Game machine
The gaming machine improves player enjoyment by implementing performance execution means for pattern changes, symbol updates, and expansion/contraction effects, enhancing game dynamics and engagement.
Patent Information
- Application Number
- JP2025104496
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-20
- Publication Date
- 2025-08-28
AI Technical Summary
Existing gaming machines lack enhancements to improve player enjoyment through more engaging and dynamic display effects.
The gaming machine incorporates an operating means that triggers performance execution, allowing for pattern changes, symbol updates, expansion/contraction effects, and non-display effects, along with decorative symbol manipulations to enhance game dynamics.
This enhances player engagement by increasing the enjoyment of the game through varied and interactive display effects, including pattern changes, symbol updates, and expansion/contraction performances.
Smart Images

Figure 2025126229000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, a gaming machine capable of executing a display effect using a display device when a gaming ball enters a starting hole is known (see, for example, Patent Document 1).
[0003] In such gaming machines, display effects using character images and patterns can be performed. can. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-202930 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-198339 [Patent Document 3] Japanese Patent Application Laid-Open No. 2016-182376 Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the above gaming machines, there are still some technologies to improve the enjoyment of the game. There was still room for improvement.
[0006] The present invention has been made to solve the above-mentioned problems, and aims to improve the enjoyment of games. The purpose is to [Means for solving the problem]
[0007] The present invention has been made to solve at least part of the above-mentioned problems, and provides the following: It is possible to realize this as an application example. The explanations are given to illustrate the correspondence with the embodiments described later in order to facilitate understanding of the present invention. However, this does not limit the present invention in any way.
[0008] [Application example 1] an operating means operable by a player; A game machine including a performance execution means capable of executing a performance triggered by the operation of the operation means. There was, The performance execution means, in accordance with the operation of the operation means, A pattern change that re-changes the decorative patterns of a predetermined row among the multiple rows of decorative patterns that are stopped. The production and After the symbol variation effect, the decorative symbols of a specific row among the decorative symbols of the predetermined row are It is possible to execute a pattern update effect in which the symbol stops at a different symbol from the symbol that stopped before the change. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The effect execution means stops the decorative symbols in the specific row at a specific symbol as the symbol update effect. and suggests that a specific effect will be executed after the specific symbol is stopped. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 2, The decorative symbols in the specific row are stopped at specific symbols, suggesting the execution of a pseudo-consecutive performance. A gaming machine characterized by: [Application example 4] The gaming machine according to any one of Application Examples 1 to 3, The effect execution means is configured to execute at least one of the pattern change effect and the pattern update effect. In accordance with the production of the specific row, an expansion / contraction performance including at least one of expansion and contraction of the decorative pattern of the specific row is performed. execute the output, A gaming machine characterized by: [Application example 5] The gaming machine according to Application Example 4, Execute a non-display effect in which the decorative patterns of the specific column are not displayed during the expansion / contraction effect. A gaming machine characterized by: [Effects of the Invention]
[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 6] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 7] 1 is a diagram for explaining various random numbers used in gaming machines. [Figure 8] FIG. 2 is a diagram for explaining decision tables T1 to T4. [Figure 9] This is an explanatory diagram of the big win type determination table T5. [Figure 10] An explanatory diagram of the fluctuation pattern determination table T6 when the time is not reduced. [Figure 11] An explanatory diagram of the fluctuation pattern determination table T6 during time-saving mode. [Figure 12] This is an explanatory diagram of the electric chute opening pattern determination table T7. [Figure 13] 10 is an explanatory diagram of the large prize opening pattern determination table T8. FIG. [Figure 14]FIG. 10 is an explanatory diagram of a V-type opening / closing member opening pattern determination table T9. [Figure 15] 10 is a flowchart of a main control process. [Figure 16] 10 is a flowchart of a main-side timer interrupt process. [Figure 17] 10 is a flowchart of a start port sensor detection process. [Figure 18] This is a flowchart of the special diagram 2 pre-determination processing. [Figure 19] FIG. 1 is a flowchart of the preliminary judgment process. [Figure 20] 10 is a flowchart of a normal operation process. [Figure 21] 10 is a flowchart of a special action process. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] 10 is a flowchart of a jackpot determination process. [Figure 24] 10 is a first flowchart of the variation pattern selection process. [Figure 25] 10 is a second flowchart of the variation pattern selection process. [Figure 26] This is a flowchart of processing during special pattern change. [Figure 27] 10 is a flowchart of a special symbol determination process. [Figure 28] 10 is a flowchart of a game status management process. [Figure 29] 10 is a flowchart of a game state reset process. [Figure 30] 10 is a flowchart of special electric device processing. [Figure 31] 10 is a flowchart of a V-type opening / closing member operation process. [Figure 32] 10 is a flowchart of a game status setting process. [Figure 33] 10 is a flowchart of a V-area sensor detection process. [Figure 34] This is a flowchart of the reserved ball number processing. [Figure 35]10 is a flowchart showing a sub-control main process. [Figure 36] 10 is a flowchart of a sub-side timer interrupt process. [Figure 37] 10 is a flowchart of a received command analysis process. [Figure 38] 10 is a flowchart of a pre-reading effect determination process. [Figure 39] FIG. 10 is a diagram illustrating the configuration of a pre-determination information storage area. [Figure 40] FIG. 10 is an explanatory diagram of the look-ahead effect pattern determination table T51. [Figure 41] 10 is a flowchart of the variable effect start processing. [Figure 42] FIG. 10 is an explanatory diagram of the core performance pattern determination table T52. [Figure 43] FIG. 10 is an explanatory diagram of a chance-up effect pattern determination table T53. [Figure 44] This is a flowchart of processing during variable performance. [Figure 45] 10 is a flowchart of a display control process. [Figure 46] This is an explanatory diagram illustrating the movement pattern of the first movable prop 14. [Figure 47] An explanatory diagram illustrating the second state of the first movable prop 14. [Figure 48] An explanatory diagram illustrating the second state of the second movable accessory 15. [Figure 49] An explanatory diagram illustrating the second state of the frame movable accessory 69. [Figure 50] 10 is an explanatory diagram illustrating the display effects of the sub-display screen 64. FIG. [Figure 51] This is a diagram to explain the decorative pattern horizontal arrangement effect A. [Figure 52] This is a diagram to explain the decorative pattern horizontal arrangement effect B. [Figure 53] This is a diagram to explain the decorative pattern horizontal arrangement effect C. [Figure 54] This is a diagram to explain the decorative pattern reverse movement performance A. [Figure 55]A diagram to explain the decorative pattern reverse movement performance B. [Figure 56] A diagram to explain the decorative pattern reverse movement performance C. [Figure 57] FIG. 10 is a diagram for explaining decorative pattern warp effect A. [Figure 58] A diagram to explain decorative pattern warp effect B. [Figure 59] FIG. 10 is a diagram for explaining decorative pattern warp effect C. [Figure 60] A diagram to explain decorative pattern movement performance A. [Figure 61] A diagram to explain decorative pattern movement performance B. [Figure 62] A diagram to explain decorative pattern movement performance C. [Figure 63] A diagram to explain the aspect change variation presentation A. [Figure 64] A diagram to explain the aspect change variation presentation B. [Figure 65] A diagram to explain the aspect change variation presentation C. [Figure 66] This is a diagram to explain decorative pattern change effects A and B. [Figure 67] A diagram to explain decorative pattern change effects C and D. [Figure 68] 10 is a diagram for explaining the decorative pattern change performance E. FIG. [Figure 69] FIG. 10 is a diagram illustrating character pop-out effect 1. [Figure 70] FIG. 10 is a diagram illustrating character pop-out effect 2. [Figure 71] 10 is a diagram for explaining the number symbol change effect. FIG. [Figure 72] A diagram to explain the pending icon shielding effects A and B. [Figure 73] A diagram to explain the pending icon shielding effect C. [Figure 74] A diagram to explain the pending icon shielding effects D and E. [Figure 75]FIG. 10 is a diagram for explaining icon image display effect A. [Figure 76] FIG. 10 is a diagram for explaining icon image display effect B. [Figure 77] FIG. 10 is a diagram for explaining icon image display effect C. [Figure 78] FIG. 10 is a diagram for explaining an icon shape area effect A. [Figure 79] FIG. 10 is a diagram for explaining icon shape area effect B. [Figure 80] FIG. 10 is a diagram for explaining icon shape area rendering C. [Figure 81] This is a diagram to explain the pending icon continuous change presentation A. [Figure 82] A diagram to explain the pending icon continuous change presentation B. [Figure 83] A diagram to explain the pending icon continuous change presentation C. [Figure 84] FIG. 10 is a diagram illustrating the pattern change update effect A. [Figure 85] FIG. 10 is a diagram illustrating the pattern change update effect B. [Figure 86] FIG. 10 is a diagram for explaining the pattern change update effect C. [Figure 87] This is a diagram to explain the winning probability suggestion effect 1. [Figure 88] This is a diagram to explain the winning probability indication effect 2. [Figure 89] This is a diagram to explain the winning probability indication effect 3. [Figure 90] A diagram to explain the pending icon change presentation A. [Figure 91] A diagram to explain the pending icon change presentation B. [Figure 92] A diagram to explain the pending icon change presentation C. [Figure 93] FIG. 10 is a diagram for explaining the button operation effect A. [Figure 94] FIG. 10 is a diagram for explaining effect button operation effect B. [Figure 95]A diagram to explain the effect button operation effect C. [Figure 96] FIG. 10 is a diagram illustrating a battle character selection presentation A. [Figure 97] FIG. 10 is a diagram illustrating a battle character selection presentation B. [Figure 98] FIG. 10 is a diagram illustrating a battle character selection presentation C. [Figure 99] This is the first figure explaining the display of information related to the number of balls expected to be acquired. [Figure 100] This is the second figure explaining the display of information related to the expected number of balls to be acquired. [Figure 101] This is the third figure explaining the display of information related to the expected number of balls to be acquired. [Figure 102] FIG. 10 is a diagram for explaining expectation level increasing item presentation 1. [Figure 103] FIG. 10 is a diagram for explaining expectation level increasing item presentation 2. [Figure 104] FIG. 10 is a diagram illustrating expectation level increasing item presentation 3. [Figure 105] FIG. 10 is a diagram for explaining numerical sum effect 1. [Figure 106] This is a diagram to explain numerical sum effects 2, 3, and 4. [Figure 107] FIG. 10 is a diagram for explaining numerical sum effect 5. [Figure 108] This is a diagram to explain the reserved advance reading performance 1. [Figure 109] This is a diagram to explain the pending read-ahead performance 2. [Figure 110] This is a diagram to explain the pending read-ahead performance 3. [Figure 111] FIG. 10 is a schematic diagram of the decorative part located at the lower right of the center decorative part. [Figure 112] This is a schematic diagram of the first movable prop 14. [Figure 113] This is an outline diagram of the fixed winning device 19. [Figure 114] FIG. 10 is a diagram illustrating a goal suggestion effect 1. [Figure 115]This is a diagram to explain the goal suggestion effects 2, 3, and 4. [Figure 116] This is a diagram to explain the goal suggestion effects 5, 6, and 7. DETAILED DESCRIPTION OF THE INVENTION
[0011] First Embodiment 1. Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 according to an embodiment of the present invention. The left and right directions will be explained as they are seen from the perspective of a player facing the gaming machine 1. The forward direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the backward direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player. will be explained as the direction from the player towards the gaming machine 1.
[0012] The gaming machine 1 launches gaming balls based on the player's launching operation, and the gaming balls are placed in specific winning devices. When a player wins, a predetermined number of game balls are paid out to the player based on the winning combination. The gaming machine 1 includes a gaming machine frame 50 and a gaming board 2. The gaming board 2 is mounted inside the gaming machine frame 50. The gaming machine frame 50 includes a front frame (front frame portion) 53 and an outer shell of the gaming machine. and an inner frame to which the game board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit that is disposed on the front side of the outer frame and the inner frame. It is knitted, and has a handle 60, a ball supply tray (upper tray) 61, and an excess ball receiving tray (lower tray) 62. , a performance button 63, and a sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L) , and the upper sub-display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, , a select button 68, a movable frame 69, a sound button 55, and a brightness button 56. An opening is formed in the center of the front frame 53, and the game board 2 can be played through the opening. Skill area 3 can be seen.
[0013] The handle 60 is disposed at the lower right end of the front frame 53, and is used to control the firing strength according to the rotation angle. The handle 60 has a movable frame on the right and left sides. A movable frame member 69 (also called a movable frame accessory 69) is provided. The movable frame member 69 is attached to the handle 60. The two members arranged on the left and right sides of the frame are configured to be movable in the left-right direction. Each of these members is formed of a flexible flat plate-like member, and the main surface is a handle 60. The movable frame 69 is normally configured to move toward or away from the hand. The left and right sides of the handle 60 are in the retracted positions (Fig. 1) away from the handle 60. The handles 60 are stopped and move (advance) from the retracted position toward the handle 60 so as to approach each other. The movable frame body 69 can be stopped at a position where it touches the handle 60. , touches the handle 60 or the right hand of the player operating the handle 60.
[0014] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and the balls contained in the ball supply tray 61 are The effect button 63 is arranged near the ball supply tray (upper tray) 61. It is an operation unit that is operated (pressed) by the player during the performance that is executed as the game progresses. A vibration motor is arranged inside the effect button 63, and the button vibrates depending on the effect, etc. The tongue itself is configured to vibrate up and down and left and right. The sword member 65 is a control device that resembles a sword. The player can push it downwards during the performance that is executed as the game progresses. The sword member 65 can be operated in two ways: a first operation in which the entire sword member 65 is pushed downward; The sub-display screen 64 is configured to be able to perform a second operation of pushing up the The display device screen includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64R. The right sub-display screen 64R is provided on the right side of the front frame 53, and the left sub-display screen 64U is provided on the right side of the front frame 53. The upper sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the The right sub-display screen 64R and the left sub-display screen 64L are provided on the upper side. The upper sub-display screen 64U is disposed above the game board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are The sub-display screen 64 is a liquid crystal display device. It may also be an organic EL display device, a plasma display, a projector, a dot The frame lamp 66 may be a right frame lamp and a left frame lamp. It includes a frame lamp, which is arranged above the front frame 53 and provides a light-emitting effect during play. The right frame lamp is a diagonal lamp disposed between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a linear light-emitting element. The speakers 67 are arranged at the upper left and upper right of the front frame 53. The select button 68 is used to select the ball supply tray (upper tray). 61 and to the left of the effect button 63, and This is an operation section consisting of a left button, and is used to change the performance mode and to control various parameters related to the performance. The volume button 55 is operated (pressed) by the player when changing the ball supply tray. (Upper tray) 61, and is arranged between the select button 68 and the performance button 63, The operation unit is composed of a volume down button and a volume up button, and when the volume level is increased, The brightness button 56 is operated (pressed) by the player when raising or lowering the brightness. It is located between the volume button 55 and the effect button 63, and is located in front of the volume button 55. The operation unit consists of a power-on button and a brightness up button, which can be used to increase or decrease the brightness level. It is operated (pressed) by the player when playing or changing a character.
[0015] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, and a sensor. The target decoration body 10, the first movable body 14, the second movable body 15, and the fixed winning device (navel) 1 9, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, and the first A large prize device (first attacker) 31, a second large prize device (second attacker) 36, and a large prize A prize opening start port 17, a general prize opening port 27 (normal prize opening port 27), an out port 16, and a display It is equipped with Class 40.
[0016] The game area 3 is an area where the game balls launched by operating the handle 60 flow down. A plurality of game nails for guiding the game balls are protruded from the rail member 4. The rail member 4 is located at the left end of the game area 3. The game ball is launched by operating the handle 60 and directed upward in the game area 3. The board lamp 5 is arranged on the rear side of the play area 3 and illuminates the area from the rear side. Here, some of the panel lamps 5 are right frame lamps and left frame lamps. They are connected and configured to have a continuous shape and light emission.
[0017] The image display device 7 is provided near the center of the play area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, an organic EL display device, a plasma display device, or the like. Other image display devices such as a ray, projector, or dot matrix may also be used. The display screen 7a of the display device 7 displays the performance symbols (decorative symbols) 8L, 8C, and 8R in a variable manner (variable The display area of the effect pattern is displayed, and the reserved image table in which the reserved images 9A and 9B are displayed. a display area, a reserved digestion image display area (the reserved display area) in which the reserved digestion image 9C is displayed, and The hold images 9A and 9B are images that represent a hold, and the hold icons 9A and 9B are images that represent a hold. The pending digestion image 9C is an image that represents the pending, and the pending image 9C, the pending It is also called the pending icon 9C, the relevant change icon 9C, or the change icon 9C. The icon 9C is sometimes simply called the hold icon.
[0018] The effect pattern display area includes three pattern display areas: "left", "center", and "right". The left performance pattern (left decorative pattern) 8L is displayed in the pattern display area. The middle performance pattern (middle decorative pattern) 8C is displayed. The right pattern display area shows the right performance pattern (right Decorative pattern) 8R is displayed. The performance patterns 8L, 8C, 8R are, for example, "1" to "9". It is made up of multiple symbols representing the numbers. The display is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. Place 7 is a combination of the effect symbols displayed in the left, center, and right symbol display areas, and the following will be explained later. The first special symbol displayed by the first special symbol display device 41a and the second special symbol display device 41b The results of the variable display of the symbols and the second special symbol (jackpot lottery results) are displayed in an easy-to-understand manner for players. It can be displayed clearly.
[0019] For example, if you win the jackpot, the number "777" or other repeating numbers will stop and be displayed. If it is a miss, the display will stop and show a pattern such as "637". This makes it easy for players to understand the progress of their games. The first special symbol display 41a, the second special symbol display 41b, and the image display device 7 The position of the symbol display area does not have to be fixed. The manner of displaying the changing performance pattern may be a manner of scrolling up and down. Any combination of effect symbols may be selected depending on the results of each lottery. The display of the stop symbol is not limited to the above and can be set arbitrarily. The effect of displaying C, 8R is "variation effect of the effect pattern", "variation effect of the decorative pattern", or This decorative pattern change effect is also called "variation effect" or "variation display." The effect during the period from the start to the stop (also called the special pattern change period) is It counts as a change effect (one cycle of change effect). Therefore, when the special symbol starts to change, Even if the decorative pattern is temporarily stopped during the period from the start of the game to the stop of the game, The stop effect is included in the decorative pattern change effect.
[0020] The image display device 7 displays not only the effect of the variation of the image pattern but also the effect of the big win game (an example of the special game) in parallel. The display screen 7a can display the big win effect that is performed by the player and the demo effect for waiting customers. In the performance pattern change performance, in addition to the performance pattern, background images and character images etc. The image display device 7 may also display a special image in addition to the effect image. An identification table that can indicate whether the lottery is in progress or the results of a special design lottery. The identification display (fourth symbol, not shown) may be displayed on the display screen 7a. The pattern may be displayed by a light emitting device such as an LED provided in the play area 3.
[0021] The reserved image display area is a first area that displays reserved images 9A according to the number of reserved first special drawings described later. 1 reserve display area and the second reserve image 9B that displays the reserve image 9B according to the number of memories of the second special reserve described later The display of reserved images 9A and 9B indicates the first special image reserved area. The number of first special reserved items displayed on the reserved display 43a and the number of second special reserved items displayed on the reserved display 43b The number of reserved second special figures can be displayed in an easy-to-understand manner to the player. The image display area includes a pending digestion display area that displays a pending digestion image 9C. The image 9C shows the currently changing effect pattern (effect pattern 8L) on the display screen 7a or the display screen 7b. , 8C, 8R), and by displaying the reserved consumption image 9C, the first special chart reserved or It is easy for players to understand that the second special chart reserve will be consumed (see "Consumption of special chart reserve" below). It can be displayed.
[0022] On the left side of the image display device 7, there is a first movable board 14 (first movable board 14) which is a movable so-called gimmick. The first movable accessory 14 is a vertically long rod-shaped member. The first movable member is configured to be movable in the left and right directions in front of the image display device 7. The object 14 is normally stationary at a retracted position (FIG. 1) on the left side of the image display device 7. 7a to the right edge of the display screen 7a and move (advance) to any advance position in front of the display screen 7a. The first movable accessory 14 has a length approximately the same as the vertical direction of the image display device 7. When in the advanced position, the cover 7 covers a part of the image display device 7 from above to below.
[0023] Above the image display device 7, there is a second movable board 15 (second movable board), which is a so-called movable gimmick. The second movable prop 15 is also called "OARO". The rectangular component (decorative part) is configured to be movable in the vertical direction. 15 is normally stationary at a retracted position above the image display device 7 (FIG. 1). 7a) to the center of the display screen 7a, and When the second movable accessory 15 stops at the advanced position, the image display device 7 Covers part of the
[0024] The center ornament 10 is disposed near the center of the game area 3 and in front of the image display device 7. The lower part of the center ornament 10 corresponding to the lower part of the image display device 7 is provided with a stage. The stage part 11 is formed with a game ball that rolls on the upper surface of the stage part 11. The shape of the opening 20 corresponds to the lower left of the image display device 7. A warp section 12 is provided at the lower left of the center ornament 10. The ball machine has an inlet through which the game balls flow and an outlet through which the game balls flow, The spheres are discharged from the outlet portion into the stage portion 11.
[0025] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, The first starting hole (first starting winning hole, first ball entry hole, fixed starting hole) where the ease of entering the game ball is always the same The first starting hole 20 is provided with a first special symbol lottery (large In other words, the entry of a game ball into the first starting hole 20 is an opportunity for a winning lottery. It serves as an opportunity to obtain random numbers for jackpots and determine whether a jackpot has been won.
[0026] The normal variable winning device (electric chute) 22 is arranged below the first starting hole 20 in the game area 3. It is provided with a second start opening (second start winning opening, second ball opening, variable start opening) 21. The entry of the game ball into the starting slot 21 triggers the drawing of the second special symbol (jackpot). The electric chute 22 has a movable member 23 in front of the second starting hole 21. The second starting port 21 is opened and closed by the operation of the solenoid 24. The second starting hole 21 is driven by the movable member 23 (FIG. 3). When the movable member 23 is in the open state, the game ball The electric chute 22 is in a closed state when the movable member 23 is in an open state. It is sufficient if it is easier to put the ball into the second starting hole 21 than to put it into the opening. It may be possible for the ball to be scored.
[0027] The gate (through chucker) 28 is a first big winning device (first attack) in the game area 3. It is located above the car 31 and is configured so that the game ball can pass through. The passing of the game ball triggers a regular symbol lottery that determines whether the electric chute 22 is opened or not. In other words, the passage of the game ball to the gate 28 is determined by the normal random number of the symbol (winning random number). It serves as an opportunity for acquisition and hit determination.
[0028] Here, the "lottery for special symbols" refers to the game ball entering the first starting hole 20 or the second starting hole 21. When you win, a random number for determining the special pattern is obtained, and this random number is used to determine the special pattern. This refers to the process of determining whether or not a jackpot has been won by comparing the value of the winning number with the value corresponding to the winning number. The results of the "jackpot" lottery are not immediately announced to the player, but are announced in the first special drawing described below. The special pattern is displayed in a variable manner on the pattern display 41a or the second special pattern display 41b. After the specified time has elapsed, the special symbol corresponding to the lottery result will stop and be displayed (determined). The image display device 7 displays the special symbols in a variable manner. A pattern matching game is played in which the performance pattern changes in synchronization with the Therefore, the result of the big win lottery is more effectively notified to the player.
[0029] In addition, "regular symbol lottery" refers to the normal symbol determination when the game ball passes through gate 28. A random number is obtained for the game and compared with a predetermined value corresponding to a "win." This is the process of determining whether or not the winning symbol is a winning symbol. The lottery results are not announced immediately after the game ball passes through Route 28, but rather the normal pattern described below. The display 42 displays the normal symbol variation, and after a predetermined variation time has elapsed The normal symbol corresponding to the lottery result is displayed (lit or unlit), and the player is informed of the lottery result. will be notified.
[0030] The first big winning device (first attacker, first special variable winning device) 31 is The first large prize winning hole (first special prize winning hole) 30 and the V area are located to the upper right of the first starting hole 20. The first large winning opening 30 is provided with a swing-type opening 39, a non-V area 70, and a V-shaped opening / closing member 71. An opening and closing member that allows or prevents the reception of game balls by opening and closing the opening and closing mechanism (first special winning opening) The opening and closing member 32 is connected to a first large winning opening solenoid 33 (FIG. 3). The first big winning opening 30 is operable by the opening and closing member 32. When the opening and closing member 32 is in the open state, the game ball can enter the first big winning opening 30. This becomes:
[0031] The first big prize device 31 has a V area (specific area) 39 and a V area sensor 39a (see FIG. 3). ), a non-V area (non-specific area) 70, a non-V area sensor 70a (FIG. 3), and a first large winning port. The sensor 30a (FIG. 3), the V-shaped opening / closing member 71, and the V-shaped opening / closing member solenoid 73 (FIG. 3) are connected to the V-shaped opening / closing member 71. The V area (specific area) 39 and the non-V area (non-specific area) 70 are the first major prize winners. The inside of the device 31 is configured as an area through which the game ball that has passed through the first big winning opening 30 can pass. The first large winning opening sensor 30a is disposed upstream of the V area 39 and the non-V area 70. The V-area sensor 39a is placed in the V-area and detects the entry of a game ball into the first large winning hole 30. The non-V area sensor 70a is disposed in the V area 39 and detects the passage of the gaming ball into the V area 39. The V-shaped opening / closing member 71 is disposed in the V-shaped area 70 and detects the passage of the game ball into the non-V-shaped area 70. The game balls that pass through the first large winning opening 30 are allocated to either the V area 39 or the non-V area 70. The V-shaped opening / closing member solenoid 73 drives the V-shaped opening / closing member 71. The V-shaped opening / closing member 71 is rotated The V-shaped opening and closing member is configured to rotate (clockwise and counterclockwise relative to the game board 2). When the solenoid 73 is energized, it rotates counterclockwise from the origin position and moves the game ball into the V region 39. When the V-shaped opening / closing member solenoid 73 is not energized, It is positioned at the origin and enters a second state (stop state) in which the gaming ball is distributed to the non-V region 70. The V-shaped opening and closing member 71 is not limited to rotational movement, but also moves the game ball that has passed through the first large winning opening 30 into the V-shaped area 3. 9 or non-V area 70. 2. That is, the V-shaped opening / closing member solenoid When 73 is energized, it becomes a retreat state (first state) in which the game ball is distributed to the V region 39, and V When the opening / closing member solenoid 73 is not energized, the game balls are distributed to the non-V area 70 in the advance state ( In the gaming machine 1, the game ball may be in the V region 39. The passage of this triggers the transition to the high probability state described below. In other words, the V region 39 is the On the other hand, the non-V area 70 is not a variable probability operating area. The first big prize device 31 further includes a second prize counting unit for counting the number of game balls dispensed from the first big prize device 31. The first large prize device ejection sensor (not shown) is provided. The area 39 and the non-V area 70 are located downstream at the point where they join together. Alternatively, the number of game balls that have passed through the non-V area sensor 70a is counted.
[0032] The second big winning device (second attacker, second special variable winning device) 36 is The second main prize opening (second special prize opening) 35 is located to the upper right of the first main prize opening 30. The second large winning opening 35 has a swing-type opening and closing action that prevents the reception of game balls. The opening and closing member 37 (second special winning opening opening and closing member, movable member) is provided. 7 is driven by the second large prize opening solenoid 38 (FIG. 3). The second large prize opening 35 is When the opening and closing member 37 is in the open state, the game ball can enter the hole.
