Gaming machine

By introducing special game states and glowing display modes into the game console, the problem of low development efficiency of the game console was solved, achieving more efficient development and a better player experience.

JP2026083306APending Publication Date: 2026-05-19SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2026-03-05
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

The development efficiency of existing game consoles needs to be improved.

Method used

Introduce a mechanism into the game console that generates a special game state that benefits the player when the game result is a specific outcome, and display the game result through a light-up component, using different display modes to represent the specialness or non-specialness of the game result.

Benefits of technology

It improved the development efficiency of game consoles.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026083306000001_ABST
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Patent Text Reader

Abstract

To improve the development efficiency of amusement machines. [Solution] A gaming machine that can generate a special game state advantageous to the player when the game results in a special outcome. In the case where the result of the game is a specific result, the occurrence of the special game state does not occur. Furthermore, it is possible to generate a specific game state that is advantageous to the player, and the light-emitting part is capable of emitting light. The results of the game can be displayed, and if the result of the game is the special result, the specific result In cases where the result is as described above, the display method corresponding to the case where the result is other than the special result or the specified result will be displayed. To show.
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, there has been a gaming machine capable of displaying a fourth symbol (fourth special symbol) (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional gaming machine, there has been room for improving the development efficiency.

[0005] Therefore, an object of the present invention is to improve the development efficiency of a gaming machine.

Means for Solving the Problems

[0006] In a typical form of the present invention, in a gaming machine capable of generating a special gaming state advantageous to a player when the result of a game is a special result, when the result of the game is a specific result, a specific gaming state advantageous to the player can be generated without generating the special gaming state, and the result of the game can be displayed on a light-emitting part capable of emitting light, and a display mode corresponding to the case where the result of the game is the special result, the case where the result of the game is the specific result, or the case where the result of the game is other than the special result or the specific result is displayed.

Effects of the Invention

[0007] ​​​​​​ According to one embodiment of the present invention, the development efficiency of gaming machines can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a perspective view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5A] This is a flowchart showing the steps for the first part of the main process. [Figure 5B] This is a flowchart showing the steps for the latter half of the main process. [Figure 6A] This is a flowchart showing the procedure for handling timer interrupts. [Figure 6B] This flowchart shows the procedure for changing / confirming probability settings. [Figure 7] This is a flowchart showing the procedure for processing special game graphics. [Figure 8] This flowchart shows the procedure for monitoring the start switch. [Figure 9] This flowchart shows the procedure for common processing of the special start port switch. [Figure 10] This is a flowchart showing the procedure for monitoring switches in a specific area. [Figure 11] This is a flowchart showing the procedure for normal processing of special drawings. [Figure 12] This is a flowchart showing the procedure for initiating the change process (Special Figure 1). [Figure 13] This is a flowchart showing the procedure for starting the variation process in Special Figure 2. [Figure 14] This is a flowchart showing the procedure for setting the jackpot flag 1. [Figure 15] This is a flowchart showing the procedure for setting the jackpot flag 2. [Figure 16A]It is a flowchart showing the procedure of the big win determination process. [Figure 16B] It is a flowchart showing the procedure of the small win determination process. [Figure 16C] It is a flowchart showing the procedure of the booby win determination process. [Figure 17] It is a flowchart showing the procedure of the special figure 1 stop symbol setting process. [Figure 18] It is a flowchart showing the procedure of the special figure 2 stop symbol setting process. [Figure 19] It is a flowchart showing the procedure of the special figure information setting process. [Figure 20] It is a flowchart showing the procedure of the variable pattern setting process. [Figure 21] It is a flowchart showing the procedure of the 2-byte allocation process. [Figure 22] It is a flowchart showing the procedure of the allocation process. [Figure 23] It is a flowchart showing the procedure of the variable start information setting process. [Figure 24] It is a flowchart showing the procedure of the process during special figure variation. [Figure 25A] It is a flowchart showing the procedure of the short time end setting process. [Figure 25B] It is a flowchart showing the procedure of the production mode information check process. [Figure 26A] It is a flowchart showing the procedure of the first half of the process during special figure display. [Figure 26B] It is a flowchart showing the procedure of the second half of the process during special figure display. [Figure 27] It is a flowchart showing the procedure of the booby operation setting process. [Figure 28] It is a flowchart showing the procedure of the accessory game process. [Figure 29] It is a flowchart showing the procedure of the accessory normal process. [Figure 30] It is a flowchart showing the procedure of the big win end process. [Figure 31]This is a flowchart showing the procedure for the jackpot termination setting process 1. [Figure 32] This is a flowchart showing the procedure for the jackpot termination setting process 2. [Figure 33] This is a flowchart showing the procedure for processing the general diagram game. [Figure 34] This is a flowchart showing the procedure for gate switch monitoring. [Figure 35] This is a flowchart showing the procedure for monitoring the regular electricity entry switch. [Figure 36] This is a flowchart showing the procedure for normal processing. [Figure 37] This flowchart shows the procedure for setting up the transition process during normal diagram changes. [Figure 38] This flowchart shows the procedure for processing during normal graph fluctuations. [Figure 39] This is a flowchart showing the procedure for processing while the general diagram is displayed. [Figure 40] This is a flowchart showing the procedure for processing each drawing. [Figure 41] This flowchart shows the procedure for the transition to normal operation settings. [Figure 42] This flowchart shows the procedure for disposing of remaining light bulbs in regular operation. [Figure 43] This is a flowchart showing the procedure for the completion process per drawing. [Figure 44A] A flowchart showing the procedure for the first part of the external information editing process. [Figure 44B] This is a flowchart showing the procedure for the latter half of the external information editing process. [Figure 45] This is a time chart showing the transmission of external information or test signals. [Figure 46A] This is a flowchart showing the main processing of the performance control system. [Figure 46B] This is a flowchart showing the process of checking received commands. [Figure 46C] This is a flowchart showing the process of parsing received commands. [Figure 47]This is a flowchart showing the processing of single-use commands. [Figure 48] This is a flowchart showing the pre-read symbol command processing. [Figure 49] This is a flowchart showing the processing of predictive variable commands. [Figure 50] This is a flowchart for processing pattern-based commands. [Figure 51] This is a flowchart showing the processing of variable commands. [Figure 52] This is a flowchart showing the process for setting up variable effects. [Figure 53] This is a flowchart showing the procedure for processing hit-related commands. [Figure 54A] This is an example of a game state transition diagram (game flow) that shows the transitions between game states. [Figure 54B] This is another example of a game state transition diagram that shows the transitions between game states. [Figure 55] This table shows the number of time-saving rounds and the prescribed number of remaining reserved spins corresponding to the winning symbols in the special feature variation display game. [Figure 56] This diagram illustrates the features of the regular display game and its operation. [Figure 57] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol A. [Figure 58] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal electric state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol B. [Figure 59] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol F. [Figure 60] This is a time chart illustrating an example of a discrepancy between the start timing of the regular train release and the start timing of the special feature 2 variable display game. [Figure 61]This is a time chart showing example 2 of a discrepancy between the start timing of the regular train release and the start timing of the special feature 2 variable display game. [Figure 62] This is a diagram explaining measures to prevent misalignment. [Figure 63] This is a time chart showing the effect (effect 1) of the anti-slip measure against the forward slippage. [Figure 64] This is a time chart showing the effect (effect 2) of the post-shift countermeasures against misalignment. [Figure 65] This is a time chart explaining how to increase the number of remaining reserved balls by stopping the ball release. [Figure 66] This is a time chart explaining countermeasures against stopping and starting the shooting process. [Figure 67] This is a diagram showing an example of a display indicating how to hit the ball. [Figure 68] This diagram illustrates the gradual changes in the instructions displayed for how to play. [Figure 69A] This is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 1). [Figure 69B] This is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 2). [Figure 69C] This is an example of a screen transition diagram showing the display screens of a display device in chronological order (Part 3). [Figure 69D] This is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 4). [Figure 69E] This is another example (Part 1) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 69F] This is another example (part 2) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 70] Regarding the modified version, this is a table showing the support state, the number of time-saving rounds, and the prescribed number of remaining reserved symbols corresponding to the winning symbols in the special symbol variation display game. [Figure 71] This diagram illustrates the characteristics of the modified display game and the operation of the regular electric train. [Figure 72] Regarding the modified form, this is a diagram showing the opening pattern of the ordinary variable prize winning device (ordinary electric) (Part 1). [Figure 73] Regarding the modified form, this is a diagram showing the opening pattern of the ordinary variable prize winning device (ordinary electric) (part 2). [Figure 74] Regarding the modified version, this is a timing chart showing the game state, normal symbol probability, normal symbol state, normal electric state, special symbol 2 reserve count, special symbol variation, etc., after a big win with symbol B. [Figure 75] Regarding the modified version, this is a timing chart showing the game state, normal symbol probability, normal symbol state, normal electric state, special symbol 2 reserve count, special symbol variation, etc., after a big win with symbol D. [Figure 76] Regarding the modified version, this is a timing chart showing the game state, normal symbol probability, normal symbol state, normal power state, special symbol 2 reserve count, special symbol variation, etc., after a big win with symbol E or symbol F. [Figure 77A] Regarding variations, here is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 1). [Figure 77B] Regarding variations, here is an example of a screen transition diagram showing the display screens of a device in chronological order (Part 2). [Figure 78] In the second embodiment, the screen transition diagram shows the display screen of the device in chronological order, and is an example (first half) of the screen transition from the time-saving state to the state after the time-saving state. [Figure 79] In the second embodiment, this is a screen transition diagram showing the display screen of the device in chronological order, and is an example (mid-stage) of the screen transition from the time-saving state to the state after the time-saving state. [Figure 80] In the second embodiment, this is a screen transition diagram showing the display screen of the display device in chronological order, and is an example (second half) of the screen transition from the time-saving state to the state after the time-saving state. [Figure 81] This is a screen transition diagram showing the display screens of a device in chronological order, and is an example of screen transitions from the time-saving state in a time-saving 100-time machine. [Figure 82] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of a screen transition (first half) in a modified example of the hold display in Specific Figure 2. [Figure 83]This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of a screen transition (second half) in a modified example of the hold display in Specific Figure 2. [Figure 84] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified example 2 of the hold display in Specific Figure 2. [Figure 85] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified example 3 of the hold display in Feature Figure 2. [Figure 86] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified examples 4 and 5 of the hold display in Specific Figure 2. [Figure 87] This is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of screen transitions in modified example 6 of the hold display in Specific Figure 2. [Figure 88] In the third embodiment, this is a game state transition diagram (game flow) illustrating the transitions between game states. [Figure 89] In the third embodiment, this is a table that shows the number of time-saving rounds and the prescribed number of remaining reserved spins corresponding to the symbols that are the types of wins in the special symbol variation display game. [Figure 90] This figure shows the characteristics of the regular display game and the regular operation in the third embodiment. [Figure 91] In the third embodiment, the timing chart shows the game state, special symbol variation display game (special symbol variation), normal symbol state, normal electric state, number of special symbol 2 reserved symbols, etc., from the time-saving state as a specific game state to the transition state (normal game state where remaining reserved symbols are consumed). [Figure 92A] In the fourth embodiment, this is an example of a screen transition diagram showing the display screens of the display device in chronological order (first half). [Figure 92B] In the fourth embodiment, this is an example of a screen transition diagram showing the display screens of the display device in chronological order (second half). [Figure 93] Regarding the fourth embodiment, this is another example of a screen transition diagram showing the display screens of the display device in chronological order. [Figure 94] This figure illustrates an example of the configuration of a lamp display device in the fifth embodiment. [Figure 95] This diagram illustrates the display configuration of the fourth symbol in the lamp display units 1 and 2. [Figure 96] This diagram illustrates the display of the number of reserved special figures 1 or 2 in the lamp display unit 3-6. [Modes for carrying out the invention]

[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. The terms "front, back, left, and right" refer to the directions as seen from the perspective of the player during gameplay.

[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine.

[0011] The gaming machine 10 is attached to a frame 11 fixed to the island equipment via hinges so as to be able to open and close and rotate freely. It is equipped with an opening and closing frame. The opening and closing frame is composed of a front frame 12 (main body frame) and a glass frame 15. Furthermore, the opening and closing frame has a pivot end on its left side that is attached to the hinge. The rightmost end of this mechanism is the open end, which is released by rotation.

