 95. It may be displayed or may be displayed differently from the stock display 95.
[0343] Here, according to the result of looking ahead at the second start memory stored at the time of FIG. 39(a), The result of the special chart change display game based on the second start memory is the first special result or the second special result. The special result is a specific special result that results in a specific game state ST4 after the special game state ends. If it is determined that the character will be selected, the selection process for character A is performed again, and the first result is It is also possible to derive it. In the selection presentation shown in FIG. 39, it is announced that the derivation of the first result has been confirmed. The selection performance corresponding to character A will be selected here, and the next result-derived performance will also The first result is guaranteed to be derived, and the consecutive win is confirmed, It will be a very interesting production.
[0344] In addition, the special result is derived in the normal game state ST1, which is executed based on the so-called first hit. In the first special game state ST2, a selection performance corresponding to the character A having the lowest first reliability is performed. It is also possible not to select. In the normal game state ST1, the second start memory does not exist, so It is clear that no specific derivation mode based on all the look-ahead results is selected. It has become clear that if a selection corresponding to Ra A is made, the first result will not be obtained. There is a risk that the interest of the game will decrease. Therefore, in this case, the selection corresponding to character A is It is also possible to choose not to select the selection effect. Of course, in the first special game state ST2 based on the first hit, the selection corresponding to character A is The presentation may be selectable. In this case, the presentation in which the second result is determinable is selected. Alternatively, the first result may be derived but not treated as a specific derivation mode. Then, the specific game state ST4 is notified, but the first result is derived in the next result derived appearance. It is not guaranteed that you will be able to win, and it may be possible to prevent you from gaining "winning stocks."
[0345] In addition, if a specific derivation occurs, character X will also win in the next result derivation appearance. It was decided that the first result would be the first result, but if it becomes a specific derivation mode, it will be a specific derivation mode. This will be the first result in which character X wins in the next result-derived draw compared to when the It may also be possible to suggest that the possibility is high. ...
Claims
[Claim 1] A gaming machine that executes a variable display game in which identification information is displayed on a display device, and in which a special result is given to the player, During the execution of the aforementioned variable display game, it is possible to generate a special performance zone that indicates a special performance state different from the normal performance state. During the occurrence of the aforementioned performance zone, Character images related to the performance zone, The performance zone display shows information about the performance zone in text format, The display of the number of execution rights, which indicates the number of execution rights, The above can be displayed on the display device, The character image is a three-dimensional image having light and dark areas along a first direction of the character image. The aforementioned display of the performance zone is a display in which multiple characters are arranged along the second direction. The first direction and the second direction are different directions. The aforementioned display of the performance zone is displayed as moving along the second direction. During the occurrence of the aforementioned performance zone, the display of the number of execution rights is displayed superimposed on the display of the performance zone. Gaming machine.