[0033] The large prize opening start port 17 is disposed above the first large prize opening 30 in the game area 3, When the gaming ball passes through, the first big prize opening 30 is opened. The starting port 17 may not be provided.
[0034] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3. The balls that did not enter any of the winning slots are sent out of the game area 3. The indicators 40 are disposed near the center of the right side of the game board 2. The general winning slot 29 is located at the bottom right of the game area 3, and is for receiving the first big prize. It is located adjacent to the right side of the mouth 30.
[0035] The game area 3 includes a left game area 3A on the left side of the center in the left-right direction and a right game area 3B on the right side. The left-hand shot is a shot that shoots the game ball so that it flows down the left game area 3A. On the other hand, the way of shooting the game ball so that it flows down the right game area 3B is called " In the gaming machine 1, you can aim for a win at the first starting hole 20 by hitting from the left. On the other hand, hitting the right will pass through gate 28, the second starting gate 21, the first big winning gate 30, and It is configured so that you can aim to win at the second large prize slot 35.
[0036] FIG. 2 is an enlarged view of the indicators 40. The indicators 40 include a first special symbol indicator 41a and a , a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, It includes a second special symbol reserved indicator 43b and a regular symbol reserved indicator 44. The display 41a variably displays the first special symbol. The display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. 43a displays the number of memories of the operation pending (first special symbol pending) of the first special symbol display 41a. The second special symbol hold indicator 43b indicates the operation hold of the second special symbol indicator 41b (second special symbol hold). The number of memories is displayed. The normal pattern hold indicator 44 indicates whether the normal pattern indicator 42 is in operation (normal pattern hold). The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is performed by the entry of the game ball into the second starting hole 21. In the following, the first special symbol and the second special symbol will be collectively referred to as "Special The first special symbol display 41a and the second special symbol display 41b are also referred to as "symbols." It is also called the "special symbol display 41." In addition, the first special symbol hold display 43a and the second special symbol hold display 43b are also called the "special symbol display 41." The drawing reservation indicator 43b is also collectively referred to as the "special drawing reservation indicator 43."
[0037] The special symbol display 41 displays the special symbol (identification information) variably (variably displayed), and then displays the stop table. By showing the number, you can enter a lottery based on winning the first starting gate 20 or the second starting gate 21 (special drawing The results of the pattern lottery and the big win lottery are announced. The special pattern that is derived and displayed as a result of the variable display is a special pattern that is drawn in a lottery. The special symbol is one selected from the special symbols. If it is a special symbol (jackpot symbol) in the stopping mode, the type of jackpot symbol that is displayed The first big prize slot 30 or the second big prize slot 30 will be opened in the opening pattern according to the type of big prize won. A special game (jackpot game) is played to open the prize opening 35. The opening patterns of the large prize winning slots (first large prize winning slot 30 and second large prize winning slot 35) will be described later. do.
[0038] The special symbol display 41 is composed of eight LEDs arranged horizontally. Depending on the mode, a special symbol corresponding to the result of the special symbol lottery is displayed. For example, If you win (one of the multiple jackpots described below), you will receive "○○●●○○●●" (○: lit, ●: off) The 1st, 2nd, 5th, and 6th LEDs from the left are lit. The winning symbol is displayed. If it is a loss, it will be displayed as "●●●●●●●○". Only the rightmost LED lights up to indicate a losing symbol. Before the special symbol is displayed, a predetermined variable time may be elapsed. The special symbol is displayed in a variable manner (variable display) over the course of the game. Each LED may be lit so that the light flows repeatedly from left to right. If the ED is not displayed as stopped (illuminated in a specific manner), it is not limited to the above manner. Any lighting mode can be used. For example, the variable display mode is all LEDs flashing at the same time. You may do so.
[0039] In the gaming machine 1, there is a winning (entry of a ball) of a gaming ball into the first starting hole 20 or the second starting hole 21. The values (numerical information) of various random numbers, such as the jackpot random number obtained for that winning prize, will be reserved for special drawings. The winning number is temporarily stored in the memory area 85 (FIG. 5). Specifically, if the winning number is entered into the first starting slot 20, , and stored in the first special symbol reservation memory area 85a (FIG. 5) as the first special symbol reservation, and the second starting port 21 If the winning is a second special symbol, it is stored in the second special symbol reservation memory area 85b (FIG. 5). There is an upper limit to the number of special drawing reservations that can be stored in each special drawing reservation memory area 85. The upper limit value in the first special chart reservation memory area 85a and the second special chart reservation memory area 85b is the same. There are four of each. The special drawing reservation stored in the special drawing reservation memory area 85 is It is consumed when it becomes possible to display a variable special pattern based on the above. , a special drawing to determine the jackpot random number etc. corresponding to the special drawing reservation and show the determination result Therefore, in the gaming machine 1, the first start hole 20 or the second start hole 21 is used to perform a variable display of the pattern. The variable display of the special pattern based on the winning of the game ball into the starting hole 21 can be performed immediately after the winning. In other words, if a win occurs during the execution of the variable display of special symbols or during the execution of a special game, Even in the case of a jackpot, we reserve the right to hold a jackpot lottery for the winning prize, up to a specified number of prizes. The number of reserved special drawings is displayed on the reserved special drawing indicator 43. 43a and the second special chart hold indicator 43b are each composed of, for example, four LEDs. Each special drawing reservation indicator 43 indicates the number of special drawing reservations by lighting up the LEDs corresponding to the number of special drawing reservations. Display the number.
[0040] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The symbol display 42 displays the normal symbol variably (variable display) and then stops displaying it. The result of the regular symbol lottery based on the passage of the game ball through the gate 28 is announced. The regular pattern (regular stop pattern, regular pattern derived and displayed as a result of the variable display) is a regular pattern. This is one of the regular patterns selected from multiple regular patterns by lottery. The pattern is a specific regular pattern (a regular pattern with a predetermined stopping pattern, i.e. a regular winning pattern) In some cases, the second starting hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second starting hole 21 will be described later.
[0041] The normal symbol display 42 is composed of two LEDs, and the normal symbol display 42 indicates the normal symbol by the lighting state of the LEDs. It displays the normal pattern according to the result of the pattern lottery. For example, if the lottery result is a winning one, In this case, both LEDs will be lit as shown in "○○" (○: lit, ●: unlit). If the lottery result is a loss, the right LED will flash "●○". It displays a normal losing symbol with only the LEDs lit. It displays a normal losing symbol with all LEDs turned off. Before the normal symbol is displayed, the symbol may be displayed for a predetermined variable time. The normal pattern is displayed by the LED. The display mode is, for example, The variable display mode may be a stop display (a lighting display in a specific mode) of each LED. If there is no need for the above, the lighting mode is not limited to the above mode, and any lighting mode can be used. The display may be such that all the LEDs flash simultaneously.
[0042] In the gaming machine 1, when a gaming ball passes through the gate 28, the normal amount acquired for that passage is The value of the random number (winning random number) is temporarily stored as a reserved regular number in the reserved regular number memory area 86 (Figure 5). There is an upper limit to the number of reserved maps that can be stored in the reserved map storage area 86. The upper limit of the number of reserved maps that can be stored in the reserved map storage area 86 is 4. It is consumed when variable display of normal patterns based on reserved patterns becomes possible. The random number of the normal pattern (winning random number) corresponding to the normal pattern reservation is determined, and the result of the determination is displayed. Therefore, in the gaming machine 1, the gate 28 If the variable display of the normal pattern based on the passage of the game ball to the That is, when a winning occurs during the execution of variable display of normal symbols or during the execution of auxiliary games, However, up to a specified number of tickets may be used, and the right to draw regular symbols for such tickets may be reserved. The number of reserved maps is displayed on the reserved map display 44. The reserved map display 44 is, for example, It is made up of four LEDs, and by lighting up the LEDs according to the number of reserved tickets, Displays the number of pending drawings.
[0043] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. 4 is a block diagram showing the electrical configuration of the main control board side. 3 is a block diagram showing the electrical configuration of the gaming machine 1. The gaming machine 1 includes a main control board 80 (FIG. 3) and a sub A lamp control board 90 (FIG. 4), an image control board 100 (FIG. 4), and a lamp control board 107 (FIG. 4), a voice control board 106 (FIG. 4), and a dispensing control board 110 (FIG. 3). The main control board 80 controls the game profits such as the big win lottery and the transition of the game state. The sub-control board 90 is a game control board that controls the progress of the game and constitutes the main control unit. The image control board 100 is a performance control board that controls the performances that are executed in conjunction with the image control board 100. The lamp control board 107 and the sound control board 106 constitute a sub-controller. The control unit can be configured by at least including the sub-control board 90.
[0044] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The technique control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80. The game control microcomputer 81 controls the progress of the game in the gaming machine 1 according to the program. A main ROM 83 stores programs for controlling the progress of the game, and a work memory The main RAM 84 is used for executing the programs stored in the main ROM 83. The main CPU 82 executes the data stored in the main ROM 83. The details and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. transmits and receives data to and from other boards via an input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0045] The main control board 80 is connected to various sensors and solenoids via an input / output circuit 87 and a relay board 88. The main control board 80 receives the signals output from each sensor and In addition, it outputs signals to each solenoid. Sensors connected via relay board 88 The large prize opening start sensor 17a, the first start sensor 20a, the second start sensor 21a, gate sensor 28a, first large prize opening sensor 30a, second large prize opening sensor 35a , V-area sensor 39a, non-V-area sensor 70a, and normal winning port sensors 27a, 29 Examples of solenoids connected via the relay board 88 include electric choke solenoids. Noid 24, first large winning port solenoid 33, second large winning port solenoid 38, and V-open The closing member solenoid 73 is exemplified. It is provided inside the start opening 17 and detects the game ball that has entered the big prize opening start opening 17. The first start port sensor 20a is provided inside the first start port 20 and detects the presence of a prize in the first start port 20. The second starting hole sensor 21a is provided inside the second starting hole 21 and detects the game ball. The gate sensor 28a detects a game ball that has entered the starting hole 21. The first large winning opening sensor 30a detects the game ball that has passed through the gate 28. It is provided inside the winning hole 30 and detects the game ball that has entered the first big winning hole 30. The prize opening sensor 35a is provided inside the second large prize opening 35 and detects when a prize is won in the second large prize opening 35. The V-area sensor 39a detects the game ball. The V-area sensor 39a is provided in the V-area 39 inside the first big winning opening 30. The non-V area sensor 70a detects the gaming ball that has passed through the V area 39. It is installed in the non-V area 70 inside the sensor 30 and detects the game ball that has passed through the non-V area 70. The winning hole sensor 27a is provided inside the normal winning hole 27, and detects a winning jackpot in the normal winning hole 27. The normal winning opening sensor 29a detects the game ball that has passed through the normal winning opening 29. The electric tube solenoid 24 drives the movable member 23 of the electric tube 22. The winning port solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The solenoid 38 drives the opening and closing member 37 of the second big winning device 36. The drive 73 drives the V-shaped opening and closing member 71 of the first big winning device 31.
[0046] The main control board 80 is connected to the display devices 40 via an input / output circuit 87. The microcomputer 81 controls the first special symbol display 41a, the second special symbol display 41b, and the normal symbol. Display 42, 1st special figure reservation indicator 43a, 2nd special figure reservation indicator 43b, general figure reservation indicator 4 Control the display of 4.
[0047] A dispensing control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and also monitors dispensing. The payout control board 110 receives a signal from the payout control board 110 for the purpose of monitoring the payout of the winning balls. The device 120, the ball dispenser 130, and the card unit 135 are connected to each other, and the launch control A launching device 112 is connected via a circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 performs payouts based on signals from the game control microcomputer 81. Then, the prize ball motor 121 of the prize ball payout device 120 is driven to pay out the prize balls. The dispensed balls are detected by a ball sensor 122 for counting. The payout control board 110 is connected to the gaming machine 1 and pays out the balls. Based on the signal from the unit 135, the ball dispenser motor 131 of the ball dispenser 130 is driven. The dispensed balls are counted by the dispensed ball sensor 132. The card unit 135 is disposed adjacent to the gaming machine 1 and detects the inserted player. The ball rental information is output based on the information of the repaid card, etc. The handle 60 (FIG. 1), the firing motor 113, the touch switch 114, and the firing volume The launching device 112 is provided with a handle 60 operated by a player. When the handle 60 is touched, the touch switch 114 detects the touch and adjusts the firing volume. The rotation amount of the handle 60 is detected by 115. Then, the detection of the firing volume 115 The launch motor 113 is driven so that the game ball is launched with a strength corresponding to the magnitude of the signal.
[0048] The main control board 80 is connected to a sub-control board 90 (FIG. 4) via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the board 80 and the sub-control board 90 is for transmitting signals from the main control board 80 to the sub-control board 90. This is a one-way communication connection that allows only transmission. Between the plate 90, a unidirectional circuit (for example, a diode) not shown is provided as a communication direction control means. A circuit using a diode is interposed.
[0049] The sub-control board 90 is equipped with a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90. The microcomputer 91 for effect control controls the effects of the game of the gaming machine 1 according to the program. A sub-ROM 93 stores programs for controlling the effects as the game progresses, and The sub-RAM 94 is used as a work memory, and the sub-ROM 93 stores the programs. The sub-CPU 92 executes the data stored in the sub-ROM 93. The details of the data and the storage areas provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. transmits and receives data to and from other boards via an input / output circuit (I / O port section) 95. The input / output circuit 95 may be built into the performance control microcomputer 91. 0 is connected to an image control board 100, an audio control board 106, and a LAN board 108 via an input / output circuit 95. The control board 107 and the relay board 108 are connected to each other.
[0050] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit The image control microcomputer 101 is mounted on the image control board 100. It is a one-chip microcomputer that controls the image display device 7 and the sub-display screen 6 according to the program. The image control microcomputer 101 controls the display of the image data. The ROM 103 contains a program for controlling the display. In addition to the RAM, still image data and video data displayed on the image display device 7 and the sub-display screen 64 Specifically, characters, items, figures, letters, numbers and symbols (including performance designs) The RAM 104 stores image data such as background images and the like. The CPU 102 uses the program stored in the ROM 103 as a memory for The performance control microcomputer 91 executes the program based on the command received from the main control board 80. Based on this, the image control microcomputer 101 controls the display of the image display device 7 and the sub-display screen 64. The image control microcomputer 101 performs the following operations based on the command from the performance control microcomputer 91. The image data is read from the ROM 103 and the display control is performed based on the read image data. Do it.
[0051] The audio control board 106 is connected to a speaker 67, and the performance control microcomputer 91 , based on commands received from the main control board 80, through the voice control board 106. The audio such as voice, music, sound effects, etc. is output from the speaker 67. The data is stored in the sub-ROM 93 of the sub-control board 90. 06 may be equipped with a CPU, and the CPU may execute voice control based on commands. Furthermore, the audio control board 106 may be equipped with a ROM, and the audio control board 106 may store audio data in the ROM. Also, a speaker 67 may be connected to the image control board 100 to The CPU 102 of the image control board 100 may be made to execute the voice control. The sound data may be stored in the ROM 103.
[0052] The lamp control board 107 includes a frame lamp 66, a panel lamp 5, a first movable accessory 14, and a second movable accessory 55. The two movable props 15 and the frame movable props 69 are connected and controlled. The main control board 80 receives a command from the main control board 80, and the main control board 91 controls the lamp control board 1. 07 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5. The control microcomputer 91 controls the light emitting parameters that determine the light emitting modes of the frame lamp 66, the panel lamp 5, and other lamps. Create turn data (data that determines the light on / off and color, also known as lamp data) , and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the lighting pattern data. The light emission pattern data is generated by using the data stored in the sub-ROM 93 of the sub-control board 90. The performance control microcomputer 91 receives commands from the main control board 80. Based on this, the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 are operated. The performance control microcomputer 91 controls the first movable role 14, the second movable role 15, and the frame movable role The operation pattern data (drive data) that determines the operation mode of each of the objects 69 is created, and the operation According to the pattern data, the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 The data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may be equipped with a CPU. The lighting control of the lamps and the operation control of the movable props 14 and 15 may be performed based on the command. In this case, the lamp control board 107 may be equipped with a ROM, and the light emitting pattern may be stored in the ROM. Data relating to the speed and movement patterns may also be stored.
[0053] The relay board 108 is provided with a performance button detection switch 63a and a select button detection switch The volume button detection switch 55a is connected to the volume button 55 (FIG. 1 When the volume button 55 is pressed, the volume button detection switch A switch signal is output from the switch 55a to the sub-control board 90 via the relay board 108. The brightness button detection switch 56a detects that the brightness button 56 (FIG. 1) has been pressed. When the brightness button 56 is pressed, the brightness button detection switch 56a detects the brightness of the relay base. A switch signal is output to the sub-control board 90 via the board 108. The switch 63a detects that the effect button 63 (FIG. 1) has been pressed. When the button is pressed, the sub-control button is sent from the effect button detection switch 63a via the relay board 108. A switch signal is output to the circuit board 90. In addition, the effect button detection switch 63a is provided with a vibration motor. The motor is attached to the relay board 108 and is driven in response to a signal from the relay board 108. The select button detection switch 68a can vibrate the select button 68. When the select button 68 is pressed, the select button A switch signal is output from the detection switch 68a to the sub-control board 90 via the relay board 108. The relay board 108 also has a function for detecting that the sword member 65 has been inserted. A sword member detection switch is also connected.
[0054] 3. Data structure of gaming machines The data structure of the gaming machine 1 will be described with reference to Figs. 5 and 6. Fig. 5(A) shows the main FIG. 5(B) is a diagram for explaining a table stored in the main ROM 83. FIG. 6A is a diagram illustrating the storage areas provided in the sub RAM 84. FIG. 6B is a diagram illustrating a table stored in the ROM 93. FIG. 2 is a diagram for explaining a storage area provided in the AM94.
[0055] The main ROM 83 (FIG. 5(A)) contains a jackpot determination table T1 and a reach determination table T2. Bull T2, normal symbol winning judgment table T3, normal symbol variation pattern judgment table T 4, a jackpot type determination table T5, a fluctuation pattern determination table T6, and an electric chute opening A release pattern determination table T7, a large prize opening pattern determination table T8, and a V-shaped opening / closing member The opening pattern determination table T9 is stored. In the main control process (described later) executed by the service microcomputer 81, the game control microcomputer 8 1. The specific contents of each judgment table will be described later.
[0056] The main RAM 84 (FIG. 5B) includes a command set area 84a and a flag set area 84b. area 84b, a counter set area 84c, a special operation status set area 84d, and a special A map reserve memory area 85 and a general map reserve memory area 86 are provided. 84a is output from the main control unit side to the sub-control unit side during the main control main processing (described later). This is the area (output buffer) where the commands to be executed are set, and the pre-determination command, reserved ball Number command, fluctuation start command, fluctuation stop command, opening command, round command Setting command, ending command, game state specification command, V passing command, customer waiting The flag set area 84b is used for main control main processing (described later). In this area, a flag indicating the state of the gaming machine or the game state is set. Lag, jackpot end flag, first winning flag, second winning flag, ceiling flag, V flag, The probability variable flag, time-saving flag, etc. are set. This is the area where the counters used in the rasterization process (described later) are set. Round counter, ceiling counter, probability counter, time reduction counter, etc. are set. The other action status setting area 84d is where the status in the special action process described later is set. The special drawing reservation memory area 85 is a first special drawing reservation area in which the first special drawing reservation is stored. A memory area 85a and a second special chart reservation memory area 85b in which the second special chart reservation is stored. The first special chart reserved memory area 85a stores the first, second, third, and fourth first special chart reserved. The first for storing a random number group (reserved information) such as a random number for a special symbol corresponding to each of the There are a first memory area, a second memory area, a third memory area, and a fourth memory area. The memory area 85b stores the first, second, third, and fourth reserved special drawings. a first storage area, a second storage area, and a third storage area for storing a random number group (reserved information) to be generated; A fourth storage area is provided. The general map reservation storage area 86 stores the first, second, and third general map reservations. Random number group (reserved information) such as normal pattern random number (winning random number) corresponding to the third and fourth ) are provided in a first storage area, a second storage area, a third storage area, and a fourth storage area for storing the In addition to the above area, the main RAM 84 also stores special stop symbol data. The winning type set buffer, the movable parts 14, 15 and the frame movable body 600 are driven. The drive data buffer in which the drive data for the main RA is set is provided. The information stored in M84 is not cleared even when the power of the gaming machine 1 is turned off and on. The above commands, flags, counters, status information, The reserved information remains unchanged even when the power is turned off and on. On the other hand, the information stored in the main RAM 84 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling flag is set to "ON" as the initial state of the flag. The other flags are set to "OFF". The ceiling counter is set to "500" and the other counters are set to "0". do.
[0057] The sub-ROM 93 (FIG. 6(A)) contains a pre-reading performance pattern determination table T51 and a main The effect pattern determination table T52 and the chance-up effect pattern determination table T53 , and a stop symbol pattern determination table T54. These determination tables are In the sub-control main process (described later) executed by the performance control microcomputer 91, They are referenced by the microcomputer 91. The specific contents of each decision table will be described later.
[0058] The sub-RAM 94 (FIG. 6B) includes a command storage area 94a and a performance command set. A pre-determination information storage area 94c and a counter set area 94d are provided. The command storage area 94a stores the main control command in the sub-control main process (described later). This is the area (input buffer) where commands entered from the control side are stored. Command, number of reserved balls command, start fluctuation command, stop fluctuation command, opening command , round specification command, ending command, game state specification command, V passing command The production command set area 94b stores sub-control commands, such as In the main processing (described later), the sub-control board 90 transfers the image control board 100 and the audio control board 106, a lamp control board 107, and an area in which commands to be output to a relay board 108 are set. This is the output buffer, and it is used for the start command of the fluctuation performance, the command before the fluctuation ends, and the end command of the fluctuation performance. Command, opening performance start command, round performance start command, ending performance The pre-determination information storage area 94c stores the sub-control main processing. In the process (described later), the counter set area 94d stores the preliminary determination information. This is the area where the counter used in the main control process (described later) is set, and the random number counter Counter, 1st special drawing hold effect counter, 2nd special drawing hold effect counter, normal drawing hold effect counter, Ceiling effect counter, overnight effect counter, probability effect counter, time reduction effect counter, etc. Of the information stored in the sub-RAM 94, except for the overnight effect counter, The counter is not cleared even when the power of the gaming machine 1 is turned off and on, and is maintained as it is. For the above commands, counters other than the overnight performance counter, and advance judgment information, The state does not change even if it is turned OFF or ON, and the information is maintained. It is reset by turning the power of the machine 1 off and on, and 0 is set as the initial state. The information stored in the sub-RAM 94 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling effect counter is set to 500 as the initial state of the counter. and the other counters are set to 0.
[0059] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. ) indicates the random number acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(B ) indicates the random number acquired by the performance control microcomputer 91 on the sub-controller side. The microcomputer 81 calculates the "jackpot random number", the "jackpot type random number", the "reach random number", and the " "Fluctuating pattern random number" and "normal pattern random number (winning random number)" at the timing described below. The "jackpot random number" is obtained by drawing a lottery to determine whether or not a jackpot has been won (jackpot It is a random number used for the jackpot determination, and takes a value in the range of 0 to 65535. The "different random number" is a random number used to determine the type of jackpot that is won (judging the type of jackpot). The value ranges from 0 to 127. In this case, it is determined whether or not to generate a reach in the effect pattern variation effect that indicates the result. It is a random number used to calculate the number of times a game is won, and takes a value in the range of 0 to 127. There is only one variable display pattern left among the displayed patterns (decorative patterns). The winning of the jackpot depends on which of the changing patterns stops and is displayed. This refers to the combination of the symbols shown (for example, "7↓7"). In the reach state, the effect pattern displayed in a stopped state appears to be swaying within the display screen 7a. The "fluctuation pattern random number" determines the fluctuation pattern including the fluctuation time. It is a random number used to select a winning combination, and takes a value in the range of 0 to 127. The "random number" is a lottery to determine whether or not to play the auxiliary game that opens the electric chute 22 (normal pattern lottery). The random number for the regular pattern ranges from 0 to 255. "," "Jackpot type random number," "Reach random number," and "Variation pattern random number" are the starting points (first starting The score is based on whether the ball enters the first starting hole 20 or the second starting hole 21. The random number group obtained based on the ball is stored in the first special chart reserve memory area 85a, and the second starting port The random number group obtained based on the ball entering 21 is stored in the second special chart reservation memory area 85b. The "normal symbol random number (winning random number)" is acquired based on passing through the gate 28. The normal symbol random number value thus obtained is stored in the normal symbol reserved memory area 86.
[0060] The microcomputer 91 for performance control uses the "predictive performance random number" and the "chance up random number" to The "pre-reading random number" is configured to be acquired at the timing described above. A random number used to determine the pre-reading effect during the effect, and is a value in the range of 0 to 127. The "chance up random number" is used to determine the chance up effect during the variable effect. It is a random number used and takes a value in the range of 0 to 127. The information is acquired based on the output of a pre-determination command from the main control unit to the sub-control unit. The obtained random number group is stored in the sub-RAM 94. It is acquired based on the output of a fluctuation start command from the main control unit to the sub-control unit. The obtained random number is stored in the sub-RAM 94.
[0061] FIG. 8 is a diagram for explaining the determination tables T1 to T4. FIG. 8(B) shows a diagram for explaining the reach determination table T1. A diagram for explaining T2 is shown, and FIG. 8(C) shows the normal symbol winning determination table T3. A diagram for explaining this is shown, and FIG. 8(D) shows the normal symbol variation pattern determination table T4. A diagram is shown for illustrative purposes.
[0062] The big win determination table T1 is executed by the game control microcomputer 81 in the main control process (described later). If the random number obtained (any value between 0 and 65535) corresponds to a "jackpot", This is a table that is referenced to determine whether the result is a "miss" or a "miss." In the "normal probability state", if the jackpot random number is "0 to 164", The jackpot random number is determined to be "a number other than 0 to 164 (165 to 65535)" In this case, it is judged as a "miss." Also, in the "high probability state" If the jackpot random number is between "0 and 649", it is determined to be a "jackpot" and the jackpot random number is If the value is "a number other than 0 to 649 (650 to 65535)", it will be judged as a "miss". The details of the "normal probability state" and "high probability state" will be explained later. do.
[0063] The reach judgment table T2 is used by the game control microcomputer 81 in the main control process (described later). The obtained reach random number value (any of 0 to 127) is checked to see if it corresponds to "Reach" or " This is a table that is referenced to determine whether the situation corresponds to "no reach." In the "non-time-saving state", if the reach random number value is "0 to 13", it is "reachable". If the reach random number is a number other than 0 to 13 (14 to 127), It is also shown that in the "time-saving state", the reach random value If the value is "0 to 5", it is determined that "reach exists", and if the reach random number is "a number other than 0 to 5", It is shown that if the value is "6 to 127", it will be judged as "no reach". The details of the "time-saving state" and "non-time-saving state" will be described later. In the time-saving state, it is harder to reach the target when you lose than in the non-time-saving state. In the time-saving state, the number of no-reach misses with short fluctuation times is more frequently selected, This is to speed up the process of clearing pending orders.