[0012] The front frame 12 is equipped with a game board 30 (see Figure 2), and the front of the game board 30 is A glass frame 15 having a cover glass 14 is attached. The cover glass 14 is play As a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible, To be able to.

[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. This can be done. Also, by opening the front frame 12 while the glass frame 15 is closed, The game control device (main board) 100 (see Figure 3), etc., located on the back side of the game board 30, is activated. It can be done.

[0014] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15. ru.

[0015] The upper center and left side of the glass frame 15 are equipped with decorative devices 1 that can illuminate according to the game state. 8a and 18b are installed. Decorative devices 18a and 18b contain lighting components such as LEDs inside. It houses and performs lighting effects according to the game state. The lighting components installed in this section constitute part of the frame decoration device 18 (see Figure 4).

[0016] Upper speakers 19a are installed in the upper right corner and upper left corner of the glass frame 15, respectively. In addition to these upper speakers 19a, there are two lower speakers 19b at the bottom of the gaming machine 10. It is provided. The lower speaker 19b is located at the lower left corner of the glass frame 15 and the lower right of the front frame 12. They are positioned in the corners. These upper speaker 19a and lower speaker 19b are used for sound effects and warnings. It emits sounds such as alerts and notification sounds.

[0017] The right side of the glass frame 15 extends in the vertical direction of the gaming machine 10, and also extends forward (gaming A projection effect unit 13 is provided that protrudes toward the user. 3 is a display device that performs light effects and other actions according to the progress of the game. Protruding display unit 13 The lighting components installed inside also constitute part of the frame decoration device 18 (see Figure 4).

[0018] An upper tray unit having an upper tray 21 capable of storing game balls is attached to the lower part of the glass frame 15. It is being kicked. The upper tray 21 is formed in the shape of a box with an open top. It is stored in the upper tray 21. The game balls are supplied one by one to the ball launching device (not shown).

[0019] The upper tray unit is a performance control device that accepts input operations from the player, and input from the player A ball dispensing device that accepts force input, and a decorative device 22 that performs light effects and other actions according to the game state. To further enhance this.

[0020] The performance control device is an operating device that incorporates a touch panel 25b into the performance button 25. It is located in the center of the top of the upper tray unit for easier operation by the player.

[0021] When the player operates the performance control device, it is displayed on the display device 41 (see Figure 2). In special feature display games, etc., it is possible to perform effects that involve the player's actions. For example, you can select a presentation pattern (presentation style) or the ending of a variable display game corresponding to the start memory. It is possible to perform a pre-announcement effect that foreshadows the outcome. If a game includes a special feature variation display game, and is simply referred to as a variation display game, this specification refers to it as a special feature variation This refers to games with dynamic displays.

[0022] Furthermore, the player can operate the display control device not only while the variable display game is running, but also when it is not running. You may also change the presentation pattern by doing so.

[0023] Note that the game state when a variable display game is played consists of multiple game states. The "technique state (normal state)" refers to a game state in which no special game state has occurred. A specific game state refers to, for example, a time-saving state or a special display state in a game. A state in which the probability of a result (e.g., a big win) occurring is high (probability variation state, probability fluctuation state), a big win state ( This is either a special game state or a minor win game state (minor win state).

[0024] Here, the probability variation state (specific game state) continues until the next big win occurs (loop (Type A), or a type that continues until a predetermined number of variable display games have been played (number of-play type) , ST, and those that continue until a predetermined probability of falling out is won (fall-out lottery type), etc. be.

[0025] Furthermore, instead of determining whether or not a bonus state is triggered by a random number of winning symbols, the bonus is It may be possible to ensure that a bonus round is always triggered when this event occurs.

[0026] The ball dispensing device is an operating device that a player uses when borrowing game balls, and the upper tray unit It is located on the upper right side of the ball dispenser. The ball dispensing operation device consists of a ball dispensing button 27 and a return button 28. It is equipped with a balance display unit 26 and a ball dispensing button 27 when a player wants to borrow game balls. The buttons to be operated, and the return button 28 is positioned adjacent to the gaming machine 10. The button operated by the player when ejecting a prepaid card, etc., from the unit (not shown in the diagram) The balance display section 26 is a display area where the balance of a prepaid card, etc., is displayed.

[0027] The decorative device 22 houses lighting components such as LEDs inside, and displays light effects according to the game state. A device for dispensing, etc., which is provided on the front part of the upper tray unit. Among the decorative device 22 The lighting components installed in this section constitute part of the frame decoration device 18 (see Figure 4).

[0028] Below the glass frame 15 equipped with the above-mentioned upper tray unit, etc., and below the front frame 12 , an operating handle 24 for controlling the operation of the ball launching device (not shown), and a device for storing game balls A lower tray 23 is provided.

[0029] The operating handle 24 is located at the lower right of the front frame 12, below the lower right speaker 19b. The ball launching device is positioned so that the player can operate it by turning the operating handle 24. The game balls supplied from the upper tray 21 are launched into the game area 32 of the game board 30. The launch speed of the game balls increases as the amount of rotation of the operating handle 24 increases. It is set up to do so. In other words, the ball launching device is set to launch game balls into the game area with force (velocity) The firing force can be changed in response to the player's operation of the control handle 24, and the firing force can be changed The game balls can be launched in various launching modes. In the launching modes, on the left side of the game area 32 Left-handed shooting (normal shooting) to make the game balls flow down, and on the right side of the game area 32, making the game balls flow down This includes right-handed hitting.

[0030] The lower tray 23 is positioned below the upper tray unit, with a predetermined distance between it and the upper tray unit. The lower tray 23 has a ball-removal hole 23a that penetrates vertically through the bottom surface of the lower tray 23, and a ball It has an opening / closing operation part 23b for opening and closing the hole 23a. By operating 23b and opening the ball removal hole 23a, the game balls stored in the lower tray 23 The ball can be discharged to the outside through the ball removal hole 23a.

[0031] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be explained. Figure 2 shows the gaming machine This is a front view of the game board 30 installed in 10.

[0032] As shown in Figure 2, the game board 30 consists of a flat game board body 3 which serves as a mounting base for various components. It is equipped with 0a. The game board body 30a is made of wood or synthetic resin, and the game board body 30a A game area 32 surrounded by guide rails 31 is provided on the front of the game machine 10. The game is played by launching game balls from a ball launching device into the game area 32 surrounded by guide rails 31. It is configured in such a way. The game area 32 has a windmill as a component that changes the direction of the flow of the game balls. Obstacle nails and other components are arranged, and the launched game ball changes its direction of rolling due to these components. Then it flows down the game area 32.

[0033] Approximately in the center of the game area 32 is a center section that forms a window area for displaying the variable display game. The case (front component) 40 is attached. A window section is formed in the center case 40. Behind it is a display device (variable display device) that displays multiple identification information in a variable manner. A display device 41 is provided as such. The display device 41 is, for example, a liquid crystal display. The display content can be seen from the front of the game board 30 through the window of the center case 40. They are arranged in such a manner. Note that the display device 41 is not limited to those equipped with a liquid crystal display. It may also be equipped with a display such as an EL or CRT.

[0034] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and each variable Identification information (special symbols) and characters that enhance the variable display game are displayed in the dynamic display area. In addition, the display screen shows images based on the progress of the game (such as jackpot displays, fanfare displays, etc.) Endings (and other similar displays) will be shown.

[0035] Furthermore, the center case 40 holds the game balls that flow down the game area 32. An inlet 40a to warp passage 40e that leads to the inside, and after passing through warp passage 40e A stage section 40b on which game balls can roll is provided. The stay of the center case 40 Since section 40b is located above the starting prize entry opening 36 and the normal variable prize entry device 37, The game balls that roll on the stage section 40b enter the starting prize entry opening 36 or the normal variable prize entry device 37. It has become easier.

[0036] The upper and right sides of the center case 40 are the upper display unit 40c and the side A performance unit 40d is provided. Upper performance unit 40c and side performance unit 40d This constitutes part of the panel decoration device 46 (see Figure 4) and the panel display device 44 (see Figure 4). .

[0037] The game area 32 on the right side of the center case 40 has a regular symbol start gate. A 34 is provided. Inside the 34 is the 34. A gate switch (SW) 34a (see Figure 3) is provided to detect the game balls that have passed through. When a game ball that has been launched into the game area 32 passes through the normal starting gate 34, A game with variable display settings is played.

[0038] A general prize entry point 35 is located in the play area 32 at the lower left of the center case 40. A general prize entry point 35 is also located in the game area 32 in the lower right of the center case 40. The entry of a game ball into the general prize slot 35 is controlled by the prize slot switch (SW) located at the general prize slot 35. ) Detected by 35a~35n (see Figure 3).

[0039] The game area 32 below the center case 40 is given the conditions for starting the special symbol variation display game. A starting prize entry opening (starting opening 1, first starting prize entry area) 36 is provided. Center case 40 In the game area 32 on the right side, below the starting gate 34 is the second starting prize entry point (starting gate). 2. A normal variable prize winning device 37 (normal electric prize, normal electric) is provided, which has a second starting prize winning area. The standard variable prize winning device 37 rotates forward, converting it into a state where game balls can easily flow in. It is equipped with a movable member (movable piece) 37b. When the movable member 37b is in the closed state, the game ball The ball is normally prevented from entering the prize-winning device 37. If a prize is won in the regular variable prize winning device 37, a special variable display game will be played as an auxiliary game. Furthermore, the starting prize entry point 36 is designed to make it easier for the game ball to enter when shooting left-handed, and the normal variable prize entry mechanism At location 37, the game ball is more likely to enter the winning slot when hitting to the right.

[0040] The movable member 37b is a so-called tongue-type ordinary electric mechanism, and as a result of the regular diagram variation display game When the display shows a predetermined stop status, the electric solenoid 37c (see Figure 3) operates This opens the gate, making it easier for the game balls to flow into the normal variable prize winning device 37 (advantageous to the player). It changes to a state where it is easy to win a prize. The movable member 37b is not in the open state (state where it is easy to win a prize). In a closed state (a state where it is difficult to win prizes, a state where it is hard to win prizes), the game balls are difficult to enter the normally variable prize winning device 37. Yes.

[0041] The movable member 37b is controlled by the game control device 100, which will be described later. Device 100 shortens the variation time of the regular figure variation display game and increases the probability of winning in the regular figure variation display game. By setting the probability higher than usual, the frequency of situations where winning is easy can be increased, or special games The duration of the easy-to-win state is longer than the duration of the easy-to-win state that occurs during normal gameplay without performing any special moves. By doing so, the aforementioned specific game state will be triggered, which is the time-saving state (normal power support state). In addition, even in the probability variation state (excluding the latent probability variation state), the time reduction state (regular electric support) can be overlapped. A (T) state occurs.

[0042] In the play area 32 to the right of the starting prize entry opening 36, there is a lower large prize entry opening solenoid 38b (see Figure 7). By retracting from the front towards the back, the large prize opening is opened. A first special variable prize winning device 38 (special electric device) having a type 38c opening and closing door is provided. The first special variable prize winning device 38 closes the grand prize winning opening according to the result of the special variable display game. From a closed state (a disadvantageous, blocked state for the player) to an open state (a favorable game state for the player) By converting the balls into a ball, the game balls can be easily passed into the lower prize pocket, allowing the player to play the game as intended. It is designed to assign value (for example, the number of bonus balls awarded or the number of time-saving / probability-changing rounds after a big win). Furthermore, within the lower prize slot, there is a detection means for detecting the game ball that has entered the prize slot. A prize entry switch 38a (count switch) is installed. Device 38 makes it easier for the game ball to enter a prize when the player is shooting to the right.