[0064] The normal symbol winning determination table T3 is a main control main process (after In the above case, if the random number value of the normal symbol (any of 0 to 255) is a "win", This is a table that is referenced to determine whether the result is a "miss" or a "miss." In the "non-time shortening state", if the normal pattern random number value is "0 to 2", it is judged as a "win". If the random number of the normal pattern is "a number other than 0 to 2 (3 to 255)", it is a "miss". In addition, in the "time-saving state," the normal pattern random number value is "0 If the random number is "0 to 254", it is judged as a "win" and the normal pattern random number is "a number other than 0 to 254". It is shown that if the value is "(255)", it will be judged as "miss".
[0065] The normal symbol variation pattern determination table T4 is a main control process performed by the game control microcomputer 81. In the theory (described later), depending on the game state (non-time shortening state or time shortening state), when the normal pattern changes, This is a table that is referenced to determine how many seconds the time is. " When "Time Shortening State" is selected, the normal pattern fluctuation time is determined to be "30 seconds", and when "Time Shortening State" is selected, the normal pattern It is shown that the fluctuation time is determined to be "1 second".
[0066] 9 is a diagram for explaining the big win type determination table T5. Table T5 is acquired by the game control microcomputer 81 in the main control main processing (described later). Depending on the random number (0 to 127) of the jackpot type, the "jackpot type" and "special This is a table that is referenced to determine the "type of symbol." In FIG. 9, the first special symbol (special When you win the lottery in Figure 1, if the random number value for the jackpot type is "0 to 24", The winning type is determined to be "16RV passing planned jackpot", and the stopping pattern of special chart 1 (special chart stopping pattern The pattern) is determined to be "jackpot pattern 1". If the jackpot type random number is "25 to 49" The jackpot type is determined to be "16RV passing jackpot", and the special chart stopping pattern is "jackpot" If the random number value is between 50 and 55, the jackpot type is determined to be "Pattern 2". The other is judged as "16R (actually 15R) V passing jackpot", and the special chart stop pattern is "jackpot" If the random number value is between 56 and 67, the jackpot type is determined to be "Pattern 3". The other is judged as "16R (actually 13R) V passing jackpot", and the special chart stop pattern is "jackpot" If the random number value is between 68 and 127, it is a jackpot. The type is determined to be "16R (actually 13R) V non-passing scheduled jackpot", and the special chart stopping pattern is " On the other hand, if you win the lottery for the second special pattern (special pattern 2), If the random number value of the jackpot type is "0 to 82", the jackpot type is "16RV passing schedule" It is judged as a "jackpot" and the stopping pattern of special chart 2 (special chart stopping pattern) is judged as "jackpot pattern 1". If the random number value for the jackpot type is "83 to 127", the jackpot type is "16R( It is judged as "actual 13R)V non-passing scheduled jackpot" and the special chart stop pattern is "jackpot pattern 5". It is determined by referring to the big win type determination table T5. "Special diagram stop pattern data" corresponding to the pattern, "Opening (OP) command" for special play, "Round specification command" and "Ending (ED) command" can also be specified. "16RV passing jackpot", "16R (actually 15R) V passing jackpot", "1 6R (actually 13R) V Passing jackpot" and "16R (actually 13R) V Non-passing jackpot" The specific content of the "win" will be discussed later.
[0067] FIG. 10 is a diagram for explaining the fluctuation pattern determination table T6 in the non-time-shortening state. FIG. 11 is a diagram for explaining the fluctuation pattern determination table T6 in the time-saving state. The pattern determination table T6 is used by the game control microcomputer 81 in the main control process (described later). The fluctuation pattern is determined according to the acquired fluctuation pattern random number value (0 to 127). In FIG. 10, for example, in the non-time-saving state, the first starting port 2 0, and is judged as a "miss" in the jackpot judgment table T1, and In Bull T2, it is judged that "Reach exists", the number of reserved balls is "1 to 2", and the variable putt It is shown that when the random number value is "0 to 60", the fluctuation pattern is determined to be "P7". In FIG. 11, for example, when the ball enters the second starting hole 21 in the time-saving state, the jackpot is determined. In table T1, it is determined to be a "jackpot", and in jackpot type determination table T5, It is determined that "16RV passing jackpot" has occurred, and the fluctuation pattern random number value is "0 to 10" The fluctuation pattern is determined to be "P61." Once the fluctuation pattern is determined, the fluctuation time is also determined. In this case, whether the reach will be a normal reach or a super reach (SP reach) A super reach is a reach that has a longer fluctuation time after reaching than a normal reach. Here, there are five types of Super Reach (SP1, SP2) with different fluctuation times. SP1 to SP3 are set as normal reach. The difference between SP1 to SP5 may be, for example, whether or not there is a pseudo-consecutive combination.
[0068] FIG. 12 is a diagram for explaining the electric chute opening pattern determination table T7. The opening pattern determination table T7 is generated by the game control microcomputer 81 in the main control process (described later). ) in accordance with the game state (non-time-saving state or time-saving state), the opening putt of the electric chute 22 In FIG. 12(A), the table is referred to in order to determine the "non-time-saving state" and At this time, the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and the "time-saving state" is entered. In this case, the open pattern is determined to be "open pattern 12." ) shows the details of Opening Pattern 11 and Opening Pattern 12. Opening Pattern 11 In this case, the electric chute 22 is opened once and for 0.2 seconds. In 12, the number of releases is 3, the release time per release is 2.0 seconds, and the interval (release interval) The electric chute 22 is opened for 1.0 second. However, the opening of the electric chute 22 is determined in advance. If the specified number of winning balls (maximum 10 balls) is reached, the remaining open time Even if you do, it will be closed.
[0069] 13 is a diagram for explaining the special prize opening pattern determination table T8. The mouth opening pattern determination table T8 is generated by the game control microcomputer 81 in the main control main processing (described later). ) In accordance with the special stop pattern data (Figure 9), the first large winning slot 30 and the second large winning slot This is a table that is referenced to determine the opening pattern of the mouth 35. In FIG. When the special stop pattern data is "11H", "12H", or "21H", the first big win The opening pattern of the entrance 30 and the second large winning entrance 35 is determined to be "opening pattern 21", and When the stop symbol data is "14H", "15H", or "22H", the opening pattern is "Opening pattern When the special stop pattern data is "13H", the opening pattern is "Open In FIG. 13(B), it is determined that the pattern is "release pattern 23". The details of opening patterns 1, 22 and 23 are shown. Opening pattern 21 In the 1st to 13th and 15th races, the first winning gate 3 was opened once and opened for 29.5 seconds. 0 release (long release), 1 release, release time in 14th and 16th rounds The second major prize slot 35 is opened (long opening) in 29.5 seconds. In opening pattern 22, In the 1st to 13th rounds, the first major prize winning slot 30 will be opened once and for 29.5 seconds. Long release) was performed, and in the 14th and 16th rounds, the number of releases was 1, and the release time was 0.1 seconds. The second major prize slot 35 will be opened (short opening) and will be opened once in the 15th round. , the first major prize opening 30 is opened (short opening) with an opening time of 0.1 seconds. In Round 23, the first big entry was made in Rounds 1-13 and 15, with a single opening time of 29.5 seconds. Opening of prize slot 30 (long opening), 1 opening time, 14th round The second major prize winning slot 35 is opened for 0.1 seconds (short opening), and in the 16th round, The second large prize slot 35 will be opened once and for an opening time of 29.5 seconds (long opening). However, the first major winning hole 30 and the second major winning hole 35 are opened only when a predetermined number of game balls are inserted. If there are any winners (maximum of 9 winners), the venue will be closed even if there is still time left to open.
[0070] FIG. 14 is a diagram for explaining the V-opening / closing member opening pattern determination table T9. The closing member opening pattern determination table T9 is generated by the game control microcomputer 81 in the main control main processing ( In the case of the special stop pattern data (described later), the opening pattern of the V-shaped opening / closing member 71 is determined according to the special stop pattern data (FIG. 9). In FIG. 14(A), the special stop pattern data is When "11H", "12H" or "21H" is selected, the opening pattern of the V-shaped opening / closing member 71 is When it is determined to be "Open Pattern 31" and the special stop pattern data is "13H", The pattern is determined to be "Open Pattern 32", and when the special stop pattern data is "14H", the open pattern The turn is judged as "Open Pattern 33", and the special stop pattern data is "15H" or "2 2H”, the open pattern is determined to be “open pattern 34”. FIG. 14B shows open patterns 31, 32, 33, and The details of the release pattern 34 are shown. In the release pattern 31, the 2nd, 4th, 6th, and 8th rounds are When the first prize is won in the first big prize opening 30, the V-shaped opening / closing member 71 with an opening time of 0.1 seconds is opened. In the 10th and 12th races, the first prize was awarded to the first prize winner at the first prize entry slot 30. When this occurs, the V-shaped opening member 71 is short-circuited with an opening time of 0.1 seconds. When a prize is awarded, the V-shaped opening member 71 is opened for a maximum of 31.5 seconds. In pattern 32, the first prize was awarded to the first prize slot 30 in the 2nd, 4th, 6th, and 12th rounds. When this occurs, the V-shaped opening / closing member 71 is short-circuited and opened for an opening time of 0.1 seconds. In this case, when the first prize is won in the first big prize opening 30, the V-shaped opening / closing member 7 with an opening time of 0.1 seconds is opened. When the first short opening is performed and the second winning prize is awarded, the maximum opening time is 31.5 seconds. The closing member 71 is opened long. In the opening pattern 33, the first large opening is performed at the 2nd and 6th rounds. When the first prize is won in the prize winning port 30, the V-shaped opening and closing member 71 with an opening time of 0.1 seconds is short-circuited. When the second prize is won, the V-shaped opening and closing member 71 with a maximum opening time of 31.5 seconds is opened. In the 4th, 8th, 10th and 12th rounds, the first prize will be awarded to the first prize slot 30. When a prize is awarded, the V-shaped opening and closing member 71 is short-circuited and opened for 0.1 seconds. In Round 34, the first prize will be awarded to the first prize slot 30 in the 2nd, 4th, 6th, 8th, 10th and 12th rounds. When a prize is awarded, the V-shaped opening / closing member 71 is short-circuited and opened for an opening time of 0.1 seconds.
[0071] 4. Explanation of jackpots etc. In the gaming machine 1, the results of the jackpot lottery (special symbol lottery) are "jackpot" and "miss". In the case of a "jackpot", the "jackpot symbol" is displayed on the special symbol display 41. When the win is "miss", the "miss symbol" is displayed on the special symbol display 41. If you win the jackpot, the game will open according to the type of special symbol that is displayed. In the release pattern, the large prize openings (first large prize opening 30 and second large prize opening 35) are opened. A "jackpot game" is executed. The jackpot game is an example of a special game. , multiple rounds of play (unit opening play) and the opening before the first round of play begins The opening (OP) and the ending (ED) after the final round of play are completed. Each round of play ends at the end of the opening round or the end of the previous round. The game begins with the start of the next round of play and ends with the start of the next round of play. The closing time (interval time) is included in the open round play before the closing.
[0072] There are several types of jackpots. The types of jackpots are shown in Figure 9. Here, the types of jackpots are roughly divided into "V passing jackpot" and "V non-passing jackpot". There are two types of jackpots: "V Passing Jackpot" and "Expected Jackpot". "Expected V Passing Jackpot" means that the player is in the V area during the jackpot game. The opening and closing member 32 is in an opening pattern (V-passing planned opening pattern) that allows the game ball to pass through to 39. , the opening and closing member 37 and the V-shaped opening and closing member 71 are activated. The jackpot of the 11H to 14H and 21H pattern data is "V Passing Scheduled Jackpot (Probable Jackpot 13 and the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. The combination of the V-shaped opening / closing member 71 shown in FIG. 4 with the opening pattern 21 is Turn 31), (Opening Pattern 22: Opening Pattern 33), or (Opening Pattern 23: In the case of the opening pattern 32), the game ball can pass through the V area 39 during the jackpot game. "V non-passing jackpot (normal jackpot)" is a jackpot that is played in the V area 39 during the jackpot game. In an opening pattern (V non-passing planned opening pattern) in which the game ball cannot pass through the opening / closing member 32 , the opening and closing member 37 and the V-shaped opening and closing member 71 are activated. The jackpots with symbol data of 15H and 22H correspond to "V non-passing scheduled jackpots." Figure 13 14 and the V-shaped opening / closing member 71 shown in FIG. When the combination with the opening pattern is (Opening pattern 22: Opening pattern 34), During a jackpot game, the game ball cannot pass through the V-area 39. 32 and the opening pattern 22 of the opening / closing member 37 are a V-passing planned opening pattern and a V-non-passing planned opening pattern. It also serves as an open pattern.
[0073] "V Passing Scheduled Jackpot" is "16RV Passing Scheduled Jackpot" and "16R (actually 13R )V Passing Scheduled Jackpot" and "16R (actually 15R)V Passing Scheduled Jackpot", The "16RV passing jackpot" has a total of 16 rounds. From the 1st round to the 13th round and the 15th round, the first prize entry gate 30 will be open for a maximum of 29.5 seconds per round. In the 14th and 16th races, the second main prize slot 35 will be open for a maximum of 29.5 seconds per race. (Fig. 13: Opening pattern 21). In 10R and 12R, the V-shaped opening / closing member 71 is in the long opening position. (FIG. 14: Opening pattern 31), making it easier to pass through to the V-area 39 in the first large winning opening 30. It is possible.
[0074] "16R (actually 13R) V passing jackpot" is a total of 16R rounds. The actual total number of rounds is 13R. In other words, from 1R to 13R, the first big prize slot 3 0 will be opened for a maximum of 29.5 seconds per round, but in the 15th round, the first winning slot 30 will be opened for 1 It only opens for 0.1 seconds per round, and in the 14th and 16th rounds, the second winning slot 35 was won in 1 round. Therefore, this "16R (effectively)" 13R) V Passing Scheduled Jackpot" From 14R to 16R, the opening time of the big prize entrance is extremely It is a round that is short and cannot be expected to win a prize ball. The "Over-scheduled jackpot" is actually a 13R jackpot. In the 2R and 6R, V opening and closing The member 71 is long-opened (FIG. 14: opening pattern 33), and the V-region in the first large winning opening 30 Passing through to 39 is easily possible.
[0075] "16R (actually 15R) V passing jackpot" is a total of 16R rounds. The total number of rounds is 15. In other words, rounds 1 to 13 and round 15 are the first major rounds. The prize slot 30 will be open for a maximum of 29.5 seconds per race, and the second prize slot 35 will be open for the 16th race. The second prize entry gate 35 will be opened for a maximum of 29.5 seconds per race. It only opens for 0.1 seconds after hitting (Figure 13: Opening pattern 23). Therefore, this "16R ( In the "15R (actually) V Passing Jackpot" 14R, the opening time of the big prize entrance is extremely short, and the prize It is a round where the ball cannot be expected. In other words, "16R (actually 15R) V passing expected jackpot" "Tari" is actually a jackpot of 15R. In 8R and 10R, the V-shaped opening and closing member 71 is opened long (Figure 14: opening pattern 32), and into the V area 39 in the first large winning slot 30 Passage is easily possible.
[0076] Although the total number of rounds for the "V non-passing jackpot" is 16R, the actual total number of rounds is The number of do is 13, and the opening pattern 22 is "16R (actually 13R) V non-passing scheduled jackpot". In other words, from the 1st round to the 13th round, the first major prize slot 30 will be opened for a maximum of 29.5 seconds per round. In the 15th race, the first winning slot 30 is opened for only 0.1 seconds per race. In addition, the second main prize slot 35 is only open for 0.1 seconds per round in the 14th and 16th rounds (Figure 13). : Opening pattern 22). Therefore, in this "16R (actually 13R) V non-passing scheduled jackpot" From the 14th round to the 16th round, the opening time of the main prize gate is extremely short, and there is no chance of winning a prize ball. In other words, "16R (actually 13R) V non-passing scheduled jackpot" is actually 13R The jackpot is 2R, 4R, 6R, 8R, 10R and 12R. Although the material 71 is released, the release is a short release (FIG. 14: release pattern 34). It is almost impossible for a gaming ball to pass through the V-area 39 in the first large winning opening 30.
[0077] As is clear from the above explanation, "16R (actually 13R) V non-passing scheduled jackpot" and " 16R (actually 13R) V passing jackpot" refers to the first big prize winning slot 30 and the second big prize winning slot 35. The opening patterns of the opening / closing members 32 and 37 are the same (opening pattern 22), Only the opening pattern of the V-opening member 71 is different (opening pattern 34 and opening pattern 3 3). As will be described later, "16R (actually 13R) V non-passing scheduled jackpot" and "16R ( (Actually 13R) V passing jackpot "is a time-saving game after the jackpot game ends (in this example, 100 In other words, "16R (actually 13R) V non-passing schedule" The "jackpot" is a game in which it is almost impossible for the game ball to pass through the V area 39 in the first big winning slot 30. After the jackpot, the game state becomes a low probability time-saving state (low probability high base state). On the other hand, the "16R (actually 13R) V passing jackpot" is the V area 39 in the first big winning slot 30. It is easy for the game ball to pass through, and the game state after the jackpot is a high probability time-saving state. (High probability high base state). From this, the player will be able to It is difficult to distinguish between "16R (actually 13R) V passing jackpot" and "16R (actually 13R) V passing jackpot". It becomes difficult, and the game state after the jackpot becomes a low probability time-saving state (low probability high base state) or a high probability It becomes difficult to determine whether the time-saving state (high probability high base state) will be reached. Also, after the time-saving play ends, In the "16R (actually 13R) V non-passing scheduled jackpot" game state is low probability low base state (normal state In the "16R (actually 13R) V passing jackpot" game state appears to be normal. It will be in the normal high probability low base state. In other words, "16R (actually 13R) V passing scheduled jackpot In the "Big Win" game, if the game ball passes through the V area 39 in the first big winning slot 30, a big win game will be When the time-saving state ends, the game state becomes high probability even though it is in a high probability low base state. This is a latent state (latent probability change state), and this latent probability change state is determined by the player. It is becoming more difficult. In other words, "16R (actually 13R) V non-passing scheduled jackpot" and "16R ( "16R (actually 13R) V scheduled to pass" and "16R (actually 13R) V scheduled not to pass" Low probability time-saving state after jackpot play (low probability high base state) and "16R (actually 13R) V passing prediction High probability time-saving state (high probability high base state) after the jackpot game of "fixed jackpot", and "16R (Actual 13R) V non-passing scheduled jackpot" low probability low base state after the time limit ends and "16R (actual Q13R) The high probability low base state after the time limit of the "V Passing Jackpot" is difficult for players to distinguish. This is done in a convenient manner.
[0078] Also, as shown in Figure 9, the distribution rate of the jackpot in the lottery for the first special pattern (special pattern 1) is , V passing jackpot is 68 / 128 (about 53%), V non-passing jackpot is 60 / 12 8 (about 47%). In contrast, the large number of winners of the second special design (Special Design 2) The distribution rate of the hits is 83 / 128 (approximately 64.8%) for the V-passing jackpot, and 83 / 128 (approximately 64.8%) for the V-non-passing jackpot. The expected jackpot rate is 45 / 128 (approximately 35.2%). The lottery for the first special symbol is held when the game ball enters the first starting slot 20. , the person who enters the second starting hole 21 and enters the big win lottery (lottery for the second special symbol) However, it is set to be advantageous for the player.
[0079] 5. Explanation of game status The gaming state of the gaming machine 1 will be explained. The gaming control microcomputer 81 controls the special symbol display 4 For the special symbol displayed on the display 1 and the normal symbol displayed on the normal symbol display 42, In this case, "probability fluctuation control" and "variation time reduction control" can be performed. The state in which the microcomputer 81 controls the probability fluctuation of the special symbol on the special symbol display 41 is called "high" This is called the "probability state (high probability state, probability fluctuation state, probability change state)" and is a state where probability fluctuation is not controlled. is simply called the "normal probability state (non-high probability state, low probability state, normal state)". Icon 81 is a special symbol probability fluctuation control, and the random number of the jackpot that is judged as a jackpot The jackpot determination table (Fig. 8(A)) is used, in which the number of high probability states is greater than the number of normal probability states. By making a jackpot judgment, a high probability state is realized. Therefore, the high probability state is In other words, the game control microcomputer 81 is When the probability fluctuation control is being performed on the special symbol of the other symbol display 41, the probability fluctuation control Compared with when the control is not executed, the display of the variable display of the special symbol by the special symbol display device 41 The probability that the result (stopping pattern) will be a jackpot pattern increases.
[0080] In addition, the game control microcomputer 81 shortens the fluctuation time for the special symbol of the special symbol display 41. The state in which variable time reduction control is in place is called the "time-saving state," and the state in which variable time reduction control is not in place is simply called the "non-time-saving state." The time-saving state is called "short state". The time-saving state is the time from the start of the special pattern change to the derivation of the display result. The time until the time of display is shorter than that in the non-time-saving state. In the time-saving state, a fluctuation pattern with a short fluctuation time is selected more often than in the non-time-saving state. The fluctuation pattern determination table T6 (FIGS. 10 and 11) is used to determine the fluctuation pattern. That is, the game control microcomputer 81 determines the special pattern of the special symbol display 41. If variable time reduction control is being performed for another pattern, execute variable time reduction control. Compared to when there is no special symbol, a short variable time is more likely to be selected as the variable time for the special symbol. As a result, in the time-saving state, the pace of consumption of the special reserved drawing becomes faster, and the effective This makes it easier for a winning combination (a winning combination that can be recorded as a special drawing hold) to occur. The game control microcomputer 81 is For the special symbol of the special symbol display 41, probability fluctuation control and fluctuation time shortening control are simultaneously performed. Sometimes both are performed, and sometimes only one is performed.
[0081] The game control microcomputer 81 controls the probability fluctuation of the normal symbol of the normal symbol display 42 and and the variable time shortening control is synchronized with the variable time shortening control for the special symbol of the special symbol display 41. That is, the game control microcomputer 81 controls the probability fluctuation for the normal symbols and The variable time shortening control is executed in the time-shortening state, but not executed in the non-time-shortening state. The game control microcomputer 81 controls the probability fluctuation of the normal symbols, and determines whether the normal symbols are winning symbols. The number of pattern random numbers (winning random numbers) is higher in the time-saving state than in the non-time-saving state. The winning decision (determination of normal symbols) is made using the determination table T3 (Fig. 8(C)). In the time-saving state, the probability of winning is higher than in the normal pattern normal probability state. The control microcomputer 81 executes probability fluctuation control for the normal symbol of the normal symbol display 42. In this case, the probability fluctuation control is performed, and the probability fluctuation control is performed. The probability that the display result (stop pattern) of the variable display of the passing pattern will be a winning pattern increases. In this case, the normal symbol fluctuation time is shorter than in the non-time-saving state. The moving time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (Figure 8(D)). In the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. In other words, the game control microcomputer 81 is open to the electric chute 22. In addition, in the time-shortened state, the time extension control is performed. The number of times the machine is opened is greater than in the non-time-saving state (Figure 12). 81 controls the electric chute 22 to increase the number of times it opens. 1 is a probability fluctuation control and a fluctuation time reduction control for the normal symbol of the normal symbol display 42, and In a situation where the opening time extension control and the opening number increase control for the electric chute 22 are being executed, In this case, the electric chute 22 is opened more frequently than when these controls are not performed, and the second The game balls will frequently enter the starting hole 21. As a result, the number of winning balls relative to the number of shot balls will be Therefore, the state in which these controls are being implemented is called a "high base" In the high base state, the operation is called the "low base state" and in the non-execution state, the operation is called the "low base state." You can aim for a big win without significantly reducing the number of balls you have. This is the so-called electric support control (the electric chute 22 supports winning into the second starting hole 21) The high base state (electric support control state) is a state in which all of the above are executed. That is, the control for the normal symbol of the normal symbol display 42 may not be executed. Probability fluctuation control, fluctuation time reduction control for the normal pattern of the normal pattern display 42, electric chute 22 and one of the control to increase the number of times the electric chute 22 is opened. By executing the above control, the electric chute 2 2 should be easily released. Also, the high base state (electric support control state) is a time-saving state. It may be controlled independently without being associated with the state.
[0082] In the gaming machine 1, the game state after the jackpot game due to the winning of the V-passing jackpot is If the passage to the V area 39 is made during the jackpot game, the high probability state, the time shortening state, and the high This gaming state is called a "high probability high base state" or a "high probability time-shortened state." Specifically, the jackpot in which the game state after the jackpot game becomes a high probability high base state is Among the jackpot types shown in Figure 9, "16RV passing jackpot" and "16R (actually 15 R)V Passing Scheduled Big Win" and "16R (Actual 13R)V Passing Scheduled Big Win". "6RV passing scheduled jackpot" and "16R (actually 15R) V passing scheduled jackpot" are high probability high bets. In the "Bonus" state, after a jackpot game, you win the next jackpot (next jackpot) and play that jackpot. The move ends when the move is executed. "16R (actually 13R) V Passing Jackpot" is In the high probability high base state, after the big win, the special pattern is changed for a predetermined number of times (here 100 times). The display will be executed and the game will enter a high probability low base state (latent probability change state), or the next jackpot will be The game ends when the next jackpot is won and the jackpot game is executed. The game status after winning a jackpot due to a non-passing jackpot is If the V region 39 has not been passed (which is unlikely), the normal probability state ( This is a non-high probability state (i.e., a low probability state), a time-saving state, and a high base state. These states are specifically called "low probability high base state" and "low probability time-saving state." The jackpot that turns the game state into a low probability high base state is the jackpot type shown in Figure 9, "1 6R (actually 13R) V non-passing scheduled jackpot. In this jackpot, the low probability high base state In this mode, after a jackpot game, the variable display of the special symbol is executed a predetermined number of times (here, 100 times). Or, the next jackpot (next jackpot) is won and the jackpot game is executed. When playing the gaming machine 1 for the first time, the game state after powering on is as follows: It is in a normal probability state, a non-time-saving state, and a low base state (non-electric support control state). This state is specifically referred to as the "low probability low base state." The low probability low base state is also referred to as the "normal game state," or It is sometimes called "low probability non-time shortening state (simply called non-time shortening state)". The state during which the game (jackpot game) is being played is called the "special game state (jackpot game state)." Furthermore, the control may be made to at least one of the high probability state and the high base state. This state is sometimes referred to as a "specific gaming state."
[0083] In a high-base state such as a high-probability high-base state or a low-probability high-base state, hitting right will result in a right-side play. The player who can get the game ball into the skill area 3B (Fig. 1) can advance the game more advantageously. Due to the support control, the electric chute 22 is more likely to open than in the low base state. This is because it is easier to win at the second starting hole 21 than at the first starting hole 20. Therefore, in the high base state, the game ball passes through gate 28, which is the trigger for the normal pattern lottery. While passing through the hole, the player hits the ball to the right to make the ball enter the second starting hole 21. You can get more starting winnings (winnings at the starting hole) than by hitting the ball. In machine 1, right-hand play is used even during jackpot play. On the other hand, in a low base state, left-hand play is used. Therefore, it is more advantageous to advance the game by making the game ball enter the left game area 3A (Fig. 1). Since the electric support control is not executed, the electric chute 22 is It is difficult to open, and it is more likely to win at the first starting gate 20 than at the second starting gate 21. This is because it is easy to move the engine to the first starting port 20 in the low base state. The left hand is used to hit the ball to make it win the prize. This allows for more winning attempts than hitting with the right hand. can be obtained.
[0084] 6. Operation of the gaming control microcomputer 81 15 to 34, the game control microcomputer 8 provided on the main control board 80 (FIG. 3) The operation of the game control microcomputer 81 will be explained. Flags, status, buffers, etc. are stored in the main RAM 84. The control 81 corresponds to the pass / fail determination means (FIG. 23) and the pass / fail advance determination means (FIG. 18, FIG. 19). .