[0043] In the game area 32 above the normal variable prize winning device 37, there is an upper large prize winning solenoid 39b (Figure 3 (See reference) The opening and closing door rotates so that the upper end tilts to the right, thereby opening the large prize slot at the top. A second special variable prize-winning device 39 having 39c is provided. This refers to a state where the big prize slot is closed based on the result of the special symbol variation display game (a closed state that is disadvantageous to the player). It changes from a blocked state to an open state (a special game state advantageous to the player), and into the big prize winning area By facilitating the flow of game balls, the game provides players with a predetermined game value (for example, prize balls or the end of a jackpot). The number of time-saving rounds / number of bonus rounds after completion is awarded. As a detection means for detecting game balls that have entered the large prize slot, the upper large prize slot switch 39a (count) A switch (see Figure 3) is installed. Furthermore, the second special variable prize winning device 39 is for right-handed players. At that time, the game balls will be easier to enter the prize. Also, the lower large prize slot switch 38a and the upper large prize slot switch 39a is collectively referred to as the Grand Prize Switch 43.

[0044] Inside the second special variable prize winning device 39, a specific area 86 (the so-called V prize winning area) is provided. The door 39c is opened by a minor win, and then the game enters the specific area 86 (V-entry slot). A jackpot is confirmed when the ball enters the target area. The specific area 86 is open for an extended period of time only during a minor win. The game balls may be made to pass through easily, for example. The passage of a game ball into a specific area 86 (V-winning) is detected by a sensor (specific area switch 72, described later) etc. It can be detected via this method, and when a V-win is detected, it is confirmed that the game will transition to a big win state after the minor win ends. At the same time, the performance control device 300 described later receives information indicating that a V-win has occurred (specific area pass). The control device 300 then sends commands, etc. to the display device 41, etc., when a V-win is detected. It can be reported by leaving it there.

[0045] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). In this embodiment, the second special variable prize winning device 39 is opened when a minor win occurs, When a game ball enters a specific area 86 (V-entry slot) within the special variable prize winning device 39, a jackpot is triggered. To grow.

[0046] General prize slot 35, start prize slot 36, normal variable prize device 37, and special variable prize device 38 When a game ball enters one of the 39 large prize slots, the payout control device 200 (see Figure 3) will... The number of prize balls corresponding to the type of winning slot is dispensed from the payout device into the upper tray 21. Also, the lower game area Area 32 is provided with an outlet 30b for collecting game balls that did not enter the prize slots, etc. In addition, there are general prize slots 35, starting prize slots 36, normal variable prize devices 37, and special variable prize slots. Devices 38 and 39 and their vicinity are equipped with LEDs that can light up when a game ball enters a prize (see below) A part of the panel decoration device 46 is installed.

[0047] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, there is a special symbol variation display. The game will run (Special Feature 1 Variable Display Game, Special Feature 2 Variable Display Game) and the Normal Feature Variable Display Game. A single-use display device 50 is provided. The single-use display device 50 displays information such as the current game status. It is equipped with display units 51 to 60 for display purposes.

[0048] The integrated display device 50 is a fluctuation table composed of a 7-segment type display (LED lamp), etc. First special feature variation display unit 51 (special feature 1 display unit, lamp D1) and second special feature variation display for gameplay Display unit 52 (Special Figure 2 display unit, lamp D2) and variable display unit 53 (Normal Figure Variable Display Game) The display unit (lamps D8, D10, D18) and the start (hold) memory number for each variable display game. Knowledgeable memory display unit (Figure 1 Reserved display 54, Figure 2 Reserved display 55, General Figure Reserved display 56) ) and have. The hold indicator 54 in Special Figure 1 is composed of lamps D11 and D12. Special Feature 2 Reserved Indicator 55 is composed of lamps D13 and D14. Normal Feature Reserved Indicator 56 It consists of lamps D15 and D16.

[0049] Furthermore, the integrated display device 50 displays information for when shooting to the right (when shooting to the right) or when shooting to the left (when shooting normally) The first game status display unit 57 (first game status indicator, lamp D7) notifies that the game status is in the specified state. The second game state display unit 58 lights up when a time-saving state occurs to notify the occurrence of a time-saving state. Skill status indicator (lamp D17): When the power of the gaming machine 10 is turned on, the probability state of a big win is high probability state. The third game state display unit 59 (third game state indicator, probability state) indicates that the game is in a certain state. Display unit, lamp D9), number of rounds during a jackpot (number of times special variable prize winning devices 38 and 39 are opened and closed) A round display section 60 (lamps D3-D6) is provided to display the following:

[0050] In the display unit 51 in Special Figure 1 and the display unit 52 in Special Figure 2, the variable display game uses identification information (for example). This is achieved by a fluctuating display in which the central segment repeatedly lights up and turns off (flashes). The display units 51 in Figure 1 and 52 in Figure 2 are not limited to such segment-type display units. It may consist of a collection of multiple LEDs, or when performing a variable display, All LEDs installed as a device can be turned on and off simultaneously (all LEDs flashing at the same time), or they can cycle through the lights. Lighting (one LED lights up and turns off in a predetermined order at predetermined intervals), or multiple LEDs This can also be done by turning a predetermined number of LEDs on and off (flashing) or by cyclical lighting. In the general display unit 53, the variable display game uses the on / off switching of lamps D10 and D18. It is executed by repeating fluctuating displays (flashing). Also, the general display unit 53 and the special display unit 1 5 1. It can be configured as appropriate, similar to the display unit 52 in Special Figure 2.

[0051] The lamp display device 80 lights up and turns off as symbols (the fourth special symbol and the fourth symbol, described later). Lamp display units 1 and 2 (LEDs) that perform a repeating variable display (flashing), and each special drawing change It has lamp display units 3-6 (LEDs) for notifying the number of memories stored in the start (hold) of the dynamic display game. The lamp display device 80 is controlled by the performance control device 300 (described later).

[0052] The lamp display units 1 and 2 display a variable blinking pattern with a predetermined blinking cycle (for example, 200 msec (milliseconds)). It blinks every 2 seconds. That is, the switching between off and on for lamp indicators 1 and 2 is every 2 seconds of the blinking cycle. This is performed over a period of 1 / 1 of a second (for example, 100 msec). [Image caption: Display unit 1 of the batch display device 50] 51, Special Figure 2 display 52, General Figure display 53, the fluctuation time of the fluctuation display 1 While it is measured at 00, the fluctuation time of the lamp display units 1 and 2 of the lamp display device 80 is calculated The output control device 300 (described later) measures the output.

[0053] Lamp indicators 3 and 4 (Special Figure 1 Reserve LED1, Special Figure 1 Reserve LED2) are either off or lit. The number of reserved symbols (first start memory) in Special Feature 1 is displayed based on the combination of state and flashing state. The lamp indicators 5 and 6 (Special Figure 2 Reserve LED1, Special Figure 2 Reserve LED2) are either off or lit. The lamp displays the number of reserved symbols (second start memory) based on the combination of state and flashing status. Display unit 3-6 stops displaying the number of reserved balls when a jackpot occurs, but when not in a jackpot state (Including cases where a reach is occurring on the display device 41 as described below), the number of pending items is displayed.

[0054] Next, the flow of gameplay in the gaming machine 10, the regular figure variation display game and the special figure variation display game I will explain in detail.

[0055] In the gaming machine 10, game balls are launched from a ball launching device (not shown) toward the game area 32. The game is played by doing so. The launched game balls are placed at various locations within the game area 32. The ball moves down the game area 32, changing its direction of rotation due to obstacles such as nails and windmills, and the game starts with a normal drawing. T34, General prize slot 35, Start prize slot 36, Normal variable prize device 37, or Special variable prize device If the ball lands in slots 38 or 39, or flows into the outlet 30b located at the bottom of the game area 32, It is then dispensed from the game area 32. Then, the general prize entry point 35, the start prize entry point 36, and the normal variable entry point When a game ball enters the prize device 37, or the special variable prize device 38 or 39, the prize entry opening in which the ball entered A number of prize balls corresponding to the type of ball are dispensed into the upper tray 21 via the payout device.

[0056] The regular starting gate 34 has a gate that detects the game balls that have passed through the regular starting gate 34. A switch 34a (see Figure 3) is provided. The game ball passes through the normal starting gate 34. The gate switch 34a detects this, and the random value for hit determination extracted at this time Based on the judgment result, a game displaying the changes in the regular diagram is executed.

[0057] A situation where the regular display variation game cannot be started, for example, when the regular display variation game is already in progress. If the regular display game has not finished, or if the result of the regular display game is a hit When the normal variable prize winning device 37 is converted to the open state, the game balls start in the normal diagram If step 34 is passed, and the number of normal diagram start memories (number of normal diagram reserves) is less than the upper limit, then the number of memories will be It is added (+1).

[0058] The regular diagram start memory (regular diagram hold) is used to determine whether the regular diagram variation display game is a win or a loss. A random value for determination is stored, and if this random value for determination matches the determination value, The regular display game results in a win, leading to a specific outcome (specific result).

[0059] The general display variation game is executed on the general display unit 53 provided on the integrated display device 50. The general diagram indicator 53 is lit up as general identification information (general diagram). It consists of LEDs that indicate the position and, when off, indicate the misalignment, and these LEDs blink. This will display the changes in the normal identification information, and after the predetermined change display time has elapsed, the LED will light up or The system is designed to display the results by turning off the lights.

[0060] If the random number extracted when passing through the normal diagram starting gate 34 is a winning value, the normal diagram will be displayed. The regular symbol (regular symbol) displayed on the device 53 stops in a winning state, and the device enters a winning state. At this time, When the general-purpose solenoid 37c (see Figure 3) is driven, the movable member 37b moves at a predetermined time The gate is temporarily converted to an open state (for example, 3 seconds x 2 times), and the game balls enter the normally variable prize winning device 37. The award is permitted.

[0061] The entry of the game ball into the starting prize slot 36 and the normal variable prize slot 37 is by starting slot 1 It is detected by switch 36a (see Figure 3) and start port 2 switch 37a (see Figure 3). A game ball that enters the starting prize slot 36 is detected as the starting prize ball for the special feature 1 variable display game. The number of balls is stored up to a predetermined upper limit, and the game balls that enter the ordinary variable prize winning device 37 are special Figure 2 shows the starting point of the game, and the balls are detected as winning balls and stored up to a predetermined upper limit.

[0062] When a winning ball is detected at the start of the special feature variation display game, the jackpot random value and the jackpot symbol random value are used. Variable pattern random values ​​are extracted. These random values ​​are used in the special symbol reserve record of the game control device 100. The memory area (part of RAM) stores a predetermined number of special feature start-up winning memories (for example, up to 8 times). ) is stored up to the limit. The number of special feature start-up prize memories is stored in the start-up prize number report of the batch display device 50. It is displayed on the special display unit 1 reserve indicator 54 and special display unit 2 reserve indicator 55, as well as on the display device 4 It will also be displayed on screen 1.

[0063] The game control device 100 either receives a prize in the starting prize slot 36 or stores the first starting memory (special feature 1 starting memory). Based on the memory (Special Feature 1 held), the Special Feature 1 display unit 51 executes the Special Feature 1 variation display game. Furthermore, the game control device 100 either awards a prize to the normal variable prize winning device 37 or stores a second start memory (special symbol Based on the start memory (2, special figure 2 hold), the special figure 2 variation display game is executed on the special figure 2 display unit 52. do.

[0064] Special Feature 1 Variable Display Game (First Special Feature Variable Display Game) and Special Feature 2 Variable Display Game (Second Special Feature The display game shows identification information (special) in the display unit 51 of special figure 1 and the display unit 52 of special figure 2. This is done by displaying a variable pattern (or special pattern) and then stopping the display of a predetermined result.

[0065] Furthermore, the display device 41 provides multiple types of identification information corresponding to each special feature variation display game (for example) A special display game is played where the display of decorative symbols (such as numbers, symbols, and character images) changes. It will be done.

[0066] The decorative special feature display game in the display device 41 is a decorative special feature composed of the numbers and the like mentioned above. The different symbols (identification information) are on the left (first special symbol), right (second special symbol), and center (third special symbol). The display will start sequentially (scrolling display), and after a predetermined time, the changing patterns will stop one by one. This is done by displaying the results of the special feature variation display game. Also, the display device 41 In order to enhance the experience, various visual effects such as the appearance of characters will be used. Furthermore, decorative special illustrations In the variable display game, the lamps of the lamp display device 80 are used as other decorative special symbols (identification information). In the display units 1 and 2, the fourth special symbol is indicated by the repeated switching between illuminated and unlit displays (flashing). The (fourth symbol) changes. The change display on lamp display units 1 and 2 will change after a predetermined time from the start. If there is a misalignment, the lights will turn off; if it is a big win or a small win, the lights will turn on.

[0067] If a game ball does not enter the starting prize slot 36 or the normal variable prize device 37 at the predetermined timing If this occurs (the random value for a jackpot at the time of prize detection is a jackpot value), the special symbol variation display game will start. As a result, a specific outcome pattern (special outcome pattern) is derived from the displayed symbols, and a jackpot state is reached. (Special game state) is entered. In response to this, the display mode of the display device 41 is changed to a special result mode (for example) This results in a state where the numbers are all the same, such as "7,7,7".

[0068] At this time, the special variable prize winning devices 38 and 39 are large prize winning solenoids (38b, 39b) By applying power to (see Figure 3), the large prize slot opens from a closed state for a predetermined time (e.g., 30 seconds). It is converted to a predetermined state. That is, the large prize slots provided in the special variable prize winning devices 38 and 39 are predetermined The game opens wide for a set amount of time or until a predetermined number of game balls have entered the winning area, during which time players can collect as many game balls as possible. A perk is granted that allows you to gain something.

[0069] When a game ball enters the first starting prize slot 36 or the normal variable prize device 37 at a predetermined timing If this occurs (when the random value for a big win is detected as a small win value), the special symbol variation display will show As a result of the system, a specific result pattern (minor win result pattern) is derived from the displayed symbols, and the minor win state This is the state. Correspondingly, the display mode of the display device 41 becomes the minor win result mode. In this embodiment, the jackpot random value is also used to determine the minor win, but the minor win value (minor win determination value) ) is different from the jackpot value (jackpot determination value).

[0070] At this time, the special variable prize winning devices 38 and 39 are large prize winning solenoids 38b and 39b (Figure 3) By applying power to the (reference) port, the large prize slot is changed from a closed state to an open state for a predetermined short period of time. Furthermore, the total opening time of the big prize slot is longer in the small win state (small win game state) than in the big win state (special Because it is shorter than the game state, the amount of game value that the player can win in the minor win state is less than in the major win state. The value (number of balls obtained) is low. Note that in both the minor win state and the major win state, the large prize slot is open. In this way, the big win state is called the first special game state, and the small win state is called the second special game state. That's fine. Also, for simplicity, in this embodiment, the special variable prize winning device 39 ( Only the upper large prize slot is converted to the open state, resulting in a jackpot state (jackpot state due to V-entry during a small win). This describes a configuration in which only the special variable prize winning device 38 (lower large prize winning slot) is converted to an open state (including the above). ru.

[0071] Here, I will explain the difference between a big win and a small win.

[0072] A big win is a special result that involves the activation of a conditional device, while a small win does not involve the activation of a conditional device. This is a specific result. The condition device is that a jackpot occurs in the special symbol variation display game (the jackpot symbol stops) This device activates when the stop indicator is displayed. When the condition device is activated, for example, when a jackpot state occurs. In order to continuously operate the special variable prize winning devices 38 and 39 as special electric prizes, This means that the flag is set. Also, when the condition device is activated, it means that the specific area 86 This could also mean that a game ball passed through (entered the V-zone). The condition device not activating does not mean that... For example, if you simply win a minor prize in a lottery, the aforementioned specific flag will not be set. This means that, however, as will be described later in this embodiment, if a V-win occurs during the minor win state In that case, the conditional device will be activated. Note that the "conditional device" is a software as described above. It could be a software means like a flag that is turned on and off automatically, or it could be electrically turned on It may also be a hardware means such as a switch that turns it off. Furthermore, the "conditioning device" is As a device whose operation is a necessary condition for the continuous operation of electric mechanisms, it is used in the field of pachinko games. This term is commonly used in [the field] and has the same meaning in this specification. It is used as a word.

[0073] Specifically, in the case of a jackpot, the jackpot flag is set, which activates the special variable prize winning device. While the main feature is unlocked, in the case of a minor win, a minor win flag is set, which changes the outcome. The prize-winning mechanism is opened.

[0074] Note that the indicator 51 in Figure 1 and the indicator 52 in Figure 2 may be configured as separate indicators. They may be configured as the same display unit, but each special feature variation display game will not be executed simultaneously. It will be set to this. Note that the Special Feature 2 variable display game will take priority over the Special Feature 1 variable display game. It is set to execute, and the start memory for the Special Feature 1 variable display game and the Special Feature 2 variable display game is stored. If the game becomes playable, the special feature 2 variation display game will be played. Executed (Priority processing of Special Feature 2 held symbols, priority of Special Feature 2 fluctuations).

[0075] Regarding the decorative special feature variation display game in the display device 41, there is a special feature 1 variation display game and a special feature The variable display game shown in Figure 2 may be run on separate display devices or separate display areas. Alternatively, it may be performed on the same display device or display area. In this case, see Figure 1 Variable Display G The decorative special feature variation display game corresponding to the special feature 2 variation display game is not executed simultaneously. You may do so.

[0076] In the following explanation, we will not distinguish between the Special Feature 1 variable display game and the Special Feature 2 variable display game. If not applicable, it will simply be called a special feature variation display game.

[0077] Also, although not particularly limited, the start port 1 switch 36 within the start port 36 mentioned above a. Start port 2 switch 37a, gate switch 34a, prize port inside the normal variable prize winning device 37. Switch 35a and the count switches (38a, 39a) are equipped with coils for magnetic detection. This non-contact type of device detects game balls by utilizing the phenomenon that the magnetic field changes when metal comes into close proximity to the coil. A magnetic proximity sensor (hereinafter referred to as a proximity switch) is used. Also, the gaming machine 10 Glass frame open detection switch 63 provided on glass frame 15 etc. and front frame (game frame) 12 etc. The front frame open detection switch 64 (main frame open detection switch) has mechanical contacts A microswitch having the following characteristics can be used.

[0078] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is a game control device 10 The game control device 100 is equipped with a main board (0) and is a main control device (main board) that comprehensively controls the game. The board is a game microcomputer (hereinafter referred to as "game microcomputer") 111 It has a CPU unit 110, an input unit 120 having an input port, and an output port and driver The output unit 130 has such a connection between the CPU unit 110, the input unit 120, and the output unit 130. It consists of a data bus 140, etc.

[0079] The CPU section 110 is a microcontroller for games called an amusement chip (IC). U)111 and an oscillator like a crystal oscillator are used to control the CPU's operating clock and timer interrupts. It includes an oscillator circuit (crystal oscillator) 113 that generates a clock that serves as the reference for the random number generation circuit. The game control device 100 and the solenoids and motors driven by the game control device 100. Electronic components such as [specific components] require DC32V, DC12V, DC5V generated by power supply unit 400. A predetermined DC voltage, such as V, is supplied to enable operation.

[0080] The power supply unit 400 generates a DC voltage of 32V DC from a 24V AC power supply. Converters and DC32V voltages to lower DC voltage levels such as DC12V and DC5V. A standard power supply unit 410 having a DC-DC converter that generates a DC-DC converter, and a game microcontroller 11 A backup power supply unit 420 that supplies power voltage to the internal RAM of unit 1 in the event of a power outage, and It has an electrical monitoring circuit and sends an electrical power monitoring signal to the game control device 100 to notify it of the occurrence and restoration of an electrical power outage. It includes a control signal generation unit 430 that generates and outputs control signals such as set signals.

[0081] In this embodiment, the power supply unit 400 is configured separately from the game control device 100, The backup power supply unit 420 and the control signal generation unit 430 are located on a separate board or on the game control board The device 100 may be integrated with the main board, that is, it may be configured to be mounted on the main board. Game board 30 and Since the game control device 100 is subject to replacement when the model is changed, as in the embodiment, the power supply device 400 or a separate board from the main board contains a backup power supply unit 420 and a control signal generation unit 43 By setting a value of 0, it is possible to exclude items from replacement and reduce costs.

[0082] The backup power supply unit 420 is composed of a single large-capacity capacitor, such as an electrolytic capacitor. This is possible. The backup power supply is provided by the game microcomputer 111 of the game control device 100. In particular, data stored in RAM is supplied to the built-in RAM, and even during a power outage or after the power is cut off, the data stored in RAM remains safe. It is designed to be retained. The control signal generation unit 430 generates, for example, the normal power supply unit 410. It monitors the 32V voltage and, if it drops to, for example, 17V or below, it detects a power outage and shuts down the system. The power monitoring signal is changed, and a reset signal is output after a predetermined time. A reset signal is output after a predetermined time has elapsed from the moment of power-on or power restoration.

[0083] Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the initialization switch 112 is pressed down and turned on, an initialization switch signal is generated. Based on this, the RAM 111c in the gaming microcomputer 111 and the RA in the payout control device 200 A process is performed to forcibly initialize the information stored in M. This is not particularly limited to... However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read by the game microcontroller 1 It is repeatedly read within the main loop of the main program that 11 executes. Reset The signal is a type of forced interrupt signal that resets the entire control system.

[0084] Furthermore, the game control device 100 (main board) is equipped with a setting key switch 93. The switch 93 is activated by the operator's rotation or other actions, thereby affecting the game conditions (gameplay). This makes it possible to change the probability setting value (setting value) according to the settings. Switch 112 is a setting value change switch that can change the probability setting value according to the operator's actions. It can also be used. In this embodiment, the probability setting value is the probability of a big win or a small win. This is a setting value for determining the probability of selection, but other game conditions (such as visual effects) can also be set to a probability. It can be changed according to a fixed value. The setting key switch 93 and the RAM initialization switch 112 are A setting change means (setting change device 42, setting) that can change the settings (probability setting value) related to the game conditions The specified means is configured. Note that a switch other than the RAM initialization switch 112 is configured. The switch can be used for both fixed-value change and setting change, or a separate, dedicated setting change switch can be provided. .

[0085] The setting key switch 93 and the RAM initialization switch 112 are located inside the gaming machine 10. Because it is installed on the base 100, operation is not possible unless the front frame 12 (main frame) is opened. It is placed in an inaccessible location. In other words, the setting key is placed in an inaccessible location. It is not possible to access and operate switch 93 and RAM initialization switch 112.

[0086] As described later, when the power to the gaming machine 10 is turned on (power restored after a blackout, power restored), the gaming machine 10 is set The probability setting depends on the on / off state of the constant key switch 93 and the RAM initialization switch 112. A state in which the value can be changed (settable) (setting change state, configurable state, setting change mode) (D), transitions to various states such as a setting confirmation state (setting confirmation mode) where the probability setting value can be checked. It is possible.

[0087] In this embodiment, the probability setting value is defined in, for example, six levels, and probability setting value 1 (setting 1 ), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability There are two settings: setting 5 (setting 5) and probability setting 6 (setting 6). Generally, setting 1 is the most popular among players. The settings are unfavorable, and setting 6 is the most advantageous setting for the player. Settings 1 and 2 are low settings. Settings 3 and 4 are intermediate settings, while settings 5 ​​and 6 are high settings.

[0088] During the probability setting change process, the RAM initialization switch 112 is pressed by the operator. Each time, the working setting value (setting) in the working setting value area becomes setting value 0 (setting 1, probability setting value 1). →Setting value 1 (Setting 2, probability setting value 2) →Setting value 2 (Setting 3, probability setting value 3) →Setting value 3 ( Setting 4, probability setting value 4) → Setting value 4 (Setting 5, probability setting value 5) → Setting 5 (Setting 6, probability The setting changes as follows: setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ... As shown above, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, while in the settings change state (settings change mode), set the working settings values ​​from 0 to 5 respectively. Although it is set to correspond to probability setting values ​​1 to 6, the working setting value and the probability setting value are within the same numerical range (i.e.) You may treat them as the same if they are set to 0-5 or 1-6 (working setting value and probability setting) (Make the values ​​the same number.)

[0089] Note that instead of operating the RAM initialization switch 112 (setting value change switch), the setting key The switch 93 may be rotated to a predetermined position to change the probability setting value. Also the probability setting value is not limited to six levels. And the display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on a performance display device 152 or the like which is, for example, a four-digit 7-segment type (8-segment type including the dot Dp type) display.