[0085] [Main control main processing] FIG. 15 is a flowchart of the main control process. When the power supply of the technical machine 1 is turned on, the main ROM 83 executes the main control main processing. In the main control process, the game control microcomputer 81 first reads the initial program. Settings are made (step S001). In the initial setting, for example, the setting of the main CPU 82 , resetting various flags, statuses, counters, etc. The value is "1" for the ceiling flag, i.e. "ON", and the initial value of other flags is "0" or "ON". The initial value of the status is "1". The initial value of the counter is The initial setting is "500" when the power is turned on, and the other counters are "0". It is executed only once after login and will not be executed thereafter.
[0086] After the initial setting, the game control microcomputer 81 inhibits the interruption of the interruption process (step The main random number update process for normal and special symbols is performed (step S002). In this normal symbol / special symbol main random number updating process, the game control microcomputer 81 performs the following steps as shown in FIG. Various random number counter values (jackpot random number, jackpot type random number, reach random number, The random number value for each random number counter is set to 1. When the upper limit is reached, the counter returns to "0" and starts counting again. may be a value other than "0" and may be changed randomly. Random numbers are generated using a known random number generating circuit consisting of a counter IC, etc. It may also be a hardware random number.
[0087] After the normal symbol / special symbol main random number update process, the game control microcomputer 81 performs interrupt processing. While the interrupt is enabled, the main timer interrupt is The main timer interrupt process (step S005) can be executed. An interrupt packet is repeatedly input to the main CPU 82 at a period (for example, 4 msec period). That is, the main timer interrupt process is executed at a predetermined cycle (for example, Then, when the main timer interrupt process is completed, From this time until the next main timer interrupt process starts, the normal and special symbols will be The update process of various counter values is repeatedly executed by the random number update process. If an interrupt pulse is input to the main CPU 82 during the prohibited state, the main side timer The current interrupt processing does not start immediately, but starts after the interrupt is enabled.
[0088] [Main timer interrupt processing] FIG. 16 is a flowchart of the main timer interrupt process (FIG. 15: step S005). In the main timer interrupt process, the game control microcomputer 81 first executes the random number update. Specifically, the game control microcomputer 81 performs new processing (step S101). The various random number counter values shown in (A) are updated. This random number update process is performed by the main control This is the same as the normal and special symbol main random number update process performed in the main process (Figure 15). That is, the update process of various random number counter values is performed during the execution period of the main timer interrupt process, During other periods (after the main timer interrupt process is completed, the next main timer interrupt process is completed) This is carried out both during the period before the start of the treatment and during the period before the treatment begins.
[0089] After the random number update process, the game control microcomputer 81 performs input processing (step S10 2) In the input processing, the gaming control microcomputer 81 receives various sensors attached to the gaming machine 1. The sensor reads the detection signal and outputs the winning balls according to the type of winning slot. The data is set in the output buffer of the main RAM 84. The various sensors include, for example, First start gate sensor 20a, second start gate sensor 21a, first big prize gate sensor 30a, second big prize gate sensor These are the prize opening sensor 35a, the normal prize opening sensor 27a, and the normal prize opening sensor 29a (FIG. 3).
[0090] After the input process, the game control microcomputer 81 performs the start hole sensor detection process (step S103 ), normal operation processing (step S104), special operation processing (step S105), V area setting The sensor detection process (step S106) and the reserved ball count process (step S107) are executed in this order. The details of these processes will be described later. After the reserved ball number process, the game control microcomputer 81 In the output process, the game control microcomputer 81 The commands set in the command set area 84a of the main RAM 84 in each of the above processes are After the output process, the game control microcomputer 81 outputs the commands to the sub-control board 90. Other processing is performed (step S109). In other processing, for example, Based on the number of reserved balls, the second special chart reserved display 43b is controlled to a display mode that shows the number, and the special chart 1 Based on the number of reserved balls, the first special chart reserved display 43a is controlled to a display mode that shows that number.
[0091] [Starting port sensor detection process] FIG. 17 is a flowchart of the start port sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether or not the game ball has passed through the gate 28. This determination is made when the game ball is detected by the gate sensor 28a (step S201). If the game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If so (step S201: YES), the game control microcomputer 81 It is determined whether or not the value is "4 (upper limit)" (step S202). The number of balls is the number of reserved balls, more specifically, the number of reserved balls stored in the main RAM 84. This is the value of the counter that counts the number of reserved balls. If the number of reserved balls is "4" (step If step S202: YES, the process skips to step S205. If it is 3 or less (step S202: NO), add "1" to the number of reserved balls for normal symbols ( Step S203), and then a normal symbol random number acquisition process is performed (Step S204). , the game control microcomputer 81 receives the value of the normal symbol random number counter (FIG. 7: Label-TRND-H The random number value is stored in the first to fourth random number storage areas 86 of the main RAM 84. Of the four memory areas, the number of balls currently reserved for normal symbols is stored in the memory area corresponding to the number of balls.
[0092] In step S205, the game control microcomputer 81 determines whether the game ball has entered the second starting hole 21. This determination is made based on whether the second starting hole sensor 21a detects the game ball. If the game ball has not entered the second starting hole 21 ( If the game ball wins, the process skips to step S210. In this case (step S205: YES), the game control microcomputer 81 determines that the number of reserved balls for special chart 2 is "4 ( It is determined whether the number of reserved balls is equal to or greater than the upper limit (step S206). The number of second special chart reservations, more specifically, the number of second special chart reservations provided in the main RAM 84 This is the value of the counter that counts the number of balls. If the number of reserved balls in Special Chart 2 is "4" (Step S 206: YES), the process skips to step S210. In the case below (Step S206: NO), after adding "1" to the number of reserved balls in Special Chart 2 (Step S207), and the special chart 2 related random number acquisition process is performed (step S208). The value of the random number counter (Figure 7: Value of Label-TRND-A), the jackpot type random number counter (Figure 7: Label-TRND-AS value), the value of the reach random number counter (Figure 7: Label- TRND-RC value), the value of the fluctuation pattern random number counter (Figure 7: Label-TRND-T1 The game control microcomputer 81 stores the acquired random number group in the second special chart reserved memory area. Among the first to fourth storage areas of the area 85b, the current number of reserved balls is stored in the storage area corresponding to the number of reserved balls. The game control microcomputer 81 acquires the special figure 2 advance judgment process (FIG. 18) described later. The random number group is also stored in a buffer (pre-determination buffer) different from the second special chart reservation memory area 85b. After the special chart 2 related random number acquisition process, the game control microcomputer 81 Then, a special drawing 2 preliminary determination process is performed (step S209). More details will be given later.
[0093] In step S210, the game control microcomputer 81 determines whether the game ball has entered the first starting hole 20. This determination is made based on whether the first starting hole sensor 20a detects the game ball. If the game ball has not entered the first starting hole 20 ( Step S210: NO), this process is terminated. Step S210: YES, the game control microcomputer 81 determines that the number of reserved balls for special drawing 1 is "4 (upper limit) It is determined whether the value is "(value)" (step S211). The number of special drawings reserved, more specifically, the number of first special drawings reserved in the main RAM 84 This is the value of the counter that counts. If the number of reserved balls in special drawing 1 is "4" (step S21 1: YES), this process ends. If the number of reserved balls in special drawing 1 is "3" or less (step S21 1: NO), after adding "1" to the number of reserved balls in the special drawing 1 (step S212), The number acquisition process is performed (step S213). Here, the above-mentioned special chart 2 related random number acquisition process is performed. Similarly to (Step S208), the value of the jackpot random number counter, the jackpot type random number counter The value of the reach random number counter and the value of the fluctuation pattern random number counter are obtained. The microcomputer 81 stores the acquired random number group in the first to fourth storage areas of the first special chart reservation storage area 85a. The number of balls in the special drawing 1 reserved area is stored in the memory area. For the special chart 1 preliminary determination process (Figure 19) described later, the obtained random number group is stored in the first special chart reserved memory area. The data is also temporarily stored (held) in a buffer (preliminary determination buffer) different from the area 85a. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs special chart 1 advance determination process. (Step S214) Details of the special drawing 1 preliminary determination process will be described later.
[0094] [Special Drawing 2 Pre-judgment Processing] FIG. 18 is a flowchart of the special drawing 2 preliminary determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variable flag is ON ( Step S301). If the probability variable flag is OFF (Step S301: NO), this process is In other words, if the probability flag is OFF, no advance judgment is made. When the probability variable flag is ON, the game control microcomputer 81 checks the jackpot determination table T1 (FIG. 8 ) and make a preliminary judgment of whether or not there will be a big win by referring to the high probability state table (step S3 02). Specifically, the game control microcomputer 81 first performs special chart 2 related random number acquisition processing (Figure 1 7: Step S208) and the judgment value temporarily stored in the pre-judgment buffer. Next, the game control microcomputer 81 acquires the jackpot random number to be referenced. A preliminary determination of whether or not a jackpot has occurred is made using the determination table T1 (FIG. 8) and the jackpot random number value. Now. Here, since the high probability state (probability variable flag is ON), the game control microcomputer 81 is a table for a high probability state (a table for determining a jackpot when the jackpot determination value is "0 " ~ "649") to determine in advance whether or not it is a jackpot. If the value is between "0" and "649", it is determined to be a "jackpot", and if it is any other value, it is a "miss". In this embodiment, the following is used in the big win determination process (FIG. 23): In this embodiment, a preliminary determination is made using the jackpot determination table T1. Therefore, a jackpot determination table for advance determination different from the jackpot determination table T1 is used. Pre-determination may be performed.
[0095] If the result of the jackpot pre-judgment is "miss" (step S304: NO), the process On the other hand, if the result of the jackpot advance judgment is "jackpot" (step S306), Step S304: YES), the game control microcomputer 81 performs a pre-determination of the type of big win. In the preliminary determination of the type of big win, the game control microcomputer 81 first , Special Figure 2 related random number acquisition process (Figure 17: step S208) to the pre-determination buffer The random number value of the jackpot type is temporarily stored as a judgment value. The microcomputer 81 compares the acquired jackpot type random number value with the jackpot type determination table T5 (FIG. 9 ) based on which the jackpot type is determined in advance. Here, the jackpot type random number is " Any value between "0" and "127" will be pre-determined as a "16RV passing jackpot." In this embodiment, the jackpot type determination process (FIG. 23) to be described later is performed. In other embodiments, the jackpot type is determined in advance using the fixed table T5. Pre-determination is performed using a jackpot type determination table for pre-determination that is different from the separate determination table T5. may be performed.
[0096] In step S306, the game control microcomputer 81 performs a preliminary determination of the fluctuation pattern. Specifically, the game control microcomputer 81 first executes the special chart 2 related random number acquisition process (Fig. 17: The judgment value temporarily stored in the pre-judgment buffer by step S208 The fluctuation pattern random number value and the reach random number value are obtained. Next, here, the time-saving state (time Since the short flag is ON, the game control microcomputer 81 determines the fluctuation pattern for the time-saving state. The result of the preliminary determination of the big win in step S304 is referred to the fixed table T6 (FIG. 11). The result of the preliminary determination of whether or not there is a reach obtained from the random number value, and the fluctuation pattern obtained from the fluctuation pattern random number value In the fluctuation pattern determination table T6 in FIG. 11, the difference in the number of reserved balls The variation pattern selected may differ depending on the number of balls in reserve. All possible variation patterns that can be selected are selected. For example, Based on the results of the preliminary judgment and the results of the reach / miss judgment, the reach / miss is judged in advance. When the variation pattern random number value is "60", the game control microcomputer 81 sets the number of reserved balls to " If the number of reserved balls is "3-4", the selected variable pattern is "P64". In this embodiment, two of the selected variation patterns "P68" are selected. The fluctuation pattern determination table T6 used in the fluctuation pattern selection process (FIGS. 24 and 25) In another embodiment, the fluctuation pattern determination table T A pre-determination may be made using a fluctuation pattern determination table for pre-determination different from that of 6. stomach.
[0097] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-judgment command includes the result of the pre-judgment of the big win, (if it is a win, the type of big win) The game control microcomputer 81 includes the result of the pre-determination of the game pattern and the result of the pre-determination of the variation pattern. sets the created pre-determination command in the command set area 84a of the main RAM 84. Then (step S308), this process ends.
[0098] [Special Drawing 1 Pre-judgment Processing] FIG. 19 is a flowchart of the special diagram 1 preliminary determination process (FIG. 17: step S214). The game control microcomputer 81 first determines whether the probability variable flag is ON ( Step S401). Contrary to the above-mentioned special chart 2 advance judgment process, if the probability variable flag is ON ( Step S401: YES), this process ends. That is, if the probability flag is ON, On the other hand, if the probability flag is OFF (step S401:N O), the game control microcomputer 81 determines the normal probability of winning from the big win determination table T1 (FIG. 8). A pre-determination of whether or not there will be a big win is made by referring to the state table (step S402). In the game control microcomputer 81, first, the special chart 1 related random number acquisition process (FIG. 17: step S jackpot as a judgment value temporarily stored in the pre-judgment buffer by 213) Get a random number. Next, since this is the normal probability state (the probability flag is OFF), The game control microcomputer 81 selects the table for the normal probability state from the jackpot determination table T1. Whether or not there is a jackpot is determined in advance based on the rule (jackpot determination value is "0" to "164"). In other words, if the jackpot random number is between "0" and "164", it is pre-determined to be a "jackpot" and If the value is other than , it will be judged as a "miss" in advance. A jackpot determination table for advance determination different from Table T1 may be used. The processing of steps S404 to S408 is the same as step S30 of the special figure 2 preliminary determination processing (FIG. 18) described above. 4 to S308 are the same as those in S308, so the explanation will be omitted.
[0099] [Normal operation processing] FIG. 20 is a flowchart of the normal action process (FIG. 16: step S104). The control microcomputer 81 first determines whether the electric chute 22 is in operation (step If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S502. If the electric chute 22 is not in operation (step S501: NO), the process proceeds to step S520. The game control microcomputer 81 determines whether the normal symbol is changing or not (step S5 If the normal symbol is changing (step S502: YES), the process goes to step S50 Skip to 8. If the normal symbol is not changing (step S502: NO), The microcomputer 81 determines whether the number of reserved balls of the normal pattern is "0" or not (step S 503). If the number of reserved balls is "0" (step S503: YES), this process ends. If the number of reserved balls is 1 or more (step S503: NO), the number of reserved balls of the normal pattern is decremented by 1. Therefore, the gate is opened when the number of reserved balls for the normal pattern is "0". When the game ball passes through 28, in step S203 of the start hole sensor detection process (FIG. 17), Then, the number of reserved balls of the normal pattern becomes "1", and then, in this step S504, The reserved balls are consumed and the number of reserved balls for the normal pattern is immediately set to "0". This means that the number of reserved balls for the special pattern is The same applies to step S207 of the start port sensor detection process (FIG. 17). In step S212, the number of reserved special symbols becomes "1", and then Steps S1404 and S1410 in the special symbol waiting process (FIG. 22) The reserved balls are consumed and the number of reserved balls for the special pattern becomes "0". Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T3 (FIG. 8(C)). Specifically, the game control microcomputer 81 first reads the general reserve memory The normal value stored in the first memory area of area 86 (corresponding to the first normal reserve) The random number value of the regular pattern (winning random number value) is read out. Then, the random number value of the regular pattern and the game status (time reduction Whether or not the winning symbol is in a winning state is determined using the normal symbol winning determination table T3. For example, in the non-time-saving state, if the normal pattern random number value is "0" to "2", it is a "win". If the random number value of the normal pattern is other than that, it is judged as a "miss" (Figure 8(C )reference).
[0100] Next, the game control microcomputer 81 checks the normal symbol variation pattern determination table T4 (FIG. 8(D) )) and selects a variation pattern (step S506). The control microcomputer 81 first determines the gaming state (whether or not the time-shortening state) and Using the result of the determination and the normal symbol variation pattern determination table T4, the normal symbol variation pattern is determined. Here, when the time is not shortened, the normal pattern will change. The moving time is determined to be "30 seconds", and when in the time-saving state, the normal pattern fluctuation time is determined to be "1 second". (See FIG. 8(D)). The game control microcomputer 81 selects the normal symbol variation pattern. By setting this, the variable display of the normal symbols is started (step S507).
[0101] In step S508, the game control microcomputer 81 determines whether the normal symbol variation time has elapsed and the game has ended. The normal symbol variation time is the time selected in step S506. If the variable time has not ended (step S50), 8: NO), the game control microcomputer 81 ends this process. On the other hand, if the variable time has ended (step S508: YES), the play The technique control microcomputer 81 stops the variable display (step S509), and If the result is "miss" (step S510: NO), this process On the other hand, if the hit determination is "hit" (step S510: YE S), the game control microcomputer 81 sets the electric chute opening pattern (step S511). The opening pattern of the electric chute 22 is determined based on the electric chute opening pattern determination table T7( Specifically, the game control microcomputer 81 selects the game state by referring to FIG. The state (time-saving state or not) is determined, and the result of the game state determination and the electric chute opening pattern are displayed. The opening pattern of the electric chute 22 is selected using the judgment table T7. When in the time-saving state, "Opening pattern 11" is selected, and when in the time-saving state, "Opening pattern 12" is selected. After the release pattern is selected, the game control microcomputer 81 The electric chute starts operating in accordance with the instruction (step S512), and the process ends.
[0102] In the above-mentioned step S501, if the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether the closing condition of the electric chute 22 is met. The closing condition here is the number of winning balls in the electric chute 22. The maximum number of winning balls (for example, 6 balls) has been reached, or the operation time of the electric chute 22 has The time has passed and the time to close the electric chute 22 has come to be satisfied. The operation time of the electric chute 22 corresponds to the opening pattern selected in step S511. If the closing condition of the electric chute 22 is not satisfied (step S520), If the condition for closing the electric chute 22 is met, the game control microcomputer 81 ends the process. If the condition is met (step S520: YES), the game control microcomputer 81 The operation of the valve 22 is stopped by closing (blocking) it (step S521), and the process is completed.
[0103] [Special Action Processing] FIG. 21 is a flowchart of the special action process (FIG. 16: step S105). Now, the special symbol display device 41 and the big prize device (the first big prize device 31 and the second big prize device 36) is divided into four stages, and each stage is assigned to a "Special Operation Status" The game control microcomputer 81 is called "Special Operation Status" When "S1301" is "1" (step S1301: YES), a special symbol waiting process is performed (S1301: Step S1302). In the special pattern waiting process, the big win determination and the variable pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, Step S1303: YES), and then the special symbol variation process is performed (step S1304). In the processing during the other symbol change, the change stop command is output after the change time has elapsed. When the "Other Operation Status" is "3" (steps S1301, S1303: NO, step Step S1305: YES), and then a special symbol determination process is performed (step S1306). In the pattern determination process, an opening command is output when a jackpot is hit. When the "Work Status" is "4" (steps S1301, S1303, S1305: 0), special electric accessory processing is performed (step S1308). The winning game is executed. Details of each of the above processes will be described later. The default status is "1".
[0104] [Special pattern standby process] FIG. 22 is a flowchart of the special symbol waiting process (FIG. 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first checks whether the number of reserved balls for the special symbol 2 is "0". It is determined whether or not there is a special number of reserved balls (step S1401). If the result is "YES" (step S1401), the second special chart reserved storage area 85b is If there is no memory of the random number group obtained as a result of winning the moving port 21, the process proceeds to step S If the number of reserved balls in the special drawing 2 is "1" or more (Step S1401: N O), the game control microcomputer 81 performs a jackpot determination process (step S1402), and The variation pattern selection process (step S1403) is executed. After the variable pattern selection process, the number of reserved balls in the special chart 2 is decremented by one ( Next, the game control microcomputer 81 stores the second special symbol reserved memory area 85b. The storage location of reserved information (various random numbers) stored in the first to fourth memory areas is changed from the current location. Shift one to the side to be read from the second special chart reservation memory area 85b. The reserved information stored in the location farthest from the issuing side is cleared (step S140 5) For example, if the reserved information is stored in the first to third storage areas, the third storage area Clear the pending information stored in the first to fourth memory areas. In this case, the reserved information stored in the fourth storage area is cleared. In this case, the display screen 7a of the image display device 7 is Then, the reserved image 9B (four reserved images) corresponding to the first storage area of the second special image reserved storage area 85b Among the images 9B, the leftmost reserved image 9B) shifts to the reserved digestion image display area, It is displayed as a digestion image 9C. Also, the second to fourth storage areas of the second special chart reservation storage area 85b Reserved images 9B corresponding to the area (the second, third, and fourth reserved images from the left of the four reserved images 9B) The image 9B) shifts one position to the left (Figure 1). Next, the game control microcomputer 81 can recognize that one remaining balance has been consumed. The process of starting fluctuations in FIG. 2 is performed (step S1406). The start command is set in the command set area 84a of the main RAM 84, and the second special symbol The variable display is started and the variable time timer is set. The fluctuation time determined according to the fluctuation pattern selected in the fluctuation pattern selection process is set. In addition, the game control microcomputer 81 sets the special operation status to "2". In addition, the fluctuation start command set in the special chart 2 fluctuation start process (special chart 2 fluctuation start command ) is set in the special stop pattern data set in the big win determination process (step S1402). Information related to the fluctuation pattern and the fluctuation pattern set in the fluctuation pattern selection process (step S1403) It contains information about the time variation.
[0105] In step S1401, if the number of reserved balls for special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls in the special drawing 1 is "0" or not. If the number of reserved balls in the special drawing 1 is "0" (step S140 7: YES), that is, the first special chart reserved memory area 85a is stored in the first starting slot 20. If the acquired random value group is not stored, the process proceeds to step S1413. If the number of reserved balls in the special chart 1 is "1" or more (step S1407: NO), The control 81 performs a big win determination process (step S1408) and a variation pattern selection process. (Step S1409) is executed. Details of these processes will be described later. After the ball selection process, the number of reserved balls for special drawing 1 is decremented by one (step S1410). Next, the game control microcomputer 81 stores the first to fourth memory areas of the first special symbol reservation memory area 85a. Shifts the storage location of various stored random values by one position from the current position to the side where they are read. At the same time, it is stored in the location farthest from the side to be read in the first special chart reservation memory area 85a. The hold information stored in the first call is cleared (step S1411). The reserved special drawings are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, Reserved image 9A (four reserved images 9) corresponding to the first storage area of the first special image reserved storage area 85a A, the rightmost reserved image 9A) shifts to the reserved digestion image display area side, and the reserved digestion image The image 9C is displayed as the image 9C. In addition, the second to fourth storage areas of the first special chart reservation storage area 85a are The corresponding reserved image 9A (the second, third, and fourth reserved images 9A from the left out of the four reserved images 9A) ) will shift one position to the right (Figure 1). This will allow the player to Next, the game control microcomputer 81 determines whether the special drawing 1 has been changed. In the special image 1 variation start processing, the variation start frame is The command is set in the command set area 84a of the main RAM 84, and the first special symbol variation table is The variable time timer is set and the display is started. The fluctuation time determined according to the fluctuation pattern selected in the fluctuation pattern selection process is set. In addition, the game control microcomputer 81 sets the special operation status to "2" (status Step S1406). The fluctuation start command (special diagram 1) set in the fluctuation start process The variable start command includes the special symbol set in the big win determination process (step S1408). Information about the stop symbol data and the variable pattern selection process (step S1409) The data includes information about the fluctuation pattern (including information about the fluctuation time).
[0106] In step S1407, if the number of reserved balls for special chart 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen or not. The standby screen is a demo screen for waiting customers (step S1413). The game control microcomputer 81, for example, turns on / off a demo screen display flag for waiting for customers. If the standby screen is displayed (step S1413: YES), this process If the screen is not a standby screen (step S1413: NO), the game control microcomputer 81 is a customer waiting command for displaying a waiting scene after a predetermined waiting time has elapsed. The code is set in the command set area 84a of the main RAM 84 (step S1414). This process is completed. As described above, according to the special symbol standby process of this embodiment, the first special symbol is reserved. The display of the special pattern based on this is only performed when the second special pattern reserve is "0". In other words, the consumption of the second special chart reservation will be carried out in priority to the consumption of the first special chart reservation. According to the jackpot type determination table T5 of the form, the lottery based on the second special chart reservation is the first A jackpot that is more profitable for players than a lottery based on a special drawing reservation (a jackpot that is expected to pass V) ) is now easier to win.
[0107] [Jackpot detection process] FIG. 23 is a flowchart of the big win determination process (FIG. 22: steps S1402 and S1408). The jackpot determination process for special chart 2 (step S1402) and the jackpot determination process for special chart 1 The process flow for the determination process (step S1408) is similar, so they will be explained together. In the winning / losing determination process, first, the game control microcomputer 81 determines whether the probability variable flag is ON or not. A determination is made (step S1501). If the probability variable flag is ON (step S1501 :YES), refer to the high probability state table in the jackpot determination table T1 (Figure 8). Specifically, the game control microcomputer 8 1 first reads out the random number value as a judgment value. For example, the jackpot of special chart 2 In the hit determination process, the first storage area of the second special chart reservation storage area 85b (one of the second special chart reservations) The jackpot random number stored in the memory (corresponding to the number) is read out. In the jackpot determination process of Special Diagram 1 , stored in the first storage area (corresponding to the first reserved first special chart) of the first reserved special chart storage area 85a. Next, the game control microcomputer 81 reads out the jackpot random number value that is being referenced. The jackpot determination table T1 and the jackpot random number value are used to determine whether or not a jackpot has occurred. Because the high probability state (probability flag is ON), the high probability of the big hit determination table T1 Whether or not it is a jackpot is determined based on the state table (the jackpot determination value is "0" to "649"). Make a judgment.
[0108] In step S1501, if the probability variable flag is OFF (step S1501: NO ), the game control microcomputer 81 determines whether the normal probability state of the big win determination table T1 (FIG. 8) is true. The state table is referenced to determine whether or not a big win has occurred (step S1504). First, the game control microcomputer 81 determines whether or not a jackpot has been won in the same manner as in step S1502. Read the random number. Next, in this case, in the normal probability state (probability flag is OFF), Therefore, in the jackpot determination table T1, the table for the normal probability state (jackpot determination The value is determined based on whether it is a jackpot or not (value between "0" and "164").
[0109] If the result of the jackpot determination is "jackpot" (steps S1503, S1505: YES ), the game control microcomputer 81 turns on the big win flag (step S15 06), and the type of big win is determined (step S1507). The microcomputer 81 first reads out the jackpot type random number value as a judgment value. For example, in the special drawing 2 big win determination process, the first memory area of the second special drawing reservation memory area 85b is recorded. The stored random number value for the jackpot type is read out. In the jackpot determination process for special chart 1, The jackpot type random number stored in the first storage area of the reserved storage area 85a is read out. Then, the game control microcomputer 81 reads out the jackpot type random number value and the jackpot type determination table. Based on Bull T5 (Figure 9), the type of jackpot is determined. After determining the type of jackpot, The special stop pattern data (Fig. 9) corresponding to the identified jackpot type is set in the main RAM 84. The result is set in the big win type buffer (step S1520), and the process ends. In step S1503 or step S1505, the result of the jackpot determination is "Hadaka In the case of "Re", the special stop pattern data (01H) corresponding to the losing pattern is set in the main RAM84. The result is set in the jackpot type buffer (step S1520), and the process ends.
[0110] [Fluctuation pattern selection process] 24 and 25 show the variation pattern selection process (FIG. 22: steps S1403, S14 09) Flowchart of the variation pattern selection process for special chart 2 (step S1403) The process flow for the variation pattern selection process (step S1409) in Special Figure 1 is similar. In the variation pattern selection process, first, the game control microcomputer 81 selects the game It is determined whether the technique state is in the time-saving state (step S1600). The determination of whether or not the time-saving flag is ON is made based on whether or not the time-saving flag is ON. If the answer is YES in step S1600, the process proceeds to step S1612. If the jackpot flag is not set (step S1600: NO), the game control microcomputer 81 It is determined whether or not the jackpot flag is N (step S1602). If the jackpot flag is set to O (step S1602: NO), the process proceeds to step S1607. In the case of N (step S1602: YES), the game control microcomputer 81 determines whether the jackpot is a special prize. If the jackpot is Special 2 (Step S1603), it is determined whether the jackpot is Special 2 or not. S1603:YES), the jackpot type will always be a V-passing jackpot, so the processing will If the jackpot is Special Chart 1 (Step S1603: NO), skip to Step S1605. The game control microcomputer 81 determines whether the jackpot type is a V-passing jackpot or not. (Step S1604) The determination of the type of big win is performed by the main RAM 84. This is done based on the special stop pattern data.
[0111] If the jackpot type is a V-passing jackpot (step S1604: YES), game control The microcomputer 81 determines whether or not the non-time-saving state V has passed in the fluctuation pattern determination table T6 (FIG. 10). A fluctuation pattern is selected by referring to the table for the expected jackpot (step S160 5) Specifically, the game control microcomputer 81 first calculates a variable pattern random number as a judgment value. For example, in the process of selecting the variation pattern of special chart 2, the second special chart reserved record The variable pattern stored in the first memory area (corresponding to the first of the second special chart reserves) of the memory area 85b In the variation pattern selection process of the special chart 1, the first special chart reserved memory area 85 is read. The random number value of the variation pattern stored in the first memory area of a (corresponding to the first reserved special chart) Next, the game control microcomputer 81 reads out the fluctuation pattern determination table T6 and the fluctuation pattern The fluctuation pattern is selected using the turn random number value. Here, the non-time-saving state V passing scheduled jackpot As a table for use, the fluctuation pattern determination table T6 for the non-time-saving state shown in FIG. Of these, the part corresponding to the V passing jackpot (in the special chart 1, the fluctuation pattern is "P1" to "P3 " part, and in Special Diagram 2 the variation pattern is "P21" to "P23" part) is referred to (A The dress is set. From the readout random number value of the variation pattern, the variation pattern in Special Chart 1 is As "P1" to "P3", and in Special Diagram 2, "P21" to "P23" be selected.
[0112] If the jackpot type is a V non-passing scheduled jackpot (step S1604: NO), game control The microcomputer 81 determines whether the non-time-saving state V is in the non-communication state in the fluctuation pattern determination table T6 (FIG. 10). A fluctuation pattern is selected by referring to the table for the over-scheduled jackpot (step S16 06). Here, as a table for non-time-saving state V non-passing scheduled jackpot, the table shown in Figure 10 Among the fluctuation pattern determination table T6 for non-time-saving states, it corresponds to the V non-passing scheduled jackpot The part ("P4" to "P6") is referenced. From the read fluctuation pattern random number value, One of the fluctuation patterns "P4" to "P6" is selected.
[0113] In step S1602, if the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value or not. Specifically, the game control microcomputer 81 first determines whether the determination value The random number value of the reach is read out. In the variation pattern selection process of the special chart 2, It is stored in the first storage area (corresponding to the first of the second special chart reserves) of the special chart reserve storage area 85b. In the process of selecting the variation pattern of the special chart 1, the first special chart reserved memory area is read. The reach random number stored in the first memory area of 85a (corresponding to the first special chart reservation) Next, the game control microcomputer 81 reads out the reach judgment table T2 (FIG. 8(B)) and , and the reach random number value are used to determine whether or not there is a reach. Here, since it is not in the time-saving state, Among the reach determination table T2, the table for non-time-saving state (reach presence determination value (reach success The system determines whether or not a reach is reached based on the random number (the part between "0" and "13").
[0114] If the reach random number value is a reach establishment random number value (step S1607: YES), that is, In other words, in the case of a reach and miss, the game control microcomputer 81 checks the fluctuation pattern determination table. Among the tables in T6 (Figure 10), the variable pattern is calculated by referring to the table for non-time-saving state reach and miss. A selection of a winning combination is made (step S1608). As a table for this, the fluctuation pattern determination table T6 for the non-time-saving state shown in FIG. , the part corresponding to the reach miss (in the special chart 1, the fluctuation pattern is "P7" to "P14" In the special chart 2, the variation pattern is referred to as "P24" to "P31". Then, from the read fluctuation pattern random number value and the current number of reserved balls (1 to 4) of special chart 1, One of "P7" to "P14" is selected as the turn. From the dynamic pattern random number value and the current number of reserved balls (1 to 4), the fluctuation pattern is "P2 Either "P4" to "P31" will be selected. The variation pattern selected depends on the number of reserved balls. Therefore, the function of shortening the time according to the number of reserved balls is activated. In both 1 and 2, when the number of reserved balls is "3" to "4", the number of reserved balls A fluctuation pattern with a short fluctuation time is selected more often than when is "1" to "2". This speeds up the consumption of special reserved balls when there are many reserved balls. It is possible.
[0115] If the reach random number value is not a reach establishment random number value (step S1607: NO), that is, In the case of a loss without a reach, the game control microcomputer 81 checks the fluctuation pattern determination table. Among the tables in T6 (Figure 10), the variable pattern is calculated by referring to the table for non-time-saving state, no reach, and miss. A selection of a winning combination is made (step S1609). As a table for this, the fluctuation pattern determination table T6 for the non-time-saving state shown in FIG. , the part that corresponds to a no-reach miss (in Special Chart 1, the fluctuation pattern is "P15" to "P16" In the special chart 2, the variation pattern is referred to as "P32" to "P33". In 1, the fluctuation pattern random number value read out and the current number of reserved balls (1 to 4) of the special chart 1 are used to determine the fluctuation. Either "P15" or "P16" is selected as the pattern. The fluctuation pattern is determined from the random number value and the current number of reserved balls (1 to 4) in the special chart 2. Either "P32" or "P33" will be selected. Again, the selection will depend on the number of reserved balls. Since the fluctuation pattern changes, the shortened fluctuation function is activated according to the number of balls in reserve.
[0116] In step S1600, if it is determined that the gaming state is in the time-saving state, The microcomputer 81 determines whether the big win flag is ON or not (FIG. 25: step S1612). After that, the processing in steps S1613 to S1619 is the same as above except for the following points. The process is the same as steps S1603 to S1609 described above, so the explanation will be omitted. The difference between the processing in steps S1613 to S1619 and the processing in steps S1603 to S1609 is that In steps S1615, S1616, S1618, and S1619, the referenced fluctuation pattern The part of the line determination table T6 is the same as the above steps S1605, S1606, S1608, and S1609. Specifically, S1605, S1606, S1608, and S1609 are different. , the fluctuation pattern determination table T6 (FIG. 10) for the non-time-saving state is referenced, whereas In steps S1615, S1616, S1618, and S1619, the variable pattern for time-saving mode is For example, in step S1615, That is, when the jackpot type is a V-passing jackpot, the variable pattern for the time-saving state shown in FIG. Of the table T6, the part corresponding to the V-passing jackpot (in the special chart 1, the variable pattern In the special chart 2, the variation pattern is "P61" to "P63" The part of the variation pattern) is referenced. From the read variation pattern random number value, the variation pattern and For special drawing 2, it is either "P61" to "P63" Also, for example, in the case of step S1616, that is, when the big win type is V In the case of a non-passing scheduled jackpot, the fluctuation pattern determination table T6 for the time-saving state shown in FIG. Of these, the part corresponding to the V non-passing scheduled jackpot ("P44" to "P46") is referred to. From the read random value of the fluctuation pattern, "P44" to "P46" are selected as the fluctuation pattern. Either of the following is selected.
[0117] After the selection of the variation pattern as described above, the game control microcomputer 81 selects the variation pattern. The set fluctuation pattern is set (step S1630), and the process ends. The pattern information is included in the fluctuation start command and output processing (FIG. 16: step S108 ) is transmitted to the sub-control board 90. This starts the variable display of the special symbol. .
[0118] [Special pattern change processing] FIG. 26 is a flowchart of the special symbol variation process (FIG. 21: step S1304). The game control microcomputer 81 first checks whether the special symbol variation time has elapsed or not. The determination is made (step S1701). The variation time of the special symbol is determined based on the variation pattern described above. The fluctuation time is determined according to the fluctuation pattern selected in the selection process (Fig. 24, Fig. 25). If the variable time has not ended (step S1701: NO), this process ends. That is, in step S1406 or S1412 of the special symbol waiting process (FIG. 22), On the other hand, if the variable time has ended (step (Step S1701: YES), set a fluctuation stop command (Step S1702), and execute the special operation. The operation status is set to "3" (step S1703). 81 performs other processing associated with the stop of fluctuation (step S1704). For example, The game control microcomputer 81 controls the display of the special symbol fluctuation based on the set special symbol stopping symbol data. Then, the game control microcomputer 81 performs the process of stopping the reels at the symbols corresponding to the data. End the process.
[0119] [Special design confirmation process] FIG. 27 is a flowchart of the special symbol determination process (FIG. 21: step S1306). The game control microcomputer 81 first performs game state management processing (step S1801 ) The game status management process is a process for managing the number of STs and time reductions. After the game status management process, it is determined whether the big win flag is ON or not. If the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (step Step S1808) and this process is terminated. As a result, the big win game will not start and the special The process moves to the waiting process for another symbol (Figure 22), and a jackpot determination for the next reserved symbol is performed.
[0120] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 8 1 is a setting of the opening pattern of the big prize opening and the V-shaped opening and closing member according to the type of big prize that has been won. Specifically, the game control microcomputer 81 performs a big win. Referring to the mouth opening pattern determination table T8 (Fig. 13), the big win is determined from the special stop pattern data. The opening pattern of the mouth is determined and the determined opening pattern is set. For example, the special stop pattern If the data is "11H", the opening pattern for the big prize slot is "Opening pattern 21". The game control microcomputer 81 also sets the V-shaped opening / closing member opening pattern determination table. With reference to T9 (Fig. 14), the opening pattern of the V-shaped opening / closing member 71 is determined from the special stop pattern data. For example, if the special stop pattern data is "11H", In this case, "opening pattern 31" is set as the opening pattern of the V-shaped opening / closing member 71. The value of the round counter is set together with the opening pattern of the large prize opening and the V-shaped opening and closing member. The round counter is set to the number of rounds according to the type of jackpot won. It counts the number of unit opening games (round games) executed during play. Here, the round counter is set to "16" (FIG. 13(B)).
[0121] After the opening pattern is set, the game control microcomputer 81 performs a game state reset process. (Step S1804). The game state reset process is to reset the probability variable flag and time-saving flag. This is a process to reset the game status (return it to OFF), and the details will be explained later. After that, to start the jackpot game, set the opening command for the jackpot ( Step S1805), and then start opening (Step S1806). The operation status is set to "4" (step S1807), and this process ends.
[0122] [Game status management processing] FIG. 28 is a flowchart of the game status management process (FIG. 27: step S1801). The game control microcomputer 81 first determines whether the probability variable flag is ON or not (step If the probability variable flag is OFF (step S2001: NO), the process If the probability variable flag is ON (Step S2001: YES), skip to Step S2010. ), and the value of the probability variable counter is decremented by 1 (step S2002). is used to count the number of times the special symbol changes during the high probability state. When the game transitions to the high probability state, the probability counter is set to "100". 81 is the result of decrementing the probability counter by 1, whether the counter value becomes "0" or not. If the value of the probability change counter is not "0" (step S2003), If step S2003: NO, the process skips to step S2005. If the value is "0" (step S2003: YES), the probability variable flag is switched OFF. (Step S2004).
[0123] In step S2005, the game control microcomputer 81 determines whether the time-shortening flag is ON. If the time-saving flag is OFF (step S2005: NO), the process returns to step S2005. Skip to S2009. If the time-saving flag is ON (step S2005: YES), The value of the time-saving counter is decremented by 1 (step S2006). It counts the number of times the special symbol changes during the time-saving state. When the game mode is changed to the "play mode", the time-saving counter is set to "100". , the time-saving counter is decremented by 1, and the counter value is judged to be "0" or not. If the value of the time-saving counter is not "0" (step S2007), If step S2007: NO, the process skips to step S2009. If it is "0" (step S2007: YES), the time-saving flag is switched OFF (step S2008: (Up S2008).
[0124] In step S2009, the game control microcomputer 81 executes the game state designation command as the main Set it in the command set area (output buffer) 84a of the RAM 84 and end this process. The game state specification command contains information about the current game state (the ceiling flag is ON) Whether or not, ceiling counter value, whether or not in a probability change state, probability change counter value, whether or not in a time-saving state, time-saving counter The values include the counter values.
[0125] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process returns to step S2010. Skip to S2005. If the ceiling flag is ON (step S2010: YES), The value of the ceiling counter is decremented by 1 (step S2011). bIt is for counting the number of specified spins until the time reduction (Yu-time) is reached, and the ceiling When the lag is ON (low probability state), the number of times the special symbol changes is counted. So, when the ceiling flag is set to ON, the ceiling counter will be set to the specified number of revolutions, "50 The gaming control microcomputer 81 decrements the ceiling counter by 1. As a result, it is determined whether the counter value has become "0" (step S2012). That is, it is determined whether the specified number of rotations until the b time reduction (play time) is reached has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process If the value of the ceiling counter is "0" (step S201), skip to step S2005. 2: YES), the time-saving flag is switched ON (step S2013), and the time-saving counter is set to the time Set "700" as the short number (number of times granted). Then, turn the ceiling flag OFF. (Step S2015) After that, the process of Step S2009 is executed.
[0126] [Game status reset process] FIG. 29 is a flowchart of the game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the probability flag is ON or not ( If the probability flag is OFF (step S2101: NO), the process Skip to step S2103. If the probability variable flag is ON (step S2101: Y ES), and the probability variable flag is switched OFF (step S2102). In step S100, the game control microcomputer 81 determines whether the time-saving flag is ON or not. If the flag is OFF (step S2103: NO), the process skips to 2105. If the time-saving flag is ON (step S2103: YES), the time-saving flag is switched OFF. In step S2105, the game control microcomputer 81 If the ceiling flag is OFF (step S2 If the ceiling flag is ON (step S2105: Y), the process ends. ES), and the ceiling flag is switched OFF (step S2106). During the execution of the technique, the ceiling flag is turned OFF in the non-high probability state and non-time-saving state. , when not in the time-saving state, the low base state is always in effect, so the low base state is in effect during the execution of the jackpot game. become.
[0127] [Special electric accessory processing] FIG. 30 is a flowchart of the special electric accessory process (FIG. 21: step S1308). The game control microcomputer 81 first determines whether the big win end flag is ON. (Step S2200). The "jackpot end flag" is a flag indicating whether or not a jackpot game is currently being played. , the big prize winning devices (first big prize winning device 31 and second big prize winning device 36) based on the opening pattern This flag indicates that all openings have been completed. If the jackpot end flag is ON (status If the answer is YES in step S2200, the process proceeds to step S2230. When the V-opening switch 71 is OFF (step S2200: NO), the V-opening switch 71 is turned on. The closing member operation process is performed (step S2201). It is configured to operate when a predetermined number of game balls enter one major winning hole 30, and V-open In the closing member operation process, when a predetermined number of game balls enters according to the V opening / closing member opening pattern T9, The V-type opening / closing member 71 is opened for a predetermined period of time. Details of the V-type opening / closing member operation process will be described later. After the V opening and closing member operation process, the game control microcomputer 81 opens the big winning opening (first big winning opening 30 and It is determined whether the first and second major winning slots 35 are open (step S2202). If so (step S2202: YES), the process proceeds to step S2210.
[0128] If the big prize opening is not open (step S2202: NO), the game control microcomputer 8 1 determines whether it is time (timing) to open the big prize opening (step S22 03) The time to open the big prize opening is, for example, after the opening time of the big prize has passed. When the time comes for the first round of play to begin, or when the game is temporarily closed after opening, The interval time (closing time) until the big prize entrance is reopened has elapsed, and the opening time is This includes when it is time to start releasing the prize. S2203: NO), the process proceeds to step S2220.
[0129] If it is time to open the big prize opening (step S2203: YES), The game control microcomputer 81 performs a process to open the big prize opening (step S2207). In other words, the game control microcomputer 81 determines the opening pattern (Fig. 13) according to the type of big win. Therefore, the major prize opening (first major prize opening 30 or second major prize opening 35) is opened. After the release process, the game control microcomputer 81 sets a round designation command ( (Step S2208). The round specification command specifies the number of rounds in the currently running jackpot game. The game control microcomputer 81 executes the round designation command as the main The data is set in the output buffer of the RAM 84. In this embodiment, during one round of play, However, in another embodiment, the opening of the big prize slot is not performed multiple times. When the big prize opening is opened multiple times during a round game, the game control microcomputer 81 Determine whether the opening of the big prize slot is the first time in a round, and Only in this case, the round specification command may be set. After the code is set, this process ends.
[0130] In the above-mentioned step S2202, if the big prize opening is open (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the big prize opening is met. (Step S2210). The closing condition here is the When the number of winning balls in the prize slot reaches the specified maximum number of winning balls (for example, 9 balls per round), Or, the time has come to close the main prize entrance (i.e., the main prize entrance has been opened and The condition is that one of the following conditions is met: (1) a predetermined opening time (FIG. 13) has elapsed since the opening of the valve was opened; If the conditions for closing the big prize opening are not met (step S2210: NO), the game The control microcomputer 81 ends this process. On the other hand, if the closing condition of the big prize opening is met, In step S2210, the game control microcomputer 81 closes the big prize opening (close (block) (step S2211).
[0131] In the above step S2203, it is not the time (timing) to open the big prize opening. In this case, the game control microcomputer 81 determines whether the round of play has ended. Now (step S2220). Here, one round is a predetermined number of times from when the big prize gate is closed. The game ends after the time (here, 2 seconds) has elapsed. The closing time (interval time) is included in the open round play before the closing time. The game control microcomputer 81 detects when a predetermined interval time has elapsed since the big prize opening was closed. Depending on whether or not the game has been completed, it is determined whether or not the game has been completed. If the round game has not ended (step S2220: NO), the game control microcomputer 8 1 ends this process.
[0132] If the round of play has ended (step S2220: YES), The icon 81 decrements the round counter by 1 (step S2221). It is then determined whether the value of the round counter is "0" (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the If the specified number of rounds has not yet been played, you must On the other hand, if the round counter value is "0", the jackpot game is ended. As a jackpot end process, set the jackpot ending command (status The ending of the big win is started (step S2227). In the form, the game ball passes through V area 39 in "16R (actually 13R) V passing planned jackpot" If there is an ending time (for example, 18 seconds), the ending time will be "16R (actually 13R) V non-passing" The ending time is the same as if the game ball had not passed through V area 39 in the "Scheduled Jackpot" This allows players to know that the 16th round (actually the 13th round) is a V-passing event. Even if the game ball passes through the V area 39 in the "win" state, "16R (effectively 13R )V Non-passing scheduled jackpot" can be used to make it recognized that the game ball did not pass through V area 39. In addition, in the "16R (actually 13R) V passing jackpot", the ball will go to the V area 39. The ending time if there is no passing is the same length. After the start of the bonus, the jackpot end flag is set to ON (step S2229). This process ends.
[0133] In the above-mentioned step S2200, if the big win end flag is ON (step S2 200:YES), the final round has ended, so the game control microcomputer 81 It is determined whether the time for the ending has elapsed (step S2230). If the waiting time has not elapsed (step S2230: NO), the game control microcomputer 8 On the other hand, if the ending time has elapsed (step S223 0: YES), the game control microcomputer 81 turns off the jackpot end flag and (Step S2231), the big win flag is turned OFF (Step S2232), and the special action The operation status is set to "1" (step S2233). In the operation process, the special symbol waiting process (step S1302) is executed again. The game status setting process (step S2234) described below is executed, and this process is completed.
[0134] [V-shaped opening and closing member operation processing] FIG. 31 is a flowchart of the V-shaped opening / closing member operation process (FIG. 30: step S2201). The game control microcomputer 81 first checks whether the current round game (the relevant round) is being played by the V-shaped opening / closing unit. It is determined whether the material 71 is an open round or not (step S2501). , 2nd round, 4th round, 6th round, 8th round, 10th round, 12th round The round corresponds to the opening round of the V-shaped opening / closing member 71. When the value of the hand counter is "15", "13", "11", "9", "7", or "5", When the opening and closing member 71 is not an open round, it can be determined that the opening and closing member 71 is an open round. (Step S2501: NO), this process ends. This is because there is no need to operate the
[0135] If the V opening / closing member 71 is open round (step S2501: YES), game control The microcomputer 81 determines whether the first winning flag is ON (step S2502 The "first winning flag" refers to the first ball that wins the first winning slot 30 in the round. This flag indicates that a first winning has occurred. If the first winning flag is OFF (YES), the process proceeds to step S2520. Step S2502: NO), and then it is determined whether or not the first ball has won (Step S If the first ball has not been detected as winning (step S2503: NO), this process If there is no winning at the first big winning slot 30 in the round, the V-shaped opening and closing member 71 This is because there is no need to operate the
[0136] If the first ball wins (step S2503: YES), the game control microcomputer 8 1 shorts out the V opening and closing member 71 and performs the V effective period setting process ( Step S2504). The V-shaped opening / closing member 71 is short-circuited by opening the V-shaped opening / closing member 71. In the radiation pattern (Fig. 14(B)), both the "short open" and "long open" cases are Even if there is, it is to execute the short release (here 0.1 seconds) when the first ball enters. In addition, in the case of short-circuit opening of the V-shaped opening / closing member 71, the opening time of the V-shaped opening / closing member 71 is very short. Therefore, the first game ball that entered the first big winning slot 30 does not pass through the V area 39 and enters the non-V area 7. 0. In the V valid period setting process, while the V opening / closing member 71 is open, , and for several seconds after the V-shaped opening / closing member 71 is closed, the V-shaped area sensor 39a detects the game ball. Here, the game control microcomputer 81 sets the V opening / closing member According to the opening pattern of 71 (FIG. 14(B)), the V-shaped opening / closing member 71 is short-circuited (here, The V valid period is set to 1 second during the opening and after the closing of the V opening / closing member 71. The game control microcomputer 81 is configured to operate during the period other than the V valid period (when a jackpot game is not being played). (including the ball) is set in the V invalid period in which the detection of the game ball by the V area sensor 39a is determined to be invalid. Here, "determining that the detection of the gaming ball by the V-area sensor 39a is valid" means This means that the V flag is turned ON based on the detection of the game ball by the V area sensor 39a. (See the V-area sensor detection process (FIG. 33) described later.) "Determine that the detection of the game ball is invalid" means that even if the V-area sensor 39a detects the game ball, This means that the V flag is not turned ON. The reason for including several seconds (the ball brushing period) is that the V-opening / closing member 71 and the V-area sensor 39a Since there is a physical distance between the balls, the balls that entered the V-region 39 just before the V-opening / closing member 71 was closed is detected by the V-region sensor 39a. Here, the V flag is set only when V passage (passage of the game ball into the V area 39) is detected during the V valid period. When V is detected to have passed outside the V valid period (V invalid period), the V flag is not turned ON. In addition, when the V flag is ON, the probability variable flag is ON, that is, The game state after the big win is set to a high probability state (the game state setting process (FIG. 32) described later). )). By doing this, the V flag will be turned ON when a V is passed due to fraud. The V-type opening and closing member 71 is not set to a high probability state. After the V valid period setting process, the game control microcomputer 81 turns on the first winning flag. (step S2505), and then proceed to step S2540.
[0137] In step S2502, if the first winning flag is ON, that is, if the first ball has already been won, If a win has been made (step S2502: YES), the game control microcomputer 81 It is determined whether the prize flag is ON or not (step S2520). If the opening pattern of the V-shaped opening / closing member 71 in the round is a long opening, the first big prize will be awarded. This flag indicates that the second ball has won in the slot 30. When the second winning flag is ON ( If the answer is YES in step S2520, the process proceeds to step S2540. If it is OFF (step S2520: NO), the game control microcomputer 81 It is determined whether the opening pattern of the V-shaped opening / closing member 71 in the step is long opening or not (step If it is not a long open (step S2521: NO), that is, If it is a short release, the process proceeds to step S2540. If the result is "YES" (step S2521), the game control microcomputer 81 detects the winning of the second ball. If the winning of the second ball is not detected, If so (step S2522: NO), the process proceeds to step S2540.
[0138] If the second ball is detected to have won (step S2522: YES), the game control microcomputer 8 1 opens the V opening / closing member 71 to the long position and performs the V valid period setting process (step (Step S2523) The V-shaped opening and closing member 71 is opened by the opening part of the V-shaped opening and closing member 71. In the turn (Figure 14(B)), in the case of "long release", the second ball will be long release (this In this case, the maximum time is 31.5 seconds. The maximum time is 31.5 seconds (maximum opening time of the main prize entrance is 29.5 seconds + interval closing time of 2 seconds) ), so generally, the time from the second ball hitting the hole to the end of the round is 31.5 As will be described later, the V-shaped opening / closing member 71 is forcibly closed at the end of the round. Therefore, the opening time of the long opening of the V-shaped opening / closing member 71 is shorter than 31.5 seconds. However, the long opening of the V-shaped opening / closing member 71 is relatively long, so At least a part of the second and subsequent game balls that enter the first big winning slot 30 passes through the V area 39. In the V valid period setting process, the game control microcomputer 81 The period during which the opening and closing member 71 is open is set as the V valid period, and at the end of the round, the V opening and closing member 71 Set the V invalid period together with the closing. Set the V opening / closing member 71 long opening and V valid period After the process, the game control microcomputer 81 switches the second winning flag to ON (step S2 524), proceed to step S2540.
[0139] In step S2540, the game control microcomputer 81 determines whether the V-shaped opening / closing member 71 is open or not. If the opening / closing member 71 is open (step S2540: YES), The technique control microcomputer 81 determines whether the round of play has ended (step As mentioned above, the game control microcomputer 81 closes the big prize opening and then The round will end depending on whether a predetermined interval time (here, 2 seconds) has elapsed since the start of the round. Determine whether the technique has finished.
[0140] If the round of play has ended (step S2550: YES), The icon 81 switches the first winning flag and the second winning flag to OFF (step S2 551), V-opening / closing member closing processing and V-invalid period setting processing are performed (step S255 2). Here, at the end of the round of play, the game control microcomputer 81 closes the V-shaped opening / closing member 7. 1 is forcibly closed, and after a few seconds (here, 1 second) have passed since the V-shaped opening / closing member 71 is closed, V is set to the invalid period and this process ends.
[0141] If the round of play has not ended (step S2550: NO), The icon 81 determines whether or not the closing condition of the V-shaped opening / closing member 71 is met (step The closing condition of the V switching member 71 is, for example, if the short circuit is opened, V An example of this is that a predetermined period (for example, 0.1 seconds) has elapsed since the opening / closing member 71 was opened. If the closing condition is met (step S2560: YES), the V-shaped opening / closing member closing process and Then, the V invalid period setting process is performed (step S2552), and the process ends. If the condition is not satisfied (step S2560: NO), the V-type opening / closing member 71 is opened, and the V-type opening / closing member 71 is turned on. This process ends with the validity period continuing.