[0090] The game microcomputer 111 includes a CPU (central processing unit: microprocessor) 111a a read-only ROM (read-only memory) 111b and a randomly accessible and writable RA M (random access memory) 111c.

[0091] The ROM 111b stores non-volatilely invariant information (programs, fixed data, various random number judgment values, etc.) for game control. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random number values, and information related to the game (game information) is stored, and it becomes a holding storage means capable of holding the stored information even when a power failure occurs . As the ROM 111b or the RAM 111c, an electrically rewritable non-volatile memory such as an EEPROM may be used.

[0092] Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the production content, the presence or absence of a reach state, etc. The variation pattern table is a table for the CPU 111a to refer to the variation pattern random numbers 1 to 3 stored as start-up memory to determine the variation pattern . ​​It is a bull. Also, in the variation pattern table, when the result is off, the off variation pattern table, the jackpot variation pattern table selected when the result is a jackpot, etc. are included. Furthermore, these pattern tables include tables for determining the latter half variation pattern (latter half variation group table, latter half variation pattern selection table, etc.) which is the variation pattern after reaching the reach state, and tables for determining the former half variation pattern (former half variation group table, former half variation pattern selection table, etc.) which is the variation pattern before reaching the reach state. ーブル等が含まれる。さらに、これらのパターンテーブルには、リーチ状態となった後の 変動パターンである後半変動パターンを決定するためのテーブル(後半変動グループテー ブルや後半変動パターン選択テーブル等)、リーチ状態となる前の変動パターンである前 半変動パターンを決定するためのテーブル(前半変動グループテーブルや前半変動パター ン選択テーブル等)が含まれている。

[0093] Here, reach (reach state) means that in the gaming machine 10 having a display device whose display state can change, the display device derives and displays a plurality of display results at different times, and when the plurality of display results become a predetermined special result mode, the gaming state becomes a gaming state advantageous to the player (special gaming state). When a part of the plurality of display results has not yet been derived and displayed, the display state where the display results that have already been derived and displayed satisfy the condition of being in the special result mode is referred to. Also, in other words, the reach state means the display mode that does not deviate from the display condition of the special result mode even when the variation display control of the display device progresses to the stage before the display result is derived and displayed. And, for example, a state where the variation display is performed in a plurality of variation display areas while maintaining the state where the special result modes are satisfied (so-called full rotation reach) is also included in the reach state. Also, the reach state is the display state at the time when the display control of the display device progresses to the stage before the display result is derived and displayed, and at least a part of the display results of the plurality of variation display areas determined before the display result is derived and displayed becomes the special result mode. が時期を異ならせて複数の表示結果を導出表示し、該複数の表示結果が予め定められた特 別結果態様となった場合に、遊技状態が遊技者にとって有利な遊技状態(特別遊技状態) となる遊技機10において、複数の表示結果の一部がまだ導出表示されていない段階で、 既に導出表示されている表示結果が特別結果態様となる条件を満たしている表示状態をい う。また、別の表現をすれば、リーチ状態とは、表示装置の変動表示制御が進行して表示 結果が導出表示される前段階にまで達した時点でも、特別結果態様となる表示条件からは ずれていない表示態様をいう。そして、例えば、特別結果態様が揃った状態を維持しなが ら複数の変動表示領域による変動表示を行う状態(いわゆる全回転リーチ)もリーチ状態 に含まれる。また、リーチ状態とは、表示装置の表示制御が進行して表示結果が導出表示 される前段階にまで達した時点での表示状態であって、表示結果が導出表示される以前に 決定されている複数の変動表示領域の表示結果の少なくとも一部が特別結果態様となる条 This refers to the display state when the conditions are met.

[0094] Therefore, for example, a decorative special feature variation table displayed on a display device in response to a special feature variation display game. The game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas of the display device. After displaying the information as it changes, the display stops in the order of left, right, and center, and the resulting pattern is displayed. In this case, the conditions for a special result are met in the left and right variable display areas (for example, the same The state in which the fluctuation display stops (based on the first identification information) is considered a "reach" state. In addition, all fluctuation displays Once the display of the area changes is temporarily stopped, in any two of the left, middle, or right change display areas... A state in which the conditions for a special outcome are met (for example, a state in which the identification information becomes the same, however (Excluding special result modes) is set to the reach state, and the remaining one variable display area changes from the reach state. You can also make it display dynamically.

[0095] Furthermore, the reach state includes multiple reach animations, leading to special result patterns (jackpot patterns). As a system (type) of reach animations that have different probabilities (different levels of expectation), Normal Reach (Normal Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP There are three types of reach patterns: 2-reach, Special 3-reach (SP3 reach), and Premium reach. The expected probability (expected value) of winning is as follows: No reach < Normal reach < Special 1 reach The ranks increase in the order of Special 2 Reach < Special 3 Reach < Premium Reach. Furthermore, the reach state is determined by at least the special result pattern being derived in the special symbol variation display game. It is included in the variation display patterns in cases where a jackpot is achieved. In the case of determining that no special result mode is derived in the special figure variable display game (the case of failure), it may be included in the variable display mode. Therefore, the state in which a reach state has occurred is a state with a high probability of winning compared to the case where no reach state occurs. In addition, the degree of expectation of the effect (preview) suggests the probability of winning when the effect is selected, and can be calculated based on the selection rate of the effect when winning and the selection rate of the effect when not winning (in the case of failure). The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, or to generate and output drive signals for the solenoid and the display device to control the entire gaming machine 10. Also, although not shown, the game microcomputer 111 generates a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a symbol random number for the short time symbol (the stop symbol in the case of a support win) described later, a variable pattern random number for determining the variable pattern in the special figure variable display game (including the execution time of various reach and non-reach variable display games), etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0096]

[0097]

[0098]

[0099] 。 Furthermore, in processing related to the special feature variation display game, the CPU 111a uses the ROM 111b From among the multiple variation pattern tables stored, select one variation pattern table To obtain a bull. Specifically, CPU111a determines the game result (jackpot) of the special feature variation display game. (either a win or a loss), or the probability state of the special symbol variation game as the current game state (normal probability) Based on the rate state or high probability state, the number of starting memories, etc., multiple variation pattern tables Select and retrieve one of the variation pattern tables from among them. Here, CPU11 1a is when the special feature variation display game is executed, multiple variations stored in ROM 111b The variation distribution information retrieves one of the variation pattern tables from the pattern tables. It serves as a means of obtaining information.

[0099] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces, etc., it follows the prize ball payout commands (commands and data) from the game control device 100. Then, the payout motor 91 of the payout unit is driven and controlled to dispense the prize balls. Furthermore, the payout control device 200 dispenses based on the ball loan request signal from the card unit 600. The unit's dispensing motor 91 is driven to control the dispensing of the dispensed balls.

[0100] The input section 120 of the gaming microcomputer 111 is a radio wave detector that detects the emission of radio waves to the gaming machine. Sensor 62 (panel radio wave sensor), gate switch 34a of the general start gate 34, first start input Start switch 36a inside prize slot 36, start switch 36a inside second start prize slot 37 (normal variable prize device) Switch 37a for the second moving port, switch 35a for the general winning port 35, and special variable winning device 38 , 39 large prize slot switch 43 (lower large prize slot switch 38a, upper large prize slot switch 39a) ) are connected, and the high level supplied by these switches is 11V and the low level is 7V. An interface that takes a negative logic signal like this as input and converts it to a positive logic signal of 0V-5V. A chip (proximity interface) 121 is provided.

[0101] Furthermore, the interface chip (proximity I / F) 121 has a specific area switch 72, remaining The ball ejection port switch 73 and the out-of-bounds ball detection switch 74 are connected. Specific area switch 72 This detects the passage of a game ball into a specific area 86 (V-winning slot) (V-winning). Remaining ball discharge slot The 73 passes through the remaining ball discharge port that discharges game balls from the special variable prize winning devices 38 and 39. The game ball is detected. The out ball detection switch 74 detects the game ball that has passed through the out opening 30b. You can detect only those balls, or you can detect all game balls that have been launched into the game area and have finished playing. good.

[0102] The output of the proximity interface 121 is to the second input port 123, the third input port 124, or the The data is supplied to the 4 input port 126 and read by the game microcontroller 111 via the data bus 140. It is produced. Of the outputs of the proximity interface 121, gate switch 34a and start port 1 switch Check switches 36a, 37a for the start port, 35a for the prize port, and 43 for the large prize port. The output signal is input to the third input port 124.

[0103] Furthermore, among the outputs of the proximity interface 121, the detection signal of the radio wave sensor 62 and the sensor and switch... When an abnormality is detected in the device, the abnormality detection signal is input to the second input port 123.

[0104] In addition, among the outputs of the proximity interface 121, the specific area switch 72 and the remaining bulb outlet switch 73, or the detection signal from the out-of-bounds ball detection switch 74, is input to the fourth input port 126. .

[0105] Furthermore, the second input port 123 is connected to the front frame 12 of the gaming machine 10, etc. The detection signal from the magnetic sensor switch 61, the glass provided in the glass frame 15 of the gaming machine 10, etc. Frame open detection switch 63, front frame open detection switch provided on the front frame 12 (main frame), etc. A signal from 64 (main frame open detection switch) and a vibration sensor 6 that detects vibrations from the gaming machine 10. A signal from 5 is input.

[0106] Furthermore, the second input port 123 receives the setting key switch signal from the setting key switch 93. The data is captured and supplied to the gaming microcontroller 111 via the data bus 140.

[0107] Furthermore, of the outputs of the proximity interface 121, the output to the third input port 124 is used for the game control system. The power supply is also supplied from unit 100 to a test firing device (not shown) via relay board 70. Furthermore, among the outputs of the proximity interface 121, switch 36a for start port 1 and switch 2 for start port 2 The detection signal from Chi 37a is input to the third input port 124 as well as to the game microcontroller 111. It is structured in this way.

[0108] As mentioned above, the proximity interface 121 has a signal level conversion function. To enable the conversion function, the proximity interface 121 is connected to the power supply unit 400, which is used to power a normal IC. In addition to the voltage required for operation, such as 5V, a 12V voltage is also supplied. .

[0109] The data held by the third input port 124 is processed by the gaming microcontroller 111. The enable signal CE is enabled by decoding the address assigned to 124. By asserting 2 (changing to the valid level), it can be read. Second input port The same applies to input 123, the fourth input port 126, and the first input port 122, which will be described later.

[0110] Furthermore, the input unit 120 receives the frame radio wave erroneous signal and the payout signal output from the payout control device 200. Gee signal, status signal indicating a payout abnormality, and chute ball shortage indicating insufficient game balls before payout. Switch signal, overflow switch signal indicating overflow, to operating handle 24 Touch switch signal based on input from the provided touch switch, RAM initialization switch 1 The signal from 12 is received and supplied to the gaming microcontroller 111 via the data bus 140. A first input port 122 is provided. The overflow switch signal is sent to the lower tray 23. This message is output when it is detected that the number of skill balls stored exceeds a predetermined amount (i.e., the container is full). It is a signal. The frame radio wave irregular signal is detected by the frame radio wave sensor located on the front frame 12 (main frame) and the radio waves. This is a signal output based on detection, and the payout busy signal is generated by the payout control device 200. This signal indicates whether or not the system is in a state where it can accept messages.

[0111] Furthermore, the input unit 120 receives signals such as power outage monitoring signals and reset signals from the power supply unit 400. A Schmitt buffer 125 is provided for inputting the number to the game microcontroller 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply unit 400 is first input to the first input port 122, and then the data bar It is taken into the game microcontroller 111 via S140. In other words, the various switches mentioned above These signals are treated as equivalent signals. The gaming microcontroller 111 is provided with an external signal. This is because there are limitations on the number of terminals that can receive the signal.

[0112] On the other hand, the reset signal RST, which has been de-noised by the Schmidt buffer 125, The reset terminal provided on the microcontroller 111 is directly input, and the output section 13 It is supplied to each port of 0. Also, the reset signal RST is supplied directly without going through the output unit 130. By outputting to the relay board 70, the ports of the relay board 70 (Figure) are used to output to the test firing device. The test firing signal held (details omitted) is configured to be turned off.

[0113] Furthermore, the reset signal RST is configured to be output to the test firing device via the relay board 70. This may be done. Note that the reset signal RST is connected to ports 122 and 123 of the input unit 120. ,124 is not supplied. Immediately before the reset signal RST is received, the game microcontroller 111 The data set in each port of the output unit 130 is reset to prevent system malfunction. It is necessary to do this, but just before the reset signal RST is received, play from each port of the input section 120 The data read by the technical microcontroller 111 is discarded when the game microcontroller 111 is reset. Because they are to be discarded.

[0114] The output unit 130 has a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer located in the communication path from the technical microcontroller 111 to the payout control device 200. 132 is provided. From the game control device 100 to the performance control device 300 and the payout control device Data is transmitted to 200 via serial communication. Furthermore, from the side of the performance control device 300, This is a one-way communication system that prevents signals from being input to the technical control device 100.

[0115] Furthermore, the output unit 130 is connected to the data bus 140 and is used for test firing by a certified organization (not shown). Data that informs the test device of the special symbols in the variable display game, and signals that indicate the probability state of a jackpot. A buffer 133 that outputs such data via the relay board 70 can be implemented. Fa-133 is a game control system for pachinko machines (mass-produced and sold products) installed in amusement parlors. This is a component that is not mounted on the device (main board). Furthermore, it is output from the proximity I / F121. Detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is then supplied to the test firing device via the relay board 70.

[0116] On the other hand, magnetic sensor switches 61 and radio wave sensors 62, for example, cannot be used directly in a test firing device. If a detection signal cannot be supplied, it is temporarily taken into the game microcontroller 111 and used to input other signals or information The information is processed and used, for example, as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The data is then supplied from the data bus 140 to the test firing device via the buffer 133 and the relay board 70. ru.

[0117] Furthermore, the relay board 70 receives the signal output from buffer 133 and performs test firing. It relays and transmits the signal lines of the detection signals of switches that do not go through a buffer, as well as the ports that supply signals to the device. Connectors and the like are provided. The ports on the relay board 70 are connected to the gaming microcontroller 11 A chip enable signal CE is also supplied from 1, and is selected and controlled by this signal CE. The signal from the port is supplied to the test firing device.

[0118] Furthermore, the output unit 130 is connected to the data bus 140 and opens the normal variable prize winning device 37. The solenoid (general electric solenoid) 37c opens the first special variable prize winning device 38. The prize-winning slot solenoid 38b (large prize-winning slot solenoid 1) and the second special variable prize-winning device 39 are opened. The large prize slot solenoid 39b (large prize slot solenoid 2) activates the lever to enter a specific area. Second output port for outputting the opening / closing data of lever solenoid 86b, which releases 86. 134 is provided.

[0119] Furthermore, the output unit 130 has LED anodes that correspond to the content to be displayed on the integrated display device 50. A third output port for outputting on / off data of the segment line to which the terminal is connected. 135. The digit wire to which the cathode terminal of the LED of the batch display device 50 is connected is ON / A fourth output port 136 is provided for outputting off-data.

[0120] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, via the external information terminal 71. A fifth output port 137 is provided for outputting to the external information terminal 71. Relays are provided, for example, for external devices installed in amusement parlors (information gathering terminals and internal management systems within the amusement parlor). It can be connected to a device (such as a hall computer), and information regarding the gaming machine 10 can be stored externally. It is designed to be able to supply power to the location. In addition, the fifth output port 137 can be used for simulation. A firing permission signal is also output to the dispensing control device 200 via the buffer 132.

[0121] Furthermore, the output unit 130 has a general-purpose solenoid 37 output from the second output port 134. c and the large prize slot solenoids 38b and 39b receive opening and closing data signals to drive the solenoids. The first driver (drive circuit) 138a generates and outputs a signal, and the output is from the third output port 135. The unit that outputs the on / off drive signal for the segment line on the current supply side of the integrated display device 50. 2 Driver 138b, current draw from the fourth output port 136 of the integrated display device 50 Third driver 138c outputs the on / off drive signal for the incoming digit line, fifth output port External information signals to be supplied to external devices such as management devices are output from terminal 137 to external information terminal 71. A fourth driver 138d is provided.

[0122] The first driver 138a is designed to drive a solenoid that operates at 32V. DC32V is supplied as the power supply voltage from the power supply unit 400. Also, the integrated display unit 50 A second driver 138b that drives the segment lines is supplied with DC12V. The third driver 138c, which drives the digit wire, draws the digit wire according to the display data using current. Since this is for that purpose, the power supply voltage can be either 12V or 5V.

[0123] The second driver 138b, which outputs 12V, connects the LED anode via the segment wire. The third driver 138c, which supplies current to the terminal and outputs the ground potential, is connected to the cathode terminal. By drawing current through the red digit line, the L that is sequentially selected in the dynamic drive method is used. The ED lights up when power voltage flows through it. The fourth terminal outputs an external information signal to the external information terminal 71. The Riber 138d is supplied with DC 12V to provide a 12V level to external information signals. Note that buffer 133, second output port 134, first driver 138a, etc. are game-related. The output section 130 of the device 100, that is, is located on the relay board 70 side, not on the main board. You can do that.

[0124] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as [information]. 9 indicates that the gaming microcomputer 111 sends data to the inspection device 500 via serial communication. It is configured to allow two-way communication so that reception is possible. Similar to a typical general-purpose microprocessor, the serial communication terminal of the gaming microcontroller 111 is Since it is done using this, ports such as input ports 122, 123, and 124 are provided. not present.

[0125] Furthermore, the output unit 130 receives serial data (control) output from the second output port 134. We receive the required data, lighting pattern data, character codes (text codes), etc. A driver 150 is provided to drive the performance display device 152 (status display device). In terms of configuration, the performance display device 152 includes multiple (four) 7-segment type displays (including dot Dp). It consists of an 8-segment display (LED lamp), and the driver 150 is the LED driver However, this is not the only example.

[0126] The performance display device 152 is installed on the game control device 100 (main board), It may be installed in other locations. For example, the performance display device 152 may display probability setting values ​​and special features. It can display ratios, payout rates, and the number of balls dispensed.

[0127] Here, the number of balls dispensed refers to the number of game balls dispensed from the game area 32 (also called the number of out balls). The number of game balls that passed through the prize entry slot (number of prizes) and the number of game balls that passed through the out slot 30b. This is the sum of the above. The number of ejected balls is calculated by counting the signals from the out ball detection switch 74, etc. This can be obtained by doing so. In this embodiment, the prize winning slots include a general prize winning slot 35 and a start prize winning slot. 36 (First starting prize slot, starting slot 1), normal variable prize slot 37 (Second starting prize slot, starting slot 2) ), and special variable prize winning devices 38 and 39 (large prize winning slots) are included.

[0128] The payout rate is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or launched), ( The payout rate is calculated as (number of balls obtained ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is calculated as (number of balls obtained ÷ number of balls dispensed) This represents the total number of balls won (the total number of prize balls).

[0129] For example, the payout ratio is calculated based on the number of wins during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present). Of the total number of prize balls obtained by entering the mouth (total number of prize balls), the number of prize balls obtained during the jackpot state The percentage of prize balls obtained by winning (number of balls obtained by each type of prize) (= so-called consecutive prizes) This is the ratio. Note that the prize ratio is obtained from the number of balls that entered the grand prize slot out of the total number of prize balls. The ratio of the number of prize balls (during big win state and small win state) (= ratio of big prize entries) is also acceptable, or the large The number of prize balls obtained by entering the prize slot and the normal variable prize slot 37 (second start prize slot) You can also use the ratio (= the so-called bonus ratio (total bonus ratio) that is commonly used).

[0130] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 This is a block diagram of the performance control system for the gaming machine 10.

[0131] The performance control device 300, like the gaming microcontroller 111, uses an amusement chip (IC). ) consists of a main control microcontroller (CPU) 311 and commands from the main control microcontroller 311 A graphics processor performs image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as a processor, and various melodies and sound effects are also included. It is equipped with a sound source LSI314 that controls the output of sound in order to reproduce such sounds from speaker 19. ru.

[0132] The main control microcontroller 311 stores the program executed by the CPU and various data. Program ROM 321 consisting of ROM (Programmable Read-Only Memory), working area RAM322 provides memory, and Fe can retain stored data even when power is not supplied during a power outage. RAM323 is a timing means that generates information indicating the current date and time (year, month, day, day of the week, time, etc.). The Eggplant RTC (Real-Time Clock) 338 is connected. Note that the main control microcontroller... The 311 also has RAM inside to provide a workspace.

[0133] Furthermore, the main control microcontroller 311 is connected to a WDT (watchdog timer) circuit 324. The process continues. The main control microcontroller 311 analyzes the commands from the game microcontroller 111. Then, the display content is determined and instructions are given to the VDP312 regarding the content of the output video, and the sound source LSI314 Controlling playback of sound, illuminating decorative lights, driving motors and solenoids, and managing the duration of the performance. It performs processes such as those listed above.

[0134] The VDP312 includes RAM312a, which provides a workspace, and a component for scaling images. A scaler 312b is provided for this purpose. In addition, the VDP312 is used for character images and video. Image ROM 325 where image data is stored, and character data read from Image ROM 325 VRAM (video) is an ultra-high-speed memory used to expand and process image data such as video. ORAM)326 is connected.

[0135] Although not particularly limited, the connection between the main control microcontroller 311 and the VDP312 is It is configured to send and receive data using the parallel method. By sending and receiving, commands and data can be transmitted in a shorter time than with serial communication. Cut.

[0136] From the VDP312 to the main control microcontroller 311, the video from the display device 41 and the glass frame 15 and Vertical synchronization signal VSYN for synchronizing the illumination of decorative lamps on the game board 30. C, the synchronization signal STS, which indicates the timing of data transmission, is input. Note that VDP312 The main control microcontroller 311 receives a signal to inform it of the processing status, such as the completion of drawing to VRAM. Waiting for the reception of the combined signals INT0~n and commands and data from the main control microcontroller 311. Wait signals such as WAIT are also input to indicate that the system is in a certain state.

[0137] The performance control device 300 transmits to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. A signal conversion circuit 313 is provided to generate a video signal. Video data, horizontal sync signal HSYNC, and vertical sync signal VSYNC are input to channel 313. The video generated by VDP312 is then processed via the signal conversion circuit 313. It is then displayed on the display device 41.

[0138] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It is also done so. Furthermore, an interrupt signal INT is sent from the sound source LSI314 to the main control microcontroller 311. The input is set to be received. The performance control device 300 is provided with the glass frame 15 Audio drivers for the upper speaker 19a and the lower speaker 19b located on the front frame 12 An amplifier circuit 337 consisting of a power amplifier and the like is provided, and the sound is generated by the sound source LSI 314. The generated audio is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. It can be done.

[0139] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. An interface chip (command I / F) 331 is provided. Command I / F3 The number of decorative special symbols to be held is transmitted from the game control device 100 to the performance control device 300 via 31. Commands, decorative special effect commands, variable commands, stop information commands, etc., are controlled by the performance control command signal. It is received as (performance command). The game microcomputer 111 of the game control device 100 is DC5 It operates at V, and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V. Furthermore, the command I / F331 is equipped with a signal level conversion function.

[0140] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light-emitting diodes). Circuit 332, frame decoration with LED (light-emitting diode) installed in glass frame 15 Frame decoration LED control circuit 333 for driving and controlling the device (e.g., frame decoration device 18, etc.), game board 3 Panel display device 44 (for example, display device 41) provided in 0 (including center case 40) A control panel for driving movable parts (such as movable components that work in conjunction with the display to enhance the visual effect) A control circuit 334 is provided. The panel decoration device 46 includes the aforementioned lamp display device 8 It is acceptable to include 0.

[0141] These control circuits 332-334, which drive and control lamps, motors, solenoids, etc. It is connected to the main control microcontroller 311 via the address / data bus 340. Frame movement control that drives and controls frame movement devices such as motors provided in the glass frame 15. It may be equipped with a circuit.