[0142] In step S2540, the game control microcomputer 81 determines that the V-shaped opening / closing member 71 is closed. If it is determined (step S2540: NO), it is determined whether the round game has ended. A determination is made (step S2571). If the round has ended (step S 2571:YES), the game control microcomputer 81 is a first winning flag and a second winning flag The round is completed. If not (step S2571: NO), this process ends.
[0143] [Game status setting process] FIG. 32 is a flowchart of the game status setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON or not (step If the V flag is OFF (step S2301: NO), the time-saving flag is set to ON. N (step S2302), and set the time-saving counter to "100" (step S2 303). As a result, the game state after this jackpot game is "non-high probability state" and "time reduction state". This low probability high base state becomes a "high base state" (i.e., a low probability high base). The variable display of the special pattern will be performed 100 times, or you will win the next jackpot. The program ends when one of the following conditions is met:
[0144] On the other hand, in step S2301, if the V flag is ON (step S2301: Y ES), the game control microcomputer 81 turns on the probability variable flag (step S2304), The variable counter is set to "100" (step S2305), and the V flag is turned OFF ( Step S2306). In addition, the game control microcomputer 81 turns on the time-saving flag (step S2307). The time-saving counter is set to "100" (step S2308). As a result, the game state after this big win is "high probability state", "time-saving state", and "high This high probability high base state is a special pattern. Either the variable display will be displayed 100 times or the next jackpot will be won. It ends when a certain condition is met.
[0145] In step S2310, the game control microcomputer 81 turns on the ceiling flag. The counter is set to "500" as the number of spins required to reach the b time reduction (Yu-time). (Step S2311). As a result, after the big win, the probability variable flag is turned OFF. When you are playing, if you get 500 times, you will enter b time reduction (play time). The game control microcomputer 81 stores the game state designation command in the command set of the main RAM 84. The game state specification command is set in the output area (output buffer) 84a, and this process is completed. The set game state (time reduction flag, time reduction counter, probability variation flag, probability variation counter, ceiling flag) Contains information about ceiling counters).
[0146] [V-area sensor detection process] FIG. 33 is a flowchart of the V-area sensor detection process (FIG. 16: step S106). First, the game control microcomputer 81 detects the game ball by the V-area sensor 39a. It is determined whether or not the game ball is detected by the V-area sensor 39a (step S2601). If there is no detection (step S2601: NO), this process ends. If the answer is YES (step S2601), the game control microcomputer 81 checks whether the V is valid or not. The V valid period is determined by the V opening / closing member operation process (FIG. 3). 1) The period set by the V validity period setting process (steps S2504, S2523) The validity period is the 2nd round, 4th round, 6th round, 8th round, During the 10th and 12th rounds, the V-shaped opening and closing member 71 is opened and closed for several seconds (ball brushing period). If it is not within the valid period (step S2602: NO), this process On the other hand, if the V is in the valid period (step S2602: YES), the game control The microcomputer 81 turns on the V flag (step S2603) and issues a V passing command. The code is set (step S2604), and the process ends.
[0147] [Pending ball processing] FIG. 34 is a flowchart of the reserved ball count processing (FIG. 16: step S107). The control microcomputer 81 first receives the number of reserved balls for special drawing 1, the number of reserved balls for special drawing 1, and the number of reserved balls for special drawing 2 stored in the main RAM 84. 2. The number of reserved balls and the number of reserved balls with normal symbols are read (step S2701). Next, the game control microcomputer 81 stores the reserved ball number command in the command set of the main RAM 84. The number of reserved balls is set in the output area (output buffer) 84a (step S2702). is a command to notify the sub-control board 90 of the number of reserved balls, Figure 2: Contains information about the number of reserved balls and the number of reserved balls with normal symbols. After setting, the game control microcomputer 81 ends this process.
[0148] 7. Operation of the performance control microcomputer 91 35 to 45, the performance control microcomputer provided on the sub-control board 90 (FIG. 4) The operation of the microcomputer 91 will be explained. The sub-RAM 94 stores flags, status, buffers, etc.
[0149] [Sub-control main processing] 35 is a flowchart showing the sub-control main process. When the power supply of the gaming machine 1 is turned on, the sub-ROM 93 executes the sub-control main process. In the sub-control main process, the performance control microcomputer 91 also reads out a program for First, CPU initialization processing is performed (step S4000). For example, sub-CPU 92 settings, resetting various flags, status and counters, etc. The initial value of the flag is "0" or "OFF", and the initial value of the status is " The initial value of the counter is "0". The CPU initialization process starts after power-on. It will be executed only once and will not be executed again.
[0150] After the CPU initialization process, the performance control microcomputer 91 disables interrupts in the interrupt process. (Step S4015), and random number update processing (Step S4020). In the new process, the performance control microcomputer 91 adds 1 to the random number counter value shown in FIG. 7(B). When each random number counter value reaches the set upper limit, it returns to "0" and starts counting again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, the random number may be increased by 2 or more in addition to increasing by 1. Each random number may be a so-called hardware random number.
[0151] After the random number update process, the performance control microcomputer 91 allows the interruption of the interrupt process ( Step S4025). While the interrupt is enabled, the sub-side timer interrupt process (step S40 35) can be executed. The sub-side timer interrupt process is executed by the sub-CPU 92 at a predetermined cycle. This is executed based on the interrupt pulses repeatedly input to the sub-side timer. The interrupt process is executed at a predetermined interval. Then, when the sub-side timer interrupt process is completed, The random number update process is repeated between the time when the sub-side timer interrupt process starts and the time when the next sub-side timer interrupt process starts. and is executed.
[0152] [Sub-side timer interrupt processing] FIG. 36 is a flowchart of the sub-side timer interrupt process (FIG. 35: step S4035). The performance control microcomputer 91 first analyzes the received command (step The details of the received command analysis process will be described later. After the processing, the performance control microcomputer 91 performs processing during the variable performance (step S4305). During the fluctuation performance, the processing is performed by setting a command before the fluctuation ends at a specific timing during the fluctuation performance. This is a process for executing a specific display effect on the display screen 7a, and details will be described later. After the variable performance process, the performance control microcomputer 91 performs switch processing (step In the switch processing, the performance control microcomputer 91 detects the performance button. Switch data (edge data and level data) output based on the detection signal from switch 63a The display contents of the display screen 7a are set based on the received data. The performance control microcomputer 91 then performs command transmission processing (step S4315). In command transmission processing, the performance control microcomputer 91 performs received command analysis processing, etc., and The various commands set in the command set area 94b (output buffer) of 94 are displayed as images. The control board 100, the voice control board 106, the lamp control board 107, and the relay board 108 The image control board 100 that has received the various commands uses the image display device 7 to The display effect is executed according to the command. Also, the voice control board 10 6 executes a sound effect that outputs sound from a speaker 67 in response to the received command. The lamp control board 107 receives various commands and controls the panel lamps in accordance with the received commands. 5 and the frame lamp 66. After the command transmission process, The control microcomputer 91 performs other processing (step S4320) and then ends this processing. Other processes include, for example, random number update processing.
[0153] [Received command analysis process] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The performance control microcomputer 91 first receives a pre-determination command from the main control board 80. If the message has been received (step S44), a determination is made as to whether the message has been received (step S44). 15: YES), the pre-reading effect determination process is performed (step S4420). The "determination process" determines whether to execute the pre-reading effect and, if so, the pre-reading effect pattern. The details of the pre-reading effect determination process will be described later. If not (step S4415: NO), the above-mentioned pre-reading effect determination process is skipped. The pre-reading performance is when the newly stored reserved information in the special reserved memory area 85 includes a jackpot. This is a presentation that suggests there is a high possibility that the value is changing, and is performed during the changing presentation.
[0154] Next, the performance control microcomputer 91 receives a reserved ball number command from the main control board 80. If the message has been received (step S444), a determination is made as to whether the message has been received (step S444). 5: YES), the hold display process is performed (step S4450). The number of reserved balls in the reserved ball number command is included in the special chart 1 reserved ball number, the special chart 2 reserved ball number, and the normal reserved ball number. Based on the information about the number of balls, the counter set area 94d of the sub-RAM 94 is set. , the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal drawing hold effect counter This updates the value of the data not only on the main control board 80 side but also on the sub-control board 90 side. The information on the number of reserved balls can be stored. Based on the value of the reserved effect counter, the second special reserved effect counter, and the normal reserved effect counter Based on this, the reserved images 9A and 9B displayed on the display screen 7a are updated. If the number of balls remaining command has not been received (step S4445: NO), the above-mentioned hold display process is performed. Skip the logic.
[0155] Next, the performance control microcomputer 91 receives a fluctuation start command from the main control board 80. If the message has been received (step S445), a determination is made as to whether the message has been received (step S445). 5: YES), the variable performance start process is performed (step S4460). The "processing" is a process for selecting the variation performance pattern (contents) to be executed during the special pattern variation. On the other hand, if the signal has not been received (step S44 55: NO), the above-mentioned variable effect start processing is skipped.
[0156] Next, the performance control microcomputer 91 receives a fluctuation stop command from the main control board 80. If the message has been received (step S446), a determination is made as to whether the message has been received (step S446). 5: YES), variable performance end processing is performed (step S4470). "Processing" is a process for stopping the variable effect that is executed during the special pattern variation. In the termination process, the performance control microcomputer 91 performs the following operation based on the analysis result of the fluctuation stop command. In addition to setting the counter, a variable performance end command is issued to end the variable performance. This will stop the decorative pattern corresponding to the fluctuating special pattern 1 or special pattern 2. In addition, the performance control microcomputer 91 performs a pre-determination information shift process (FIG. 39) to be described later. If the fluctuation stop command has not been received (step S4465: NO), , the above-mentioned variable performance end processing is skipped.
[0157] Next, the performance control microcomputer 91 receives an opening command from the main control board 80. If the message has been received (step S4475), a determination is made as to whether the message has been received (step S4476). 475: YES), and the opening performance pattern determination process is performed (step S4480 The "Opening performance pattern determination process" is executed at the start of the special game (jackpot game). This is a process for selecting the opening performance pattern (contents) to be used. In the decision process, the performance control microcomputer 91 first analyzes the opening command. Not included in the opening command, the special stop diagram set at the time of the jackpot winning judgment Information about the pattern data is set in the sub-RAM 94. Then, the special stop pattern data is displayed. Select a preset opening effect pattern corresponding to the winning type, Sub-RAM command to start the selected opening effect The command is set in the performance command set area 94b of the program 94. The command to start the opening performance is sent to the command sending process (FIG. 36: step S43 15), when the image control board 100 receives the image control signal, the CPU 102 of the image control board 100 A predetermined opening effect image is read out from the ROM 103 and displayed on the image display device 7. It is to be noted that in step S4475, the opening command is received. If it is not (step S4475: NO), the above-mentioned opening performance pattern is determined. Skip processing.
[0158] Next, the performance control microcomputer 91 receives a round designation command from the main control board 80. If the message has been received (step S4485), a determination is made as to whether the message has been received (step S4486). 485: YES), a round effect pattern determination process is performed (step S4490). The "round performance pattern determination process" is a process for determining the winning pattern of the big prize winning slot in the special game (jackpot game). A process for selecting an open game performance pattern (content) to be executed during the open or during the interval between the open games. In the round effect pattern determination process, the effect control microcomputer 91 first determines the round effect pattern. The round specification command is analyzed, and the special stop pattern data included in the round specification command is The information about the data and the number of rounds is set in the sub-RAM 94. The special stop pattern data is set in advance according to the winning type and the number of rounds. Select the desired round effect pattern and start the selected round effect. The effect start command is set in the effect command set area 94b of the sub-RAM 94. The round effect start command set in the effect command set area 94b is transmitted to the image control board When the image data is transmitted to 100, the CPU 102 reads a predetermined round effect image from the ROM 103. The round instruction is output and displayed on the display screen 7a. If the setting command is not received (step S4485: NO), the above-mentioned round performance pattern is Skip the turn determination process.
[0159] Next, the performance control microcomputer 91 receives an ending command from the main control board 80. If the message has been received (step S4495), a determination is made as to whether the message has been received or not (step S4496). 495: YES), and then the ending performance pattern determination process is performed (step S4500 The "ending performance pattern determination process" is carried out based on the special game (big win game or small win game). The process of selecting the ending performance pattern (content) to be executed during the ending of the game In the ending performance pattern determination process, the performance control microcomputer 91 first determines the ending performance pattern. The ending command is analyzed and the special stop pattern data included in the ending command is The information about the special stop pattern data is set in the sub-RAM 94. Select the ending performance pattern according to the type of game and start the selected ending performance. An ending performance start command for starting the ending performance is set in the output buffer of the sub-RAM 94. The ending effect start command set in the effect command set area 94b is used to control the image. When the image data is transmitted to the board 100, the CPU 102 reads a predetermined ending effect image from the ROM 10. 3 and displays it on the display screen 7a. If not (step S4495: NO), the above-mentioned ending performance pattern determination process is performed. Skip.
[0160] Next, the performance control microcomputer 91 performs other processing (step S4535). In other processes, for example, the performance control microcomputer 91 receives a game state designation command. When this is done, information about the game state included in the game state specification command (time reduction flag, time reduction Counter, probability flag, probability counter, ceiling flag, ceiling counter, etc.) in Sub RAM 9 Specifically, based on the information contained in the game state designation command, the sub-R A time-saving effect counter and a probability effect counter are provided in the counter set area 94d of AM94. The value of the ceiling effect counter is updated. For example, the remaining number of fluctuations (number of games) during time reduction is set in the time-saving effect counter, and the remaining number of fluctuations during the probability change is set in the probability change effect counter. The remaining number of fluctuations until the ceiling is reached is set in the ceiling effect counter. Not only on the main board 80 side, but also on the sub-control board 90 side, information on the number of time reductions, the number of probability changes, and the number of ceiling times In addition, the performance control microcomputer 91 receives a V passing command. When the V passes through the sub-RAM 94, the information is stored in the sub-RAM 94. is based on commands other than those mentioned above (such as customer waiting command, RAM clear notification command, etc.) After that, the process ends.
[0161] [Predictive performance decision processing] FIG. 38 is a flowchart of the pre-reading effect determination process (FIG. 37: step S4420). The performance control microcomputer 91 first performs a pre-determination information rewrite process (step S4 Specifically, the performance control microcomputer 91 receives the pre-determined value from the main control board 80. The jackpot pre-determination result (jackpot determination information), jackpot type pre-determination result, Judgment result (jackpot type information), and fluctuation pattern advance judgment result (fluctuation pattern information ) is stored in the preliminary determination information storage area 94c.
[0162] FIG. 39 is a diagram for explaining the configuration of the pre-determination information storage area 94c. The information storage area 94c stores the jackpot determination information, the jackpot type information, and the variable In addition to the pattern information, the pre-reading effect pattern information is stored. is information indicating the content of the pre-reading effect executed during the variable effect, and is 604. Figure 39(A) shows the first to third reserved special drawings. As a result of the corresponding preliminary judgment, the jackpot judgment information is "miss" and the fluctuation pattern information is "P72 " "P73" are stored in the first to third storage areas, and the pre-determination results corresponding to the fluctuations are The state stored in the area is shown. Figure 39(B) shows a state where the 2 is won, the pre-determination information included in the pre-determination command received from the main control board 80 is The information is stored in the fourth storage area corresponding to the fourth reserved item of the special chart 2. Here, as the pre-determination information, the jackpot determination information "jackpot" and the jackpot type information "2 1H" and fluctuation pattern information "P61" are stored. In addition, special chart 2 reserve The first to fourth storage areas corresponding to the first to fourth items and the area corresponding to the change "Pattern A" is set as the pre-reading performance pattern information for each. Figure 39(C) 39(B) is a state in which the fluctuation has ended and the pre-determination information shift process has been executed. Specifically, the pre-determination information stored in the first storage area is The pre-determination information stored in the second to fourth storage areas is shifted to the first to third storage areas. The pre-determination information in the fourth storage area is cleared. This is executed in the output termination process (FIG. 37: step S4470).
[0163] Returning to FIG. 38, the performance control microcomputer 91 then stores the pre-determination information in the pre-determination information storage area 94c. It is determined whether or not reading performance pattern information is stored (step S4602). Specifically, the performance control microcomputer 91 stores the relevant area of the pre-determination information storage area 94c, It is determined whether or not pre-reading performance pattern information is stored in any of storage areas 1 to 4. If the pre-reading effect pattern information is stored (step S4602: YES), ), this process is terminated. If pre-reading performance pattern information is stored in any of the four storage areas, a new pre-reading performance pattern information is stored. On the other hand, the pre-reading effect pattern information is not stored in the pre-determination information storage area 94c. If no effect pattern information is stored (step S4602: NO), the effect control The official microcomputer 91 receives a pre-determination command and determines that the pre-determination result is a "jackpot." Or, it is determined whether or not there is a "reach miss" (step S4603). Whether it is a "win" or a "miss with reach" is determined based on, for example, the result of the fluctuation pattern pre-determination (fluctuation pattern The performance control microcomputer 91 can determine the turn information based on the received If the pre-determination result included in the determination command is "no reach, miss" (step S4 603: NO), this process ends. This is because there is no need to perform a pre-reading effect. , the pre-determination result included in the received pre-determination command is "jackpot" or "reach" If the result is "miss" (step S4603: YES), it is determined whether or not to execute the pre-reading effect. A pre-reading effect execution determination is performed and a pre-reading effect pattern is selected (step S4 604). Specifically, the performance control microcomputer 91 reads the value of the counter for the pre-read performance random number. The obtained random number value and the pre-reading performance pattern determination table stored in the sub-ROM 93 are used. Whether to perform a pre-reading performance by referring to Bull T51, and when to perform a pre-reading performance Determine the pre-reading performance pattern.
[0164] FIG. 40 is a diagram for explaining the look-ahead effect pattern determination table T51. So, if the preliminary judgment result is "jackpot" and the pre-reading performance random number is "0 to 55", The effect will be "none", and if the pre-reading effect random number value is "56~67", the pre-reading effect will be " If "Pattern A" is selected and the pre-reading random number is "68 to 127", the pre-reading effect will be "Pattern B" is selected. Also, if the pre-judgment result is "Reach with miss", If the random number is "0 to 107", the pre-reading effect will be "none", and the pre-reading effect random number is In the case of "108~114", "Pattern A" is selected as the pre-reading effect, and the pre-reading effect is random. If the number is between 115 and 127, "Pattern B" will be selected as the pre-reading effect. The type of pre-reading pattern, its content, and the range of random numbers to be selected can be set arbitrarily. Cut.
[0165] Returning to FIG. 38, in step S4604, it is determined that the pre-reading effect will be executed. If so (step S4605: YES), the selected pre-reading effect pattern is recorded in the pre-determination information. The pre-reading effect pattern is stored in the memory area 94c (step S4606). When storing the information in the judgment information storage area 94c, the received pre-judgment code is stored in the first to fourth storage areas. Not only the storage area corresponding to the command, but also the storage area before the corresponding storage area and the The pre-reading effect pattern is also stored in the area. Specifically, as shown in FIG. 39(B), In addition to setting "Pattern A" in the fourth storage area corresponding to the pre-determination command, , and set "Pattern A" in the first to third storage areas and in the area in question. The variable performance executed before the variable performance corresponding to the fourth storage area is executed (the area and Even in the variable performance corresponding to the first to third storage areas, the pre-reading performance pattern A is executed. In addition, whether or not the pre-reading effect is executed in the variable effect corresponding to the area depends on the variable effect It depends on the progress of the game. In other words, the timing of executing the pre-reading effect in the variable effect If the time has already passed, the pre-reading effect will not be executed, but the time to execute the pre-reading effect will be If it is before the start of the step, it will be executed at that timing. In step S4604, if it is determined that the pre-reading effect will not be executed (step S46 05:NO), end the process.
[0166] [Variable performance start processing] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The performance control microcomputer 91 first analyzes the fluctuation start command (step S5 000). Here, the performance control microcomputer 91 receives the special stop command included in the variation start command. Information about the symbol data and information about the variation pattern are set in sub-RAM94. The set information includes game status information that indicates the current game status, special chart 1 or special chart The information includes pattern information indicating the pattern as a result of the hit detection process in step 2. The obtained game status information and symbol information can be appropriately referenced by the performance control microcomputer 91. .
[0167] Next, the performance control microcomputer 91 performs a process for determining a basic performance pattern (step S5010). The basic performance pattern determination process determines the basic configuration of the variable performance (for example, the image table Display of background images and their switching on the display device 7, display of predetermined characters and their switching on the display device 7, operation of the device, output of melodies and sound effects using a speaker 67, lighting control of lamps, etc. The variable effects are based on this core effect, and include chance up effects and pre-reading effects. The performance control microcomputer 91 is a sub-ROM 93 The basic performance pattern is determined by referring to the basic performance pattern determination table T52 stored in the Determine.
[0168] FIG. 42 is a diagram for explaining the basic effect pattern determination table T52. There are several basic patterns that perform normal reach performances, and SP1 performances. Multiple types of basic performance patterns that perform SP2 performance, P3 performance is performed using multiple types of core performance patterns and multiple types of performances that do not reach or miss. There are several types of basic performance patterns. The type of basic performance pattern can be set arbitrarily. Here, for example, if the fluctuation pattern included in the fluctuation start command is "P In the case of "1", the basic performance pattern that performs SP1 performance is selected. If the variable pattern included in the bonus is "P72", a no-reach miss effect will be produced. A basic performance pattern is selected.
[0169] Returning to FIG. 41, after determining the basic performance pattern, the performance control microcomputer 91 A process for determining an up effect pattern is carried out (step S5015). The turn determination process is a process for determining an additional effect to be superimposed on the variable effect. The output control microcomputer 91 obtains the value of the chance-up random number counter and calculates the obtained random number. and the chance-up effect pattern determination table T53 stored in the sub-ROM 93. Refer to this to determine the chance-up effect pattern.
[0170] FIG. 43 is a diagram illustrating the chance-up effect pattern determination table T53. Here, in the chance up effect pattern determination table T53, Only the part that determines the variable performance pattern of the special diagram 1 is shown. When the fluctuation pattern included in the fluctuation start command is "P1" to "P16", The following shows the chance up effect patterns that are performed. Decision table T53 has the fluctuation patterns "P21" to "P33" and "P41" to "P56". The part that determines the chance-up effect pattern that is executed in the case of "61" to "73" It may or may not have this component.
[0171] In Figure 43, the chance-up patterns are "2-NO", "2-SP1", and "2-S P2” “2-SP3” “3-NO” “3-SP1” “3-SP2” “3-SP3” “4- NO, 4-SP1, 4-SP2, 4-SP3, and ANO are set. These chance presentation patterns correspond to various chance-up presentations described below.
[0172] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 Then, a count effect pattern determination process is performed (step S5016). The effect pattern determination process is based on the remaining number of variations (number of games) during the probability change and the remaining variations during the time reduction. Number of times, remaining number of fluctuations until reaching the ceiling, number of fluctuations from when the power is turned on, from after the jackpot game This is a process for displaying the number of variations, etc. on the display screen 7a. At the time of a probability change, the remaining number of probability changes is displayed on the display screen 7a based on the value of the probability change performance counter. In addition, the microcomputer 91 for effect control determines the remaining probability of winning based on the value of the time-saving effect counter during the time-saving period. Display the number of times.
[0173] The performance control microcomputer 91 also calculates the value of the ceiling performance counter and the value of the overnight performance counter. The ceiling effect counter shows the remaining time until the ceiling is reached. The number of changes is stored, and the overnight performance counter records the number of changes since the power was turned on. The performance control microcomputer 91 receives, for example, a variable performance end command from the main control board 80. Each time it is received, the overnight performance counter is incremented, The performance control microcomputer 91 can set the number of times the performance will change overnight. When the value of the counter is TH1 (for example, TH1 = 10), the value of the ceiling effect counter is TH2 (for example, If the ceiling effect counter value is TH2 or less, the system determines whether it is TH2 or less. If the value of the ceiling effect counter is greater than TH2, a predetermined chance image is displayed. If the chance image is not displayed, the chance image is not displayed. It is recognized that gaming machine 1 has carried over the number of games played from the previous day and that RAM has not been cleared. In addition, the performance control microcomputer 91 determines whether the value of the overnight performance counter is TH3 (For example, TH3=50) The value of the ceiling effect counter when The output control microcomputer 91 determines whether the value of the overnight effect counter is equal to TH4 (for example, TH4=100). The display showing the value of the ceiling effect counter and the chance image may be erased again. The output control microcomputer 91 determines whether the value of the overnight performance counter is equal to TH5 (for example, TH5=200). The value of the ceiling effect counter at the time of the ceiling effect may be displayed again. Whether or not to display the value of the performance counter is determined based on the value of the overnight performance counter, as described above. It may be determined based on the value of the ceiling effect counter. When the value of the ceiling effect counter is TH6 (for example, TH6=100), the microcomputer 91 , the value of the ceiling effect counter is displayed, and the value of the ceiling effect counter is TH7 (for example, TH7 = 70), turn off the display of the ceiling effect counter value, and when the ceiling effect counter value is TH8( For example, when TH8=50, the value of the ceiling effect counter may be displayed again.
[0174] After the count effect pattern determination process, the effect control microcomputer 91 determines the random number and the stopping pattern. The combination of the stop symbols 8L, 8C, and 8R is determined by referring to the game decision table T54. By doing so, it is possible to determine what kind of effect will be performed as a variable effect. It is decided.
[0175] The performance control microcomputer 91 performs the variable The variable performance start command is sent to sub-RAM94 so that the variable performance based on the performance pattern can be realized. Set the command in the performance command set area 94b (output buffer) (step S5020). The variable effect start command set in the effect command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (FIG. 36: step S4315). Then, the CPU 102 of the image control board 100 reads the variable effect image from the ROM 103. and displays it on the display screen 7 a of the image display device 7 .
[0176] Next, the performance control microcomputer 91 sets the variable performance timer (step S503 0), this process ends. The fluctuation performance timer is set to the fluctuation pattern included in the fluctuation start command. The time period (Figure 42) according to the fluctuation pattern is set. For example, if the fluctuation pattern is " When "P1" is selected, the variable effect timer is set to "40 seconds."
[0177] [Processing during variable effects] FIG. 44 is a flowchart of the processing during the variable performance (FIG. 36: step S4305). The performance control microcomputer 91 determines whether a variable performance is in progress (step S4701). Whether or not a change is being made is determined by, for example, whether or not the change timer is at zero. If the variable effect is not in progress (step SS4701: NO), this process is On the other hand, if a variable effect is being performed (step SS4701: YES), the effect control microphone The controller 91 stores the pre-variation end command in the performance command set area 94b of the sub-RAM 94. It is determined whether it is time to start the command (step S4702). The microcomputer 91 for controlling the performance sends a specific command to the image control board 100 during the changing performance. This is a command to notify the user that it is time to change the image. When a command is received, the performance content will change according to the information contained in the command before the change ends. Or display a specific image.