[0142] Furthermore, the performance control device 300 has built-in performance buttons 25 provided on the glass frame 15. The performance button switch 25a and the touch panel provided on the surface of the performance button 25 Ru 25b, Performance device switch 47 (performance) that detects the initial position of the motor in the display device 44. The on / off state of the output motor switch is detected and a detection signal is sent to the main control microcontroller 311. The system detects the function of applying power and the state of the volume control switch 335 provided on the performance control device 300. A switch input circuit 336 is provided to input a detection signal to the main control microcontroller 311. ru.

[0143] The normal power supply unit 410 of the power supply unit 400 is a performance control device 300 having the configuration described above. To supply a desired level of DC voltage to the electronic components controlled by it, DC32V for driving motors and solenoids, a display device 41 consisting of an LCD panel, and a motor DC12V for driving lights and LEDs, and DC5V which is the power supply voltage for the command I / F331. In addition to V, it generates a DC 15V voltage to drive motors, LEDs, and speakers. It is composed of.

[0144] Furthermore, the main control microcontroller 311 is designed to operate at low voltages such as 3.3V or 1.2V. When using an LSI that is in operation, DC3.3V or DC1.2V are based on DC5V. A DC-DC converter for generating is provided in the performance control device 300. The DC converter may be provided in the power supply unit 410.

[0145] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is used for the main control It is supplied to ICON 311 and resets the device. Also, the main control microcontroller The output from 311 is VDP312 (VDPRESET signal) and sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives the speaker, lamps and motors, etc. These are supplied to control circuits 332-334 (IORESET signal) that drive and control the motors, and these are then used to Set to the set state. In addition, the performance control device 300 is equipped with cooling FAs to cool various parts of the gaming machine 10. When N45 is connected and the power to the performance control device 300 is turned on, the cooling FAN45 is driven It is designed to move.

[0146] Next, we will explain the game control performed in these control circuits. Game control device 1 The CPU 111a of the 00 game microcontroller 111 is equipped with a game start gate 34 Based on the input of the ball detection signal from the switch 34a, random values ​​for determining the win are drawn from the diagram. The result is output and compared to the judgment value stored in ROM111b to determine whether the game is a win or loss. Determine.

[0147] Then, the general-purpose display unit 53 displays the identification pattern for a predetermined time, and then stops displaying it. The dynamic display game is shown. If the result of the regular display game is a win, the regular display unit 53 displays The special result mode is displayed, and the ordinary electric solenoid 37c is activated, and the ordinary variable prize winning mechanism is activated. Control to release the movable member 37b of the unit 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. This is performed by the game control device 100, which performs conversion control of the conversion member (movable member 37b). This constitutes a conversion control execution means. If the result of the regular chart fluctuation display game is incorrect, the regular chart Control is performed to display the result of a miss on the indicator 53.

[0148] Furthermore, the detection signal of the game ball from the start port 1 switch 36a provided in the start prize port 36 Based on the input, the game starts and awards (start memory) are stored, and based on the start memory, the special feature 1 variable display game is played. The random values ​​used for determining the jackpot are extracted and compared with the determination values ​​stored in ROM111b, and the special feature 1. Determine whether the game is a win or a loss based on the variable display.

[0149] Furthermore, the detection of game balls from the start port 2 switch 37a provided in the normal variable prize winning device 37 Based on the signal input, the start memory is stored, and based on the start memory, the jackpot of the special feature 2 variable display game is determined. Random values ​​for judgment are extracted and compared with the judgment values ​​stored in ROM111b, and the special figure 2 variation is determined. Determines whether the displayed game is a win or a loss.

[0150] Then, the CPU 111a of the game control device 100 controls the special feature 1 variation display game and the special feature 2 variation The control device 300 outputs a control signal (performance control command) that includes the result of the displayed game. It exerts power. Then, the identification pattern is displayed on the special figure 1 display 51 and the special figure 2 display 52, changing for a predetermined time. After that, the special symbol variation display game is displayed to stop. That is, the game control device 100 , the starting prize area (first starting prize opening 36, normal variable prize opening) of the game ball flowing down the game area 32 This constitutes a game control means that controls the progress of the variable display game based on winning prizes in location 37).

[0151] Furthermore, the performance control device 300, based on the control signal from the game control device 100, displays the display device At 41, it displays a decorative special feature variation display game that corresponds to the special feature variation display game. Furthermore, the presentation The control device 300 sets the performance state and other settings based on the control signals from the game control device 100. This unit handles the output of sound from speakers 19a and 19b, and the processing of the illumination of various LEDs. The performance control device 300 controls the performance related to the game (variable display game, etc.). Take action.

[0152] Then, the CPU 111a of the game control device 100 determines if the result of the special symbol variation display game is a win. In this case, the special result mode will be displayed on the display unit 51 in Special Figure 1 and the display unit 52 in Special Figure 2, and The game state is created. In the process of creating a special game state, CPU 111a performs the following: For example, the large prize slot solenoid 39b opens the opening door 39c of the special variable prize device 39. This controls the flow of game balls into the prize winning area.

[0153] Then, either a predetermined number of game balls (for example, 10) enter the grand prize slot, or the grand prize slot opens Either a predetermined release time (e.g., 27 seconds or 0.05 seconds) has elapsed since the release. One round (R) is defined as opening the grand prize slot until the conditions are met, and this is repeated for a set number of rounds. Control (cycle game) to continue (repeat) for a certain number of times (e.g., 15 times, 11 times, or 2 times) ) is performed. In other words, the game control device 100 performs the following when the stopping result is a special result. Furthermore, it includes a large prize opening / closing control means that controls the opening and closing of the large prize opening. If the result is incorrect, the incorrect result pattern will be displayed on the display unit 51 in Figure 1 and the display unit 52 in Figure 2. This controls the display of the content.

[0154] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the end of the game, it is possible to enter a high-probability state as a game state. The high-probability state (probability change state) is In the special feature display game, the probability of getting a winning result is higher compared to the normal probability state. Also, both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game Even if a high probability state is reached based on the resulting pattern, the Special Figure 1 variation display game and the Special Figure 2 variation display game Both sides of the system enter a high probability state.

[0155] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the end of the game, it is possible to enter a time-saving state (specific game state) as a game state. In this case, control is performed to put the regular variation display game and the regular variation prize winning device 37 into a time-saving operation state. In general, the number of normal variable prize winning devices per unit time is higher than in normal gameplay without special games. To effectively increase the time that valve 7 is open, the system will enter a normal power support state. Even in high-probability states (normal probability state) excluding the hidden probability change state, the time-saving state is also activated simultaneously with the normal electric power Execute the port.

[0156] In addition, during the shortened time state, the execution time of the special symbol variation display game (special symbol variation time) is also shorter than usual. It can be shortened, and time-saving variations in the special feature display game can also be implemented.

[0157] Furthermore, in the time-saving state, the result of one win in the normal variation display game is determined by the normal variation. The number of times the prize-winning device 37 opens (normal opening count) is greater than the number of times it opens in the first opening (for example, 2 times). It is possible to set the second number of openings to (for example, 4 times). Also, in the time-saving state This refers to the probability of a winning result in a game with a variable display of the regular diagram (regular diagram probability, regular diagram winning probability) under normal operating conditions. It is possible to set a high probability that is higher than the normal probability (low probability) when the state is true.

[0158] In the shortened time state, the normal chart change time, normal chart stop time, number of normal electric train releases, normal electric train release time, normal By changing one or more of the probabilities shown in the diagram, the normal variable prize winning device 37 is opened. The conversion time will be extended beyond the normal time. This will allow special gameplay to be played during the time-saving state. Compared to the normal game state where this is not performed, it becomes easier to win prizes in the normal variable prize winning device 37, per unit time The number of times the special feature variation display game can be executed can be increased compared to the normal game state. It is also possible to set up multiple types of time-saving states, each with different elements that change. The movable member 37b may be set not to open in the operating state (the probability of opening is 0). Also, if a winner is selected, it is possible to choose between the first opening mode and the second opening mode. Good. In this case, the selection probabilities for the first opening mode and the second opening mode may be made different. Also, high The probability state and the time-saving state can occur independently of each other, and both can occur simultaneously. It is possible, and it is also possible to generate only one of them.

[0159] [Transition state upon power-on] As mentioned above, the RAM initialization switch 112 and the setting key switch 93 when the power is turned on Depending on whether it's on or off, it transitions between four states (modes).

[0160] When the power is turned on, the RAM initialization switch 112 and the setting key switch 93 are turned on. If present, the probability setting value (setting value) can be changed (configurable) in a variable setting state (setting change The system transitions to (State, Configurable State, Setting Change Mode) (A1027-A1036 in Figure 5B and (See Figure 6B).

[0161] Next, when the power is turned on, setting key switch 93 is ON, but RAM initialization switch If Chi112 is off, the system will enter a setting confirmation state (setting confirmation mode) where the probability setting value can be checked. Transition (see A1031-A1036 in Figure 5B and Figure 6B).

[0162] Also, when the power is turned on, the setting key switch 93 is off, but the RAM initialization switch 11 If 2 is turned on, it will enter the RAM initialization state (RAM clear mode), and R The AM initialization process (RAM clear process) is executed, and RAM111c is initialized (Figure) (See A1042-1044 in section 5B).

[0163] When power is turned on, if the setting key switch 93 and the RAM initialization switch 112 are off In that case, the system will transition to the normal power restoration state (normal power restoration mode), and will simply be restored to a state where power is restored without any further action.

[0164] [Control of the game control device] The following describes the control of a gaming machine that performs this type of game. First, the above-mentioned gaming control device. Control performed by 100 amusement microcomputers (gaming microcontrollers) 111 This will be explained. The control processing by the gaming microcontroller 111 is mainly shown in Figures 5A and 5B. The main processing and the timer interrupt shown in Figure 9, which occurs at a predetermined time interval (for example, 4 msec) It consists of processing and

[0165] [Main processing (game control device)] First, let's explain the main processing. Figures 5A and 5B show the operation of the game control device 100. This is a flowchart showing the steps of the main process. The main process begins when the power is turned on. It will start. In addition, in the flowchart of the process executed by the game control device 100, The code (number) for the top is represented as "A****".

[0166] As shown in Figure 5A, when the game control device 100 starts the main processing, first interrupt The process to prohibit this is executed (A1001). Furthermore, when an interrupt occurs, the values ​​of registers etc. are reset. Stack pointer setting process: Sets the stack pointer, which is the starting address of the area to be avoided. Execute (A1002).

[0167] Next, specify register bank 0 as the register bank to be used (A1003), Set the higher address of the RAM start address in a specific register (A1004). For example When the RAM address is in the range of 0000h to 01FFh, the higher address is Set it to 00h.

[0168] Next, the game control device 100 outputs a firing prohibition signal and sets the firing permission signal to the prohibited state. Determine (A1005). The launch permission signal is given by the minimum of the game control device 100 and the payout control device 200. However, if one of the devices outputs a signal to prohibit firing, it will be set to a prohibited state, and the firing of the game balls will be prohibited. It is now prohibited. Subsequently, the game control device 100 and the setting key switch 93 Read the state of RAM initialization switch 112 (A1006). That is, the setting key switch Read the signals from 93 and the RAM initialization switch 112.

[0169] Furthermore, the game control device 100 sets a power delay timer (A1007). By setting a predetermined initial value for the delay timer, the game control device 1 which constitutes the main control means Subordinate control means that perform various controls according to instructions from 00 (for example, a payout control device 200 and a performance control device) Waiting time (e.g., 3) to wait until the program of the control device 300) starts up normally. (seconds) is set. This means that if the game control device 100 starts up first when the power is turned on, Before the subordinate control devices (for example, the payout control device 200 or the performance control device 300) start up... This avoids sending the command to the slave control unit, which could cause the slave control unit to miss the command. This is possible. In other words, when the game control device 100 is powered on, the main control means (game The activation of the technical control device 100) is delayed, and the subordinate control devices (payout control device 200, performance control device 3 It serves as a waiting means for setting a predetermined waiting time to wait for the activation of (00, etc.).

[0170] Furthermore, the timing of the power delay timer is subject to RAM validity check (checksum calculation). This is done using a memory area that does not result in this (such as a RAM area or register that is not subject to the legitimacy check). This means that when calculating check data such as checksums for the RAM area, some R This prevents the control process from becoming complicated when powering on, as it eliminates the need to exclude the AM region from calculations. It is possible.