[0178] If it is not the timing to set a command before the fluctuation ends (step S4702: NO ), this process ends. On the other hand, if it is time to set a command before the fluctuation ends ( Step S4702: YES), the pre-reading performance pattern is stored in the corresponding area of the pre-determination information storage area 94c. It is determined whether there is any game information in the area (step S4703). If there is pattern information (step S4703: YES), the pre-reading effect pattern information is included. The command before the end of the variation is set in the performance command set area 94b of the sub-RAM 94. On the other hand, if there is no pre-reading effect pattern information in the area (step S4704). The command before the end of the change does not include the pre-reading performance pattern information. The command is set in the performance command set area 94b of the RAM 94 (step S4705). As a result, if there is pre-reading performance pattern information in the area, the last 2 seconds of the change performance A command before the end of the fluctuation including the pre-read performance pattern information is transmitted to the image control board 100. Then, the image control microcomputer 101 displays a pre-reading operation on the display screen 7a of the image display device 7. On the other hand, the area is provided with the pre-reading effect pattern information. Even if there is no change, a pre-change end command is sent to the image control board 100 two seconds before the change ends. Here, the image control microcomputer 101 detects that the image has already been displayed on the display screen 7a of the image display device 7. If a preview image is displayed, the preview fade effect will begin. To make.
[0179] 8. Operation of image control microcomputer 101 45, the image control microcomputer 101 provided on the image control board 100 (FIG. 4) The operation of the image control microcomputer 101 will be explained. is stored in the RAM 104. FIG. 45 is a flowchart of the display control process. When the power supply of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103. After the CPU initialization process, the display control process is repeatedly executed. In this process, first, the image control microcomputer 101 receives a variable effect start command from the sub-control board 90. It is determined whether or not a message has been received (step S5001). Step S5001: YES), the image control microcomputer 101 starts the variable effect display ( Step S5002). Specifically, the image control microcomputer 101 receives the variable effect start command. The start command is analyzed, and the specified variable performance image instructed in the variable performance start command is displayed. On the other hand, if it has not been received ( Step S5001: NO), the above process is skipped.
[0180] Next, the image control microcomputer 101 receives a command before the end of the fluctuation from the sub-control board 90. If the signal has been received (step S5003), a determination is made as to whether the signal has been received or not (step S5004). 003: YES), the image control microcomputer 101 starts the pre-reading effect display (step On the other hand, if no image control signal has been received (step S5003: NO), The microcomputer 101 skips the above process.
[0181] Next, the image control microcomputer 101 receives a variable effect end command from the sub-control board 90. It is determined whether or not the signal has been received (step S5005). 5005:YES), the image control microcomputer 101 displays the image in which the variable performance is stopped. The data is read from OM103 and displayed on the image display device 7 to display the variable performance stop display ( Step S5006). On the other hand, if the image has not been received (step S5005: NO), The control microcomputer 101 skips the above-mentioned processing.
[0182] Next, the image control microcomputer 101 performs other processes (step S5007 In other processes, the image control microcomputer 101 receives various commands in addition to the above commands. A predetermined image designated by the command is read out from the ROM 103 and displayed on the image display device 7. For example, the image control microcomputer 101 receives an opening performance start command. When the command is received, the opening performance start command is executed. The output image is read out from the ROM 103 and displayed on the image display device 7. When the start command is received, a predetermined command instructed in the round effect start command is The round effect image is read from the ROM 103 and displayed on the image display device 7. When an ending performance start command is received, The specified ending effect image is read out from the ROM 103 and displayed on the image display device. 7 and terminate this process.
[0183] 9. Movement of the movable body and display of the sub-display screen 64 46 to 50, the operation of the movable board body (first movable part 14, second movable part 15), The operation of the frame movable body (frame movable accessory 69) and the sub-display screen 64 (right sub-display screen 64R , the left sub-display screen 64L, and the upper sub-display screen 64U) will be described. The performance control microcomputer 91 controls the initial operation during the game performance (display performance) and when the power is turned on. The first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 are operated by a drive control. In addition, the performance control microcomputer 91 controls the game performance (display performance) and the power-on. In the initial operation, etc., a display effect is performed in which a specific image is displayed on the sub-display screen 64.
[0184] Figure 46 is an explanatory diagram illustrating the movement of the first movable prop 14. FIG. 10 is an explanatory diagram illustrating a second mode of the accessory 14. The first movable accessory 14 is a vertically long rod-shaped member. The upper end is located near the upper end of the image display device 7, and the lower end is located near the lower end of the image display device 7. The first movable accessory 14 is difficult to see at the top and bottom, and the image is displayed near the center. As shown in FIG. 1, the first movable The object 14 can be stopped at a retracted position (home position) on the left side of the image display device 7. In the retracted position, only a part of the first movable accessory 14 is stored and the remaining part is It may be visible, or it may be completely retracted and difficult to see. As shown in the figure, the first movable accessory 14 can move left and right in front of the image display device 7. The display screen 7a moves (advances) from the retreat position toward the right end of the display screen 7a. The display screen 7a is configured to be movable in the left and right directions in front of the display screen 7a. The first movable prop 14 can be moved in any desired position. As shown in FIG. 47, the first movable accessory 14 can be moved to the right end of the display screen 7a. The first movable accessory 14 can be moved to the position where it is to be stopped (second embodiment). A decorative part may be formed on the part, and the part may be transparent.
[0185] Figure 48 is an explanatory diagram illustrating the second state of the second movable accessory 15. The second movable accessory 15 is It has a rectangular decorative part with the word "OARO" written on it, and is configured to be able to move up and down. As shown in FIG. 1, the second movable accessory 15 is in a retreat position (home position) above the display screen 7a. At this time, the second movable accessory 15 can be partially The second movable prop 15 moves from the state shown in FIG. 1 to the center of the display screen 7a. It moves downwards and stops at the deployed position shown in Figure 48. In this second embodiment, the decorative part is provided on the front side (front surface) of the image display device 7. ) stops so as to cover the center of the display screen 7a. By moving upward (evacuating) from the advanced position of 8, it moves to the evacuated position shown in Figure 1. It can move and remain still there.
[0186] FIG. 49 is an explanatory diagram illustrating the second mode of the movable frame accessory 69. The movable frame accessory 69 is The left and right plates are arranged on the left and right sides of the handle 60. The two members are made of flexible material and are configured to be movable to the right. , one main surface of each member is configured to approach or move away from the handle 60 As shown in FIG. 1, the two members of the movable frame accessory 69 are normally connected by the handle 60. On the left and right sides of ) and is stationary (first mode). As shown in FIG. 49, the two members of the frame movable accessory 69 are They move (advance) from the retracted position in a direction approaching the handle 60, that is, They can move close to each other and come to a stop when they touch the handle 60. When the movable frame accessory 69 is in the advanced position, the handle 60 or the handle 60 The movable frame accessory 69 is moved from the second state to the first state. In addition, the two members can move away from each other.
[0187] FIG. 50 shows the sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and 6A and 6B are explanatory diagrams illustrating display effects of the right sub-display screen 64R, the upper sub-display screen 64U, and the right sub-display screen 64R. The left sub-display screen 64L and the upper sub-display screen 64U each independently display an image. In addition, it is possible to perform a performance linked with the image on the display screen 7a. .
[0188] 10. Examples of the effects, modifications, and aspects of this embodiment Below, we will explain each example of the performance (display performance example, role object moving performance example) of this embodiment. Examples of effects, modifications, and modes of the above-mentioned production examples will also be explained. As described above, the effects are generated based on various information (such as jackpot information) sent from the game control microcomputer 81. Based on the information on the winning combination, the winning type, the fluctuation pattern, and the advance judgment information, This effect is realized by the control microcomputer 91 (image control microcomputer 101). The following display examples are executed on the display screen 7a of the image display device 7. In the examples, the hold display (hold icon) may be omitted.
[0189] The decorative pattern side-by-side effects A to C will be explained below using Figures 51 to 53. The horizontal pattern effect is executed during the change of the decorative pattern effect. The controller 101 analyzes the command received from the sub-control board 90 and executes the horizontal arrangement of decorative patterns. If the instruction is included, the corresponding image data is read from the ROM 103 and the image is displayed. An image is displayed on the display screen 7a of the device 7 or the sub-display screen 64.
[0190] [Decorative design side-by-side production A] FIG. 51 is a diagram for explaining the decorative pattern horizontal arrangement effect A. The decorative pattern horizontal arrangement effect is Of the three decorative patterns 8L, 8C, and 8R displayed on the display screen 7a, The combination of two decorative patterns arranged side by side changes. shows an example of one variation of the special chart variation, and Figure 51 (G) to (L) shows an example of another variation. There are.
[0191] In the decorative pattern horizontal arrangement performance A, first, as shown in FIG. 51(A), the decorative The symbols 8L, 8C, and 8R are displayed in rapid fluctuation. Here, the reserved icon 9A and the variable icon The icon (relevant hold icon) 9C is not displayed, but it may be displayed.
[0192] Decorative patterns 8L, 8C, and 8R are left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. It is a set of patterns including, and by the variable display of a set of patterns, a variable display of a special pattern (special pattern The special drawing result is announced by the stop display of a set of symbols. The pattern may be either the first special pattern or the second special pattern. The right decorative pattern 8C and the left decorative pattern 8R are displayed from the top to the bottom of the display screen 7a. When the speed is slow, multiple numbers are displayed vertically. The arrangement of the decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R is shown on the display screen 7a. The numbers are arranged in the order of "123456789" from the top down. The decorative pattern 8C and the right decorative pattern 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, there are three patterns: left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. Each column has a decorative pattern representing "123456789" moving in the vertical direction. The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are shown in Figure 51(A). When the rapid fluctuation display shown in is displayed, each symbol becomes difficult to see, indicating that it is moving at high speed. On the other hand, when the slow fluctuation display is displayed, the center decorative pattern 8C in Figure 51(B) In this way, in each pattern arrangement, a plurality of number patterns are displayed vertically in a visible manner on the display screen 7. It frames in from the top edge of the display screen 7a, moves downward, and frames out from the bottom edge of the display screen 7a. do.
[0193] As shown in Figure 51(B), the left decorative pattern 8L and the right decorative pattern 8R decelerate in order to a high speed. The display changes from a fluctuating display to a slow fluctuating display, and then stops at "3". The "3" of the left decorative symbol 8L is displayed stopped at the top of the display screen 7a, and the "3" of the right decorative symbol 8R is displayed The "3" is displayed in a stopped state at the bottom of the display screen 7a. The symbols are displayed in one of three positions: the top, middle, or bottom row. In the column, one of the decorative patterns "123456789" is displayed in the upper or middle row of the display screen 7a. If the reel stops on either the top or bottom row, the other decorative symbols will disappear. The display changes from high speed to low speed, and in each row of symbols, multiple numbers lined up vertically The character pattern becomes visible.
[0194] After that, as shown in FIG. 51(C), the middle decorative symbol 8C is displayed stopped on the upper row of the display screen 7a. (The same applies after the temporary stop display.) In this case, the stop display is "3". In the upper row of the side 7a, the "3" of the left decorative pattern 8L and the "3" of the center decorative pattern 8C are aligned horizontally (water The "3" in the right decorative pattern 8R on the bottom of the display screen 7a is arranged in a horizontal direction. Two decorative patterns (left decorative pattern 8L "3" and center decorative pattern 8C "3") are arranged horizontally. It will be in a state where it is not possible.
[0195] After that, as shown in FIG. 51(D), the center decoration image that was displayed in a static state on the upper part of the display screen 7a is The "3" of the pattern 8C moves downward again and is again displayed stationary at the bottom of the display screen 7a. As a result, in the lower part of the display screen 7a, the "3" of the middle decorative pattern 8C and the "3" of the right decorative pattern 8R are displayed. " are arranged horizontally, and the " "3" is the other two decorative patterns ("3" in the middle decorative pattern 8C and "3" in the right decorative pattern 8R). In this way, the three decorative patterns 8L, 8C, and 8R are not lined up horizontally. The combination of two decorative patterns arranged horizontally changes (Figure 51(C) ) is executed for the first time, and Figure 51(D) is executed for the second time, indicating a high probability of winning. It is suggesting.
[0196] After that, as shown in FIG. 51(E), the center decoration image that was displayed in a static state at the bottom of the display screen 7a is The "3" on the pattern 8C moves again (moves downward again). Then, as shown in Figure 51(F), The middle decorative symbol 8C is displayed in the middle of the display screen 7a. As a result, the "3" in the left decorative pattern 8L in the upper row of the display screen 7a and the "3" in the center of the display screen 7a The "3" in the middle decorative pattern 8C of the row and the "3" in the right decorative pattern 8R of the bottom row of the display screen 7a are diagonally If they line up in the same direction, the winning number is "333".
[0197] 51(G) to (L) show an example of a variation different from that shown in FIGS. 51(A) to (F). In another variation, first, as shown in FIG. 51(A), decorative symbols 8L, ... C and 8R are displayed in rapid fluctuation. Then, as shown in Figure 51(G), the left decorative pattern 8L and The right decorative pattern 8R will decelerate in order from a high speed fluctuation display to a low speed fluctuation display, and then At this time, the left decorative symbol 8L is displayed as "3" on the display screen 7a. The right decorative symbol 8R "3" is displayed stopped at the top of the display screen 7a. Here too, the decorative symbols are displayed in one of three positions on the display screen 7a: the top, middle, or bottom. In each of the varying symbol arrangements, one of the numbers "123456789" is displayed. When one decorative symbol stops on the top, middle, or bottom row of the display screen 7a, another decorative symbol The display disappears. The middle decorative pattern 8C slows down and changes from a high speed fluctuation display to a low speed fluctuation display. In each symbol row, a plurality of vertically arranged number symbols are visible.
[0198] After that, as shown in FIG. 51(H), the middle decorative symbol 8C is displayed stopped in the middle of the display screen 7a. In this example, the number "3" is displayed. The "3" in the left decorative pattern 8L and the "3" in the middle decorative pattern 8C are aligned horizontally. The "3" in the right decorative pattern 8R in the upper row of the display screen 7a is the other two decorative patterns (left decorative pattern It will not be aligned horizontally with the "3" in pattern 8L and the "3" in the middle decorative pattern 8C.
[0199] After that, as shown in FIG. 51(I), the center decoration image that was displayed in a static state in the middle of the display screen 7a is The "3" of the pattern 8C and the "3" of the right decorative pattern 8R that was displayed in the upper part of the display screen 7a Both move downward again and are again displayed frozen at the bottom of the display screen 7a. Therefore, in the lower part of the display screen 7a, the "3" of the middle decorative pattern 8C and the "3" of the right decorative pattern 8R are lined up horizontally, and the "3" in the left decorative pattern 8L in the middle of the display screen 7a appears. " is combined with the other two decorative patterns (the "3" in the middle decorative pattern 8C and the "3" in the right decorative pattern 8R) In this way, the three decorative patterns 8L, 8C, and 8R are not aligned horizontally. The combination of two decorative patterns arranged horizontally changes (Figure 51(H) When the first time is played and the second time is played) in Figure 51(I), it indicates a high probability of winning. is doing.
[0200] After that, as shown in FIG. 51(J), the center decoration image that was displayed in a static state at the bottom of the display screen 7a is The "3" on the pattern 8C moves again (moves downward again). Then, as shown in Figure 51(L), The middle decorative pattern 8C is displayed in a stopped state at the bottom of the display screen 7a. After the decorative symbol 8C is stopped and displayed at the bottom of the display screen 7a, the left decorative symbol 8L "3" The image moves downward again and is again displayed stationary at the bottom of the display screen 7a. The "3" in the left decorative pattern 8L in the bottom row of 7a, the "3" in the middle decorative pattern 8C, and the "3" in the right decorative pattern 8R The "3"s lined up in a horizontal row make the winning number "333".
[0201] [Decorative design side-by-side production B] FIG. 52 is a diagram for explaining the decorative pattern horizontal arrangement effect B. The decorative pattern horizontal arrangement effect is Of the three decorative patterns 8L, 8C, and 8R displayed on the display screen 7a, The combination of two decorative designs arranged side by side (facing the ceiling) changes.
[0202] In the decorative pattern horizontal arrangement performance B, first, as shown in FIG. 52(A), the decorative The symbols 8L, 8C, and 8R are displayed in rapid fluctuation. Here, the reserved icon 9A and the variable icon The icon (relevant hold icon) 9C is not displayed, but it may be displayed.
[0203] Decorative patterns 8L, 8C, and 8R are left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. It is a set of patterns including, and by the variable display of a set of patterns, a variable display of a special pattern (special pattern The special drawing result is announced by the stop display of a set of symbols. The pattern may be either the first special pattern or the second special pattern. The right decorative pattern 8C and the left decorative pattern 8R are displayed from the top to the bottom of the display screen 7a. When the speed is slow, multiple numbers are displayed vertically. The arrangement of the decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R is shown on the display screen 7a. The numbers are arranged in the order of "123456789" from the top down. The decorative pattern 8C and the right decorative pattern 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, there are three patterns: left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. Each column has a decorative pattern representing "123456789" moving in the vertical direction. The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are shown in Figure 52(A). When the rapid fluctuation display shown in is displayed, each symbol becomes difficult to see, indicating that it is moving at high speed. On the other hand, when the slow fluctuation display is displayed, the center decorative pattern 8C in Figure 52(B) In this way, in each pattern arrangement, a plurality of number patterns are displayed vertically in a visible manner on the display screen 7. It frames in from the top edge of the display screen 7a, moves downward, and frames out from the bottom edge of the display screen 7a. do.
[0204] As shown in Figure 52(B), the left decorative pattern 8L and the right decorative pattern 8R decelerate in turn to high speed. The display changes from a fluctuating display to a slow fluctuating display, and then the display stops at "3" (after the temporary stop display). At this time, the "3" of the left decorative pattern 8L is displayed in the upper row of the display screen 7a. The right decorative symbol 8R, "3", is displayed stopped at the bottom of the display screen 7a. The decorative pattern is displayed in one of three positions on the display screen 7a: the upper, middle, or lower row. In each of the varying pattern arrangements, one of the decorative patterns "123456789" When the reel stops on the top, middle, or bottom row of the display screen 7a, the display of other decorative symbols disappears. The middle decorative pattern 8C slows down and changes from a high speed change display to a low speed change display, and in each pattern row This makes it possible to see multiple vertically arranged number patterns.
[0205] After that, as shown in FIG. 52(C), the middle decorative symbol 8C is displayed stopped on the upper row of the display screen 7a. In this example, the number "3" is displayed. As a result, the following appears on the upper part of the display screen 7a: The "3" in the left decorative pattern 8L and the "3" in the middle decorative pattern 8C are aligned horizontally. The "3" in the right decorative pattern 8R in the lower row of the display screen 7a is the other two decorative patterns (left decorative pattern It will not be aligned horizontally with the "3" in pattern 8L and the "3" in the middle decorative pattern 8C.
[0206] The middle decorative pattern 8C may be displayed in a stopped state different from that shown in FIG. 52(C). That is, the middle decorative pattern 8C may stop in the upper row of the display screen 7a, as well as in the middle or lower row. Also, the center decorative pattern 8C stops with a different number than the left decorative pattern 8L and the right decorative pattern 8R. For example, if the middle decorative pattern 8C shows "3" in the middle row, On the other hand, the middle decorative pattern 8C is a jackpot other than "3". If the numbers are displayed as stopped numbers in the upper, middle, or lower rows (for example, Figure 52 (I)), The winning combination stops when the left decorative pattern 8L and the right decorative pattern 8L are displayed as shown in Figure 52(C). The same number "3" as the pattern 8R, and one of the left decorative pattern 8L and the right decorative pattern 8R When the reels stop on the same horizontal line, the middle decorative pattern 8 appears as a chance effect. The other decorative pattern (here, the right decorative pattern 8R) that is not aligned with C on the horizontal line is re-varied. is executed.
[0207] That is, as shown in Figure 52(C), by the stop display of the middle decorative pattern 8C, three decorations Two of the decorative patterns 8L, 8C, and 8R (left decorative pattern 8L and center decorative pattern 8C) are the same. As shown in Figure 52(D), the remaining decorative patterns are arranged horizontally with the same numbers. A re-variation is performed for (right decorative pattern 8R).
[0208] After the re-variation of the right decorative pattern 8R in Figure 52(D), as shown in Figure 52(E), the right decorative pattern 8R is displayed as a stopped number at the bottom of the display screen 7a. Here, "3" is displayed as a stopped number. The right decorative symbol 8R may be displayed in a different manner from that shown in Figure 52(E). The right decorative symbol 8R may stop on the lower row of the display screen 7a, as well as on the upper row or middle row. In addition, the right decorative pattern 8R stops with a different number than the left decorative pattern 8L and the center decorative pattern 8C. For example, if the right decorative pattern 8R stops and displays "3" on the top row, The flat line will result in a jackpot of "333" (Figure 52(J)). On the other hand, the right decorative pattern 8R is "3 If a number other than " is displayed in the upper, middle or lower row (for example, Figure 52 (K )), and it stops at a miss. Then, as shown in Figure 52(E), the left decorative pattern 8L and the center The number "3" is the same as the decorative pattern 8C, and is different from the left decorative pattern 8L and the center decorative pattern 8C. When the stop display is on the line (horizontal line), the left decorative pattern 8L and One of the middle decorative patterns 8C moves downward again and lines up with the right decorative pattern 8R, and the other one changes again.
[0209] That is, as shown in Figure 52(E), the right decorative pattern 8R "3" is displayed stopped in the lower row. In this case, as shown in Figure 52(F), the middle decorative pattern 8C moves downward again, and This will stop the display. Two of the three decorative symbols 8L, 8C, and 8R will appear. (Central decorative pattern 8C and right decorative pattern 8R) are arranged horizontally with the same numbers, so as shown in Figure 52(G) As shown, the remaining decorative patterns that are not lined up (left decorative pattern 8L) are re-varied. do.
[0210] After the re-variation of the left decorative pattern 8L in Figure 52(G), the right decorative pattern is changed as shown in Figure 52(H). 8R is displayed as a stopped number at the bottom of the display screen 7a. Here, "3" is displayed as a stopped number. The left decorative pattern 8L is different from the one in Figure 52(H). The left decorative symbol 8L may be displayed in a different manner. In addition to the bottom row, it may stop at the top row or middle row. Also, the left decorative pattern 8L is the middle decorative pattern 8 There are cases where the stop display is different from the C and right decorative pattern 8R. For example, the left decorative pattern For pattern 8L, if "4" stops and displays on the bottom row, it is confirmed as a miss of "433" on the horizontal line. Stop (Figure 52(L)).
[0211] Figure 52(I) shows that after Figure 52(B), the middle decorative pattern 8C is displayed as "4" in the middle of the display screen 7a. This shows the state where the symbols are stopped. In this case, the three decorative symbols 8L, 8C, and 8R are Since the two decorative patterns have the same number and are not lined up horizontally, the reel will stop at a miss.
[0212] Figure 52(J) shows that after Figure 52(D), the right decorative pattern 8R is "3" on the top row of the display screen 7a. This shows the state where the reels are stopped. In this case, the horizontal line will be a jackpot of "333". .
[0213] Figure 52(K) shows that after Figure 52(D), the right decorative pattern 8R is "4" on the top row of the display screen 7a. This shows the state where the stop is displayed. In this case, the horizontal line is off "334" and the stop is confirmed. It will stop.
[0214] Figure 52(L) shows that after Figure 52(G), the left decorative pattern 8L is "3" on the bottom of the display screen 7a. This shows the state where the stop is displayed. In this case, the horizontal line is off "433" and the stop is confirmed. It will stop.
[0215] [Decorative design side-by-side production C] FIG. 53 is a diagram for explaining the decorative pattern horizontal arrangement effect C. The decorative pattern horizontal arrangement effect is Of the three decorative patterns 8L, 8C, and 8R displayed on the display screen 7a, The combination of two decorative patterns arranged side by side changes. shows an example of one variation of the special chart variation, and Figure 53 (G) to (L) shows an example of another variation. There are.
[0216] In the decorative pattern horizontal arrangement effect C, first, as shown in FIG. 53(A), the decorative The symbols 8L, 8C, and 8R are displayed in rapid fluctuation. Here, the reserved icon 9A and the variable icon The icon (relevant hold icon) 9C is not displayed, but it may be displayed.
[0217] Decorative patterns 8L, 8C, and 8R are left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. It is a set of patterns including, and by the variable display of a set of patterns, a variable display of a special pattern (special pattern The special drawing result is announced by the stop display of a set of symbols. The pattern may be either the first special pattern or the second special pattern. The right decorative pattern 8C and the left decorative pattern 8R are displayed from the top to the bottom of the display screen 7a. When the speed is slow, multiple numbers are displayed vertically. The arrangement of the decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R is shown on the display screen 7a. The numbers are arranged in the order of "123456789" from the top down. The decorative pattern 8C and the right decorative pattern 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, there are three patterns: left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. Each column has a decorative pattern representing "123456789" moving in the vertical direction. The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are shown in Figure 53(A). When the rapid fluctuation display shown in is displayed, each symbol becomes difficult to see, indicating that it is moving at high speed. On the other hand, when the slow fluctuation display is displayed, the middle decorative pattern 8C in Figure 53(B) In this way, in each pattern arrangement, a plurality of number patterns are displayed vertically in a visible manner on the display screen 7. It frames in from the top edge of the display screen 7a, moves downward, and frames out from the bottom edge of the display screen 7a. Here, the decorative symbols are displayed in one of three positions on the display screen 7a: the top, middle, or bottom. In each of the varying symbol arrangements, When one decorative symbol stops at the top, middle, or bottom of the display screen 7a, another decorative symbol The pattern display disappears.
[0218] As shown in Figure 53(B), the left decorative pattern 8L and the right decorative pattern 8R decelerate in turn to high speed. The display changes from a fluctuating display to a slow fluctuating display, and then the display stops at "3" (after the temporary stop display). At this time, the "3" in the left decorative pattern 8L and the "3" in the right decorative pattern 8R are This is also displayed frozen on the upper part of the display screen 7a. The "3" in the left decorative pattern 8L and the "3" in the right decorative pattern 8R are aligned horizontally. The middle decorative pattern 8C during the change display is the other two decorative patterns (the "3" of the left decorative pattern 8L) And the right decorative pattern 8R "3") and the middle decorative pattern 8C are not aligned horizontally. , slowing down to a slow change from a high-speed change display, and in each pattern row, multiple vertically aligned The number pattern becomes visible.
[0219] After that, as shown in FIG. 53(C), the middle decorative symbol 8C is displayed stopped in the middle of the display screen 7a. In this case, the stop display is "3". Note that the middle decorative pattern 8C is different from Figure 53(C). In other words, the middle decorative symbol 8C may be displayed in a different manner. In addition to the middle row, it may stop at the top or bottom row. Also, the middle decorative pattern 8C is the left decorative pattern 8 There are cases where the stop display is different from the L and right decorative pattern 8R. For example, the middle decorative pattern For pattern 8C, if "3" stops on the top row, the horizontal line on the top row will be "333" and the jackpot will be On the other hand, the middle decorative pattern 8C is a number other than "3" and can be placed in either the upper, middle or lower row. If the stop display is displayed, it will stop at a miss. Then, as shown in Figure 53(C), the left decorative pattern The same number "3" as 8L and right decorative pattern 8R, and the left decorative pattern 8L and right decorative pattern When the horizontal line (line) is different from 8R, i.e., when the stop is displayed in the middle or bottom row As a chance performance, one of the left decorative pattern 8L and the right decorative pattern 8R moves downward again, Alongside the middle decorative pattern 8C, the other one changes again.
[0220] That is, as shown in Figure 53(C), the "3" of the middle decorative pattern 8C is stopped and displayed in the middle row. In this case, as shown in Figure 53(D), the left decorative pattern 8L (or the right decorative pattern 9R) It moves downward again and stops in the middle. This causes three decorative symbols 8L, 8C, and 8 Two of the R decorative patterns (left decorative pattern 8L and center decorative pattern 8C) are aligned horizontally with the same number. Therefore, as shown in Figure 53(E), the remaining decorative pattern (right decorative pattern 8R) that is not aligned Then, a re-variation is performed.
[0221] After the re-variation of the right decorative pattern 8R in Figure 53(E), as shown in Figure 53(F), the right decorative pattern 8R is displayed as a stopped number in the middle of the display screen 7a. Here, "3" is displayed as a stopped number. Therefore, the horizontal line will be a jackpot of "333". The right decorative pattern 8R is shown in Figure 53 (F ) may be displayed in a different manner from the display screen. In addition to the middle row of 7a, it may stop at the upper or lower row. Also, the right decorative pattern 8R is the left decorative pattern The stop display may be different from the pattern 8L and the middle decorative pattern 8C. For example, the right decorative If the symbol 8R is a number other than "3" and stops on the top, middle, or bottom row, On the other hand, the left decorative pattern 8L and the center decorative pattern 8C are the same number "3" , and the left decorative pattern 8L and the center decorative pattern 8C are displayed on different lines (horizontal lines) In this case, as a chance production, one of the left decorative pattern 8L and the center decorative pattern 8C moves again, The right decorative pattern is lined up with 8R, and the other one changes again.
[0222] 53(G) to (L) show an example of a variation different from that shown in FIGS. 53(A) to (F). In another variation, first, as shown in FIG. 53(A), decorative symbols 8L, ... C, 8R are displayed in rapid fluctuation. Then, as shown in Figure 53(G), three decorative symbols 8 Two decorative patterns out of L, 8C, and 8R (here, the left decorative pattern 8L and the center decorative pattern 8C) At the same time, the speed decelerates and changes from high speed fluctuation display to low speed fluctuation display, and then the display screen The number "3" is displayed on the top row of the display screen 7a. The symbols are displayed in one of three positions: the top, bottom, and bottom. , one of the decorative patterns "123456789" is displayed on the upper, middle, or lower row of the display screen 7a. When one of the symbols stops, the other symbols disappear. In the upper row of the figure, the "3" of the left decorative pattern 8L and the "3" of the middle decorative pattern 8C are horizontally (horizontally ) and the fluctuating right decorative pattern 8R is in a state where the other two decorative patterns (left decorative pattern 8 It will not be lined up horizontally with the "3" in L and the "3" in the middle decorative pattern 8C.
[0223] In addition, two of the three decorative patterns 8L, 8C, and 8R (here, the left decorative pattern Pattern 8L and central decorative pattern 8C may be displayed in a different manner from Figure 53(G). That is, the left decorative pattern 8L and the center decorative pattern 8C are displayed not only in the upper row of the display screen 7a but also in the middle row and the lower row. The left decorative pattern 8L and the center decorative pattern 8C may stop at different numbers. The stop display may be at a different vertical position. If the left decorative pattern 8L and the center decorative pattern 8C stop and display with different numbers, it is a miss. Then, as shown in Figure 53(G), the left decorative pattern 8L and the center decorative pattern 8C are the same. If the numbers are displayed on the same horizontal line, it is a chance effect. The three decorative symbols 8L, 8C, and 8R change again, and the probability of winning is high (for example, 30%). Two of the three decorative patterns 8L, 8C, and 8R As for the pattern, any combination other than the combination of left decorative pattern 8L and center decorative pattern 8C will stop displaying. This may also be the case.
[0224] That is, as shown in Figure 53(G), two of the three decorative patterns 8L, 8C, and 8R The decorative symbols (here, the left decorative symbol 8L and the center decorative symbol 8C) stop display, and two The decorative patterns (left decorative pattern 8L and center decorative pattern 8C) are arranged horizontally with the same numbers, so Figure 53 ( As shown in H), the three decorative patterns 8L, 8C, and 8R are re-varied. , which suggests that the probability of winning is high (for example, 30%).
[0225] Then, as shown in Figure 53(I), two of the three decorative patterns 8L, 8C, and 8R are The decorative symbols (here, the middle decorative symbol 8C and the right decorative symbol 8R) simultaneously decelerate and change to a high-speed variable symbol. The display changes from a slow fluctuation display to a stop display of "3" in the middle of the display screen 7a. In FIG. 53(I), in the middle of the display screen 7a, the "3" of the middle decorative pattern 8C and the right The "3" of the decorative pattern 8R is aligned horizontally, and the left decorative pattern 8 L is the other two decorative patterns (the "3" in the middle decorative pattern 8C and the "3" in the right decorative pattern 8R). The images are not aligned horizontally.
[0226] In addition, two of the three decorative patterns 8L, 8C, and 8R (here, the middle decorative pattern) Pattern 8C and right decorative pattern 8R) may be displayed in a different manner from Figure 53(I). That is, the middle decorative pattern 8C and the right decorative pattern 8R are displayed not only in the middle row of the display screen 7a but also in the upper and lower rows. In addition, the center decorative pattern 8C and the right decorative pattern 8R have different numbers. The stop display may be at a different vertical position. If the center decorative pattern 8C and the right decorative pattern 8R stop and display with different numbers, it is a miss. Then, as shown in Figure 53(I), the center decorative pattern 8C and the right decorative pattern 8R are the same. If the numbers are displayed on the same horizontal line, it is a chance effect. (2nd time) The three decorative symbols 8L, 8C, and 8R will change again, and the chances of winning will be high. It is suggested that the ratio is (for example, 60%). Of the three decorative patterns 8L, 8C, and 8R, As two decorative patterns, any combination other than the combination of the center decorative pattern 8C and the right decorative pattern 8R may also be displayed as stopped.
[0227] That is, as shown in Figure 53(I), two of the three decorative patterns 8L, 8C, and 8R By stopping the decorative pattern (here, the middle decorative pattern 8C and the right decorative pattern 8R), two The decorative patterns (middle decorative pattern 8C and right decorative pattern 8R) are lined up horizontally with the same numbers, so Figure 53 ( As shown in J), the three decorative patterns 8L, 8C, and 8R are re-varied. This suggests that the probability of winning is even higher (for example, 60). .
[0228] Then, as shown in Figure 53(K), two of the three decorative patterns 8L, 8C, and 8R are The decorative symbols (here, the left decorative symbol 8L and the right decorative symbol 8R) simultaneously decelerate and change to a high-speed variable symbol. The display changes from a slow fluctuation display to a stop display of "3" on the bottom of the display screen 7a. In FIG. 53(K), the left decorative symbol 8L has a "3" and the right decorative symbol 8L has a "3" in the lower part of the display screen 7a. The "3" in the decorative pattern 8R is lined up horizontally, and the middle decorative pattern 8 C is the other two decorative patterns (the "3" in the left decorative pattern 8L and the "3" in the right decorative pattern 8R). The images are not aligned horizontally.
[0229] In addition, two of the three decorative patterns 8L, 8C, and 8R (here, the left decorative pattern Pattern 8L and right decorative pattern 8R) may be displayed in a different manner from Figure 53(K). That is, the left decorative pattern 8L and the right decorative pattern 8R are displayed not only in the lower part of the display screen 7a but also in the middle and upper parts. The left decorative pattern 8L and the right decorative pattern 8R may stop at different numbers. The stop display may be at a different vertical position. If the left decorative pattern 8L and the right decorative pattern 8R stop and display with different numbers, it is a miss. Then, as shown in Figure 53(K), the left decorative pattern 8L and the right decorative pattern 8R are the same. If the numbers are displayed on the same horizontal line, it is a chance effect. (3rd time) The remaining decorative pattern (here, the medium decorative pattern 8C) The left decorative pattern 8L and the right decorative pattern 8R are stopped and displayed with the same number pattern (here "3"). , it will be a jackpot. Two of the three decorative symbols 8L, 8C, and 8R are the left decorative symbols. There may be cases where a combination other than the combination of decorative pattern 8L and right decorative pattern 8R is displayed as a stop. .
[0230] That is, as shown in Figure 53(K), two of the three decorative patterns 8L, 8C, and 8R The decorative symbols (here, left decorative symbol 8L and right decorative symbol 8R) stop display, The decorative patterns (left decorative pattern 8L and right decorative pattern 8R) are lined up horizontally with the same numbers, so the third time As shown in Figure 53(L), the chance effect stops in the form of a "333" jackpot. is shown.
[0231] [Example of effect] Below is an example of the effect of the decorative patterns arranged side by side. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in FIG. 51(C), a medium decorative symbol is displayed on the display screen 7a. 8C and the left decorative pattern 8L are aligned horizontally, and the right decorative pattern 8R is aligned with the middle decorative pattern 8C. The first effect is that the two are not aligned horizontally, and the first effect is that the two are aligned horizontally, as shown in FIG. 51(D). After the performance, the middle decorative pattern 8C and the right decorative pattern 8R are aligned horizontally, and the left decorative pattern The second effect is when the pattern 8L is not aligned horizontally with the central decorative pattern 8C. This configuration allows players to be visually captivated by a novel and unprecedented presentation. It can be entertaining and improve the interest. Figure 52 (C), (F), Figure 53 The same applies to (C) and (D). [Effect 2] In the gaming machine 1 of the above embodiment, as shown in FIG. 51(C), in the first effect, the center decorative image The pattern 8C is temporarily stopped at the top of the display screen 7a and aligned horizontally with the left decorative pattern 8L. As shown in 51(D), in the second performance, after a temporary stop, the ball moves in the direction of change (downward) The symbol 8R is temporarily stopped again at the bottom of the display screen 7a and aligned horizontally with the right decorative symbol 8R. According to Nari, the game offers unprecedented and innovative visual entertainment for players. It is possible to improve the interest. Regarding Figure 52 (C), (F), Figure 53 (C), (D) The same is true. [Effect 3] In the gaming machine 1 of the above embodiment, as shown in FIG. 52(D), in the first effect, the right decorative figure The pattern 8R is fluctuating, and as shown in Figure 52(F), in the second performance, the right decorative pattern R is temporary. This configuration provides a visually pleasing experience to the player through a novel and unprecedented presentation. This will increase the interest of the viewer. The same is true. [Effect 4] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51 to 53, the temporarily stopped center decorative symbols 8C, the left decorative pattern 8L, and the right decorative pattern 8R all represent the same number "3". According to this configuration, it is possible to provide visual enjoyment to players through innovative presentations that have never been seen before. This can increase interest.
[0232] [Variations] Below is a modified example of the decorative pattern side-by-side presentation. [Variation 1] The configurations of the decorative pattern horizontal arrangement effects A to C may be combined as appropriate. The configurations of effects A to C are examples, and some of the effects may not be included.
[0233] [Variation 2] In the decorative pattern horizontal performances A to C, the middle decorative pattern 8C, the left decorative pattern 8L, and the right decorative pattern 8 R is the same number "3" that stops temporarily. However, decorative pattern side-by-side production A ~ In C, at least one of the center decorative pattern 8C, the left decorative pattern 8L, and the right decorative pattern 8R is different. You may temporarily stop at a number.
[0234] [Variation 3] In the decorative pattern horizontal performance A to C, the movement and temporary stop timing of the middle decorative pattern 8C and the left The timing of the movement and temporary stop of the decorative pattern 8L may be replaced. You can also swap the timing of the movement and temporary stop of the right decorative pattern 8R. In addition, the timing of the movement and temporary stop of the left decorative pattern 8L and the timing of the movement and temporary stop of the right decorative pattern 8R It may be replaced with timing.
[0235] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A1-1] A gaming machine having a display means capable of displaying a plurality of types of images, one of the plurality of types of images is a first decorative pattern representing a number; one of the plurality of types of images is a second decorative pattern representing a number; one of the plurality of types of images is a third decorative pattern representing a number; The first decorative pattern and the second decorative pattern are arranged in a first direction on the display means. and the third decorative pattern is not aligned with the first decorative pattern along the first direction. The first rendition of the state, After the first effect, the first decorative pattern and the third decorative pattern are aligned in the first direction. and the second decorative pattern is arranged along the first direction with the first decorative pattern. The second production of the state that is not possible, and, A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, In the first effect, the first decorative pattern is temporarily stopped at a first position of the display means. and aligned horizontally with the second decorative pattern, In the second performance, after the temporary stop, the display moves in a variable direction to a second position of the display means. The symbol stops again and is aligned horizontally with the third decorative symbol. A gaming machine characterized by: ◇[Aspect A1-3] The gaming machine according to aspect A1-1, In the first performance, the third decorative pattern is fluctuating, In the second performance, the third decorative pattern is temporarily stopped. A gaming machine characterized by: ◇[Aspect A1-4] The gaming machine according to aspect A1-1, The first decorative pattern, the second decorative pattern, and the third decorative pattern are the same number. Representing the characters, A gaming machine characterized by:
[0236] The following describes the decorative symbol reverse movement effects A to C using Figures 54 to 56. The reverse movement of the pattern is performed during the change of the decorative pattern. The controller 101 analyzes the command received from the sub-control board 90 and executes the reverse movement of the decorative pattern. If the instruction is included, the corresponding image data is read from the ROM 103 and the image is displayed. An image is displayed on the display screen 7a of the device 7 or the sub-display screen 64.
[0237] [Decorative pattern reverse movement effect A] FIG. 54 is a diagram for explaining the decorative symbol reverse movement effect A. The decorative symbol reverse movement effect is Two or more of the three decorative patterns 8L, 8C, and 8R displayed on the display screen 7a The pattern temporarily stops, and one or more decorative patterns remain displayed while the direction of movement (downward) After moving in the opposite direction (upward), the robot stops at a different position from the initial temporary stop. Figure 54 (A) to (D) show an example of one variation of the special chart, and Figure 54 (E) to (H) show Figure 54(I)-(L) shows another example of one variation. This shows:
[0238] In the decorative symbol reverse movement performance A, first, as shown in FIG. 54(A), the decorative symbol The symbols 8L, 8C, and 8R are displayed in rapid fluctuation. Here, the reserved icon 9A and the variable icon The icon (relevant hold icon) 9C is not displayed, but it may be displayed.
[0239] Decorative patterns 8L, 8C, and 8R are left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. It is a set of patterns including, and by the variable display of a set of patterns, a variable display of a special pattern (special pattern The special drawing result is announced by the stop display of a set of symbols. The pattern may be either the first special pattern or the second special pattern. The right decorative pattern 8C and the left decorative pattern 8R are displayed from the top to the bottom of the display screen 7a. When the speed is slow, multiple numbers are displayed vertically. The arrangement of the decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R is shown on the display screen 7a. The numbers are arranged in the order of "123456789" from the top down. The decorative pattern 8C and the right decorative pattern 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, there are three patterns: left decorative pattern 8L, center decorative pattern 8C, and right decorative pattern 8R. Each column has a decorative pattern representing "123456789" moving in the vertical direction. The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are shown in Figure 54(A). When the rapid fluctuation display shown in is displayed, each symbol becomes difficult to see, indicating that it is moving at high speed. On the other hand, when the slow fluctuation display is displayed, the center decorative pattern 8C in Figure 55(D) In this way, in each pattern arrangement, a plurality of number patterns are displayed vertically in a visible manner on the display screen 7. It frames in from the top edge of the display screen 7a, moves downward, and frames out from the bottom edge of the display screen 7a. do.
[0240] As shown in Figure 54(B), two of the three decorative patterns 8L, 8C, and 8R (Here, the left decorative pattern 8L and the center decorative pattern 8C) simultaneously decelerate and change from a high-speed fluctuation display to a low The speed will change, and then the stop display will be "3" (temporary stop) at the bottom of the display screen 7a. Here, the decorative symbols are displayed at three positions on the display screen 7a: the upper, middle, and lower rows. In each of the changing patterns, "123456789" will be displayed. When one of the decorative symbols stops on the top, middle, or bottom of the display screen 7a, The other decorative symbols disappear. The right decorative symbol 8R maintains its high-speed fluctuating display. As a result, in the lower part of the display screen 7a, the "3" of the left decorative pattern 8L and the "3" of the center decorative pattern 8C The "3" is lined up horizontally and is displayed as a variable. The right decorative pattern 8R is The two decorative patterns (left decorative pattern 8L "3" and center decorative pattern 8C "3") and horizontally They will not be lined up.
[0241] As shown in Figure 54(B), two of the three decorative patterns 8L, 8C, and 8R (Here, the left decorative pattern 8L and the center decorative pattern 8C) are displayed at the same time, and the timing described below is It is suggested that the expected degree suggestion effect will be executed. The expected degree suggestion effect will be executed after the temporary stop and the direction of change. The number of decorative symbols moving in the opposite direction, the amount of movement indicates the probability of winning in that variation. It is a suggestive production.
[0242] FIG. 54(C) shows an example of the expectation suggestion effect. In the expectation suggestion effect, the display screen One or more of the two decorative symbols that are displayed as a stop sign (temporary stop sign) on the bottom or middle row of side 7a The decorative pattern above moves in the opposite direction (upward) to the moving direction (downward) while maintaining its display. This indicates a high probability of winning. The expected probability of winning varies depending on the amount. When the number of decorative symbols moving upward is 1, the movement amount is When moving from one level (e.g., bottom level to middle level), the expected probability of winning is 20%. When the number of decorative symbols moving upward is 1 and the movement amount is two rows (lower row → upper row), it is a win. The expected probability of moving upward is 30%. When the amount is one row (for example, bottom row → middle row), the expected probability of winning is 40%. When the number of decorative symbols moving upward is 2 and the movement amount is two rows (lower row → upper row), you win. This suggests a 50% chance of success.
[0243] In FIG. 54(C), two decorations are displayed in a stopped state (temporarily stopped state) at the bottom of the display screen 7a. Two of the decorative patterns (left decorative pattern 8L and center decorative pattern 8C) remain visible. It moves in the opposite direction (upward) to the direction of the change (downward). And, two decorative patterns (left) The decorative pattern 8L and the middle decorative pattern 8C are displayed stopped at the top of the display screen 7a. This suggests that the expected probability of winning in this fluctuation is 50% (the upward movement The number of decorative designs is two, and the movement amount is two rows (bottom row → top row).
[0244] After that, as shown in Figure 54(D), the right decorative pattern 8R slows down and changes from a high-speed fluctuation display to a low-speed The display will change to "3" and then the display will stop (temporarily stop) at the top of the display screen 7a. As a result, the numbers "333" are displayed on the upper part of the display screen 7a in a jackpot state. , a jackpot is announced.
[0245] The right decorative pattern 8R may be displayed in a stopped state different from that shown in FIG. 54(D). That is, the right decorative pattern 8R may stop on the upper row of the display screen 7a, as well as on the middle row or lower row. Also, the right decorative pattern 8R stops with a different number than the left decorative pattern 8L and the center decorative pattern 8C. For example, the right decorative pattern 8R may have a number other than "3" in the upper and middle rows. If the stop display is on either the bottom row, it will stop at a miss. And the left decorative pattern 8L And the same number "3" as the middle decorative pattern 8C, and the left decorative pattern 8L and the middle decorative pattern If the stop display is at a position different from 8C in the vertical direction (here, the middle and bottom rows), As a chance production, one of the three decorative patterns (this one) has misaligned horizontal lines. In this case, a re-changing effect of the right decorative pattern (8R) is executed.
[0246] 54(E) to (H) show an example of a variation different from that shown in FIGS. 54(A) to (D). In another variation, first, as shown in FIG. 54(A), decorative symbols 8L and 8L are displayed on the display screen 7a. C, 8R are displayed in rapid fluctuation. Then, as shown in Figure 54(B), three decorative symbols 8 Two decorative patterns out of L, 8C, and 8R (here, the left decorative pattern 8L and the center decorative pattern 8C) At the same time, the speed decelerates and changes from high speed fluctuation display to low speed fluctuation display, and then the display screen The bottom row of 7a shows a stop sign (temporary stop sign) at "3". The middle decorative pattern 8C shows a high-speed change sign. Two of the three decorative patterns 8L, 8C, and 8R (here) So, the left decorative pattern 8L and the center decorative pattern 8C) stop and display at the same time, and the expectation suggestion performance The expected value indication effect moves in the opposite direction to the fluctuation direction after a temporary stop. The number of decorative patterns that move and the amount of movement indicate the likelihood of a jackpot in the corresponding fluctuation. In the expectation suggestion performance, a stop display (temporary stop display) is displayed in the lower or middle section of the display screen 7a. One or more of the two decorative patterns displayed changes direction (downward) while maintaining the display. ) indicates a high probability of winning. The number of decorative symbols moving in a direction and the amount of movement indicate different expectations for winning. When the number of decorative symbols moving in the direction is 0, the probability of winning is not indicated. When the number of decorative symbols is 1 and the movement amount is one row (for example, from the bottom row to the middle row), the expected winning rate is The degree of movement is suggested to be 20%. The number of decorative symbols moving upward is 1, and the amount of movement is 2. When the number of rows is increased (lower row → upper row), the expected probability of winning is 30%. When the number of decorative symbols to move is 2 and the movement amount is one row (for example, from the bottom row to the middle row), The probability of expectation is 40%. The number of decorative symbols moving upward is 2, and the amount of movement is When there are two rows (lower row → upper row), the expected probability of winning is suggested to be 50%.
[0247] After FIG. 54(B), in FIG. 54(E), a stop display (temporary stop display) is displayed at the bottom of the display screen 7a. One of the two decorative patterns (left decorative pattern 8L and center decorative pattern 8C) The middle decorative pattern 8C) remains displayed and moves in the opposite direction (upward) to the downward direction. Then, one decorative symbol (middle decorative symbol 8C) is stopped and displayed in the middle of the display screen 7a. This suggests that the expected probability of winning in that variation is 20%. (The number of decorative patterns moving upward is 1, and the movement amount is one row (bottom row → middle row).
[0248] After that, as shown in Figure 54(F), the right decorative pattern 8R slows down and changes from a high-speed fluctuation display to a low-speed The display will change to "3" and then stop (temporarily stop) in the middle of the display screen 7a. As a result, two "3" decorative symbols (middle decorative symbols 8C) appear in the middle of the display screen 7a. and the right decorative pattern 8R) are lined up horizontally.
[0249] The right decorative pattern 8R may be displayed in a stopped state different from that shown in FIG. 54(F). That is, the right decorative pattern 8R may stop in the middle row of the display screen 7a, as well as in the upper row or lower row. Also, the right decorative pattern 8R stops with a different number than the left decorative pattern 8L and the center decorative pattern 8C. For example, the right decorative pattern 8R may have a number other than "3" in the upper and middle rows. If the stop display is on either the bottom row, it will stop at a miss. And the left decorative pattern 8L And the same number "3" as the middle decorative pattern 8C, and the left decorative pattern 8L and the middle decorative pattern When the stop display is at the same vertical position as one of 8C (here, the middle or bottom row), , As a chance production, one of the three decorative patterns with misaligned horizontal lines (Here, the re-changing effect of the left decorative pattern 8L) is executed.
[0250] That is, as shown in Figure 54(F), the right decorative pattern 8R "3" is displayed stopped in the middle row. In this case, two of the three decorative patterns 8L, 8C, and 8R (the middle decorative pattern 8C and the right decorative pattern 8R) The decorative pattern 8R) is arranged horizontally with the same number, so as shown in Figure 54(G), A re-variation is performed on the remaining decorative pattern (left decorative pattern 8L).
[0251] After the re-variation of the left decorative pattern 8L in Figure 54(G), as shown in Figure 54(H), the left decorative pattern 8L is displayed frozen in the middle of the display screen 7a. Here, "4" is displayed frozen. The left decorative pattern 8L is different from that in Figure 54(H). In other words, the left decorative symbol 8L may be displayed in a stopped state in the display screen 7a. In addition to the left decorative pattern 8L, it may stop on the upper or lower row. And the right decorative pattern 8R may stop with the same number. For example, the left decorative pattern 8 L: When "3" appears in the middle row, it will stop at the horizontal line "333" and the jackpot will be confirmed. Stop.
[0252] 54(I) to (L) show an example of a variation different from that shown in FIGS. 54(A) to (D). In another variation, first, as shown in FIG. 54(A), decorative symbols 8L and 8L are displayed on the display screen 7a. C, 8R are displayed in rapid fluctuation. Then, as shown in Figure 54(B), three decorative symbols 8 Two decorative patterns out of L, 8C, and 8R (here, the left decorative pattern 8L and the center decorative pattern 8C) At the same time, the speed decelerates and changes from high speed fluctuation display to low speed fluctuation display, and then the display screen The bottom row of 7a shows a stop sign (temporary stop sign) at "3". The middle decorative pattern 8C shows a high-speed change sign. Two of the three decorative patterns 8L, 8C, and 8R (here) So, the left decorative pattern 8L and the center decorative pattern 8C) stop and display at the same time, and the expectation suggestion performance The expected value indication effect moves in the opposite direction to the fluctuation direction after a temporary stop. The number of decorative patterns that move and the amount of movement indicate the likelihood of a jackpot in the corresponding fluctuation. In the expectation suggestion performance, a stop display (temporary stop display) is displayed in the lower or middle section of the display screen 7a. One or more of the two decorative patterns displayed changes direction (downward) while maintaining the display. ) indicates a high probability of winning. The number of decorative symbols moving in a direction and the amount of movement indicate different expectations for winning. When the number of decorative symbols moving in the direction is 0, the probability of winning is not indicated. When the number of decorative symbols is 1 and the movement amount is one row (for example, from the bottom row to the middle row), the expected winning rate is The degree of movement is suggested to be 20%. The number of decorative symbols moving upward is 1, and the amount of movement is 2. When the number of rows is increased (lower row → upper row), the expected probability of winning is 30%. When the number of decorative symbols to move is 2 and the movement amount is one row (for example, from the bottom row to the middle row), The probability of expectation is 40%. The number of decorative symbols moving upward is 2, and the amount of movement is When there are two rows (lower row → upper row), the expected probability of winning is suggested to be 50%.
[0253] After FIG. 54(B), in FIG. 54(I), a stop display (temporary stop display) is displayed at the bottom of the display screen 7a. One of the two decorative patterns (left decorative pattern 8L and center decorative pattern 8C) The left decorative pattern 8L) remains displayed and moves in the opposite direction (upward) to the downward direction. Then, one decorative symbol (left decorative symbol 8L) is displayed stopped at the top of the display screen 7a. This suggests that the expected probability...
Claims
1. an operating means operable by a player; A game machine including a performance execution means capable of executing a performance triggered by the operation of the operation means. There was, The performance execution means, in accordance with the operation of the operation means, A pattern change that re-changes the decorative patterns of a predetermined row among the multiple rows of decorative patterns that are stopped. The production and After the symbol variation effect, the decorative symbols of a specific row among the decorative symbols of the predetermined row are It is possible to execute a pattern update effect in which the symbol stops at a different symbol from the symbol that stopped before the change. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, The effect execution means stops the decorative symbols in the specific row at a specific symbol as the symbol update effect. and suggests that a specific effect will be executed after the specific symbol is stopped. A gaming machine characterized by:
3. 3. The gaming machine according to claim 2, The decorative symbols in the specific row are stopped at specific symbols, suggesting the execution of a pseudo-consecutive performance. A gaming machine characterized by:
4. 4. The gaming machine according to claim 1, The effect execution means is configured to execute at least one of the pattern change effect and the pattern update effect. In accordance with the production of the specific row, an expansion / contraction performance including at least one of expansion and contraction of the decorative pattern of the specific row is performed. execute the output, A gaming machine characterized by:
5. 5. The gaming machine according to claim 4, Execute a non-display effect in which the decorative patterns of the specific column are not displayed during the expansion / contraction effect. A gaming machine characterized by:
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