[0171] Note that the status of the setting key switch 93 and the RAM initialization switch 112 before the start of the standby time is as follows: By loading this, the operation of the setting key switch 93 and the RAM initialization switch 112 is ensured. It can be detected. That is, after the waiting time has elapsed, the setting key switch 93 and the RAM initialization switch If you configure it to read the status of Chi 112, it will wait for the waiting time to elapse before setting the key switch. You can operate the 93 and RAM initialization switch 112, and set the time from power-on to the end of the standby period. You will need to keep operating the key switch 93 and the RAM initialization switch 112. Furthermore, by reading the state before the waiting period begins, you can avoid performing such cumbersome operations. The operation of the setting key switch 93 and RAM initialization switch 112 performed when the power is turned on is received. This can prevent situations where it cannot be attached.

[0172] When the power delay timer is set (A1007), the game control device 100 will have a standby time The system performs timing and monitoring for power outages during the standby period (A1008 to A 1010).

[0173] When the power outage monitoring process is initiated, the game control device 100 first receives input from the power supply device 400. When a power outage occurs, the power outage monitoring signal is read via the port and data bus, etc. Determine whether or not it is happening (A1008). If a power outage has occurred (result of A1008) If it's "Y", wait until the power to the gaming machine is cut off.

[0174] If no power outage occurs, the game control device 100 will (result of A1008 is "N") The power-on delay timer is updated by -1 (A1009), and the timer value is checked to see if it is 0 or not. Determine (A1010). If the timer value is not 0 (the result of A1010 is "N"), In other words, if the waiting time has not ended, the process returns to step A1008.

[0175] In other words, the game control device 100 monitors for the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the activation of the game control device 100, which serves as the main control means. This will enable us to respond to power outages that occur during the period, and to address malfunctions when the power is turned on. It can be dealt with appropriately. Note that access to RAM is permitted until the waiting period ends. It has not been changed, and the memory contents from the previous power outage are still retained, therefore here During a power outage, there is no need to perform backup processes or anything like that. Therefore, a power outage occurs during the standby period. Even if this occurs, there is no need to back up the RAM, reducing the burden on the control system. ru.

[0176] On the other hand, the game control device 100 will respond if the timer value is 0 (the result of A1010 is "Y"). ), that is, when the waiting time ends, read / write access to RAM, EEPROM, etc. becomes available. Allows RWM (Read-Write Memory) access (A1011) to all output ports. Outputs OFF data (sets to a state where there is no output) (A1012).

[0177] Next, the game control device 100 has a serial port (pre-installed on the game microcontroller 111) In this embodiment, the port is used for communication with the performance control device 300 and the payout control device 200. Set (A1013) to use.

[0178] Furthermore, here, the driver 150 that drives the performance display device 152 (status display device) is initially A period may be set. The game control device 100 includes control data corresponding to the initial settings. Write the command to the transmit buffer of the second output port 134 (serial communication circuit) This is sent to the driver 150. For example, the game control device 100 has a duty cycle in its initial settings. Set the duty cycle. The duty cycle is the brightness of each LED (each segment) of the performance display device 152. To address the issue. The game control device 100, in its initial settings, uses the performance display device 152. Set the number of digits. In this embodiment, the number of digits used is 4.

[0179] Next, the game control device 100 controls the game microcomputer 111 (clock generator) The CTC (Counter / Timer C) generates the current interrupt signal and the random number update trigger signal (CTC). The ircuit circuit is activated (A1014). Note that the CTC circuit is located within the game microcontroller 111. It is provided in the clock generator. The clock generator is an oscillator circuit 113 or A frequency divider circuit divides the oscillation signal (original clock signal), and a CP based on the divided signal. A timer interrupt signal and random number generation circuit with a predetermined period (e.g., 4 milliseconds) for U111a It includes a CTC circuit that generates a CTC signal that triggers a random number update to be supplied.

[0180] Next, the game control device 100 displays an RA indicating an abnormality in the RAM (in this case, RAM111c). Set the M abnormal flag (A1015). Here, the flag assuming an abnormality is set to the predetermined value. Set it in the register.

[0181] Next, the game control device 100 checks if the value of the power outage inspection area 1 in the RWM is normal. Determine whether it is check data or not (A1016). If it is normal (A101 If the result of 6 is "Y", the value of power outage test area 2 in RWM is normal power outage test area check day Determine whether it is a "ta" or not (A1017).

[0182] Furthermore, if the value in the power outage inspection area 2 is normal, the game control device 100 will (conclusion of A1017) If the result is "Y", calculate the checksum of a predetermined area within the RWM (e.g., the work area for game control). The checksum calculation process is executed (A1018), and the calculated checksum and power failure time Determine whether the checksums match (A1019). In the case where (the result of A1019 is "Y"), the RAM is normal and does not indicate a RAM abnormality. Clear the abnormal flag (A1020). Then proceed to step A1021. .

[0183] Furthermore, if the check data in the power outage inspection area is not normal, the game control device 100 will not function correctly. If a determination is made (the result of A1016 is "N", or the result of A1017 is "N"), check If the bucksum does not match (result of A1019 is "N"), the RAM error flag will be cleared. Without proceeding, the process moves to step A1021.

[0184] Next, the game control device 100 has a setting key switch 93 and a RAM initialization switch 112 The game control device 100 determines whether both switches are on or off (A1021). When the switch is ON (result of A1021 is "Y"), the setting is variable (setting change mode) The process then transitions to step A1027-A1037, where the probability setting change process is executed.

[0185] The game control device 100 has a minimum number of setting key switches 93 and RAM initialization switches 112. However, if one of them is off (the result of A1021 is "N"), RAM (here, RAM) Determine whether the RAM error flag indicating an abnormality in 111c) is set (A102 2) If the RAM error flag is not set (the result of A1022 is "N"), Determine whether the flag indicating that the rate setting is being changed is set (A1023). Probability setting change If the middle flag is not set (the result of A1023 is "N"), step A103 Processing during the probability setting check for 1-A1037 (setting check state, setting check mode), step RAM initialization process (RAM clear process) of step A1041-1044, or step A1 The normal power-on (power-restore) processes for 041, A1045, and A1046 are executed.

[0186] The game control device 100, when the probability setting change flag is set, (A1023 If the result is "Y", it will report that there was an abnormality in the game control device 100 (main board). The command for the main abnormal error notification is sent to the performance control device 300 (A1024). The performance control device 300, upon receiving the command for main abnormal error notification, controls the game control device 10 This reports that an anomaly of 0 occurred.

[0187] Next, the game control device 100 displays the 7-segment data when the game is stopped (Figure 9(C) "E1 To display the error message data (") on the performance display device 152, the performance display device 152 Output to driver 150 (A1025). Then, external device (amusement arcade internal management device (Ho A security signal used to alert computers (such as home computers) and information gathering terminals (such as data collection terminals) of abnormalities. The data is output to the external information terminal 71 (A1026). Note that here, the data regarding the jackpot is output. Even if information remains in RAM111c, other information such as the jackpot signal is sent to the external information terminal 71. The signal remains in the off state. Then, steps A1025 and A1026 are repeated. Then wait, and then perform the setting change operation again (setting key switch 93 and RAM initialization switch 1 Perform both ON operations (12) and wait for the power to be turned on. Note that step A1025 and While the A1026 process is repeated and waiting, interrupts remain disabled. (A1001) Timer interrupt processing capable of executing special figure 1 and 2 game processing and general figure game processing. (Figure 7) cannot be executed, therefore the game (special symbol variation display game, normal symbol variation display game) will be executed. It's not possible.

[0188] Thus, the setting change operation (setting key switch 93 and RAM initialization switch 112 If the probability setting change flag is set even though neither of the above operations (on) has been performed. If an abnormality is detected in the combination, the processes A1024-A1026 will be executed. For example, probability setting If the power is turned off and the device is restarted while the settings are being changed (before the settings change is complete), the settings change operation may be affected. The flag indicating that a probability setting is being changed may be set even if no action is being taken.

[0189] On the other hand, the game control device 100 also operates when the RAM abnormality flag is set (A102 If the result of step 2 is "Y", it will report that there is an abnormality in the game control device 100 (main board). A command for main abnormal error notification is sent to the performance control device 300 (A1024), and the game stops. The 7-segment display data at the time of stopping (the data for the "E1" error display in Figure 9(C)) is used in the performance display device. It outputs to driver 150 of 152 (A1025) to notify external devices of a RAM abnormality. The security signal ON data is output to the external information terminal 71 (A1026). As mentioned above, even if information regarding the jackpot remains in RAM111c, the jackpot information Other signals to the external information terminal 71, such as the number, are kept in the off state. Then, step A10 The program repeats processes 25 and A1026 while waiting.

[0190] The game control device 100 has both a setting key switch 93 and a RAM initialization switch 112. When the switch is ON (result of A1021 is "Y"), probability setting is being changed (setting variable state) The process (while in state) is started, and first, it is determined whether or not the RAM error flag is set. (A1027). If the RAM error flag is set, (the result of A1027 is "Y "), it is unclear whether the probability setting value is correct, therefore, the probability setting value range of RAM111c Clear the probability settings stored in the area and reset them to their initial values ​​(for example, the minimum setting value "1") (A1028) Set the probability setting change flag to indicate that the probability setting is being changed. A1029). If the RAM error flag is not set, (the result of A1027 is "N )], set the probability setting change flag without clearing the probability setting value (A1029). Next, the command for changing the probability setting is sent to the performance control device 300 (performance control board) (A1 030) Proceed to step A1034 processing. Note that commands received during probability setting change The activated performance control device 300 reports on the display device 41 or other means that the probability setting is being changed. To know.

[0191] The game control device 100 has a minimum number of setting key switches 93 and RAM initialization switches 112. However, if one of them is off (the result of A1021 is "N"), the RAM abnormality flag is set. This is not the case (the result of A1022 is "N"), and the probability setting change flag is set. If not found (result of A1023 is "N"), check whether the setting key switch 93 is on or not. Determine (A1031). If setting key switch 93 is ON (Result of A1031) If it's "Y", then the RAM initialization switch 112 is off, and the probability setting is being checked (setting The process (in the status confirmation state) has started, and the probability setting confirmation flag indicates that the probability setting confirmation is in progress. Set the setting (A1032). Then, the command during probability setting confirmation is sent to the performance control device 30 Send 0 (performance control board) (A1033), and proceed to step A1034. Oh, the performance control device 300, which received a command to change the probability setting, is now checking the probability setting. This is communicated via a display device 41 or the like.

[0192] After step A1030 or step A1033, the game control device 100 sets the probability As a common process for both the modification process and the probability setting confirmation process, steps A1034 to A1040 are performed. Execute this.

[0193] The game control device 100 first performs security during probability setting changes and probability setting confirmation. To output the signal, a 128ms (predetermined time) interval is set in the security signal control timer area. (A1034). Note that the security signal control timer count and security The signal output is executed in the probability setting change / confirmation process (Figure 6B) described later, but the probability setting If the fixed change or probability setting confirmation is completed early, the remaining security signal control timer The count and security signal output are performed by the external information editing process (A1321). During probability setting changes and probability setting confirmation, a security signal will be issued for at least 50ms. This will be output.

[0194] Next, the game control device 100 enables interrupts (A1035). This activates the timer. Interrupt processing (Figure 7) becomes available. Then, whether the setting key switch 93 is off or not. Determine if (A1036). If setting key switch 93 is ON (A1036 If the result is "N", determine whether a power outage has occurred (A1037). If none are found (the result of A1037 is "N"), the process returns to step A1036. On the other hand, If a power outage occurs (result of A1037 is "Y"), proceed to steps A1055-A10 Execute the procedures for when a power outage occurs (item number 61).

[0195] Thus, as long as the setting key switch 93 is ON and no power outage occurs, the probability setting A variable setting state (setting change state, setting change mode) where the fixed value can be changed, or a probability setting value The verifiable settings confirmation state (settings confirmation mode) will continue.

[0196] On the other hand, the game control device 100 is in the case when the setting key switch 93 is off (A1036 The result is "Y"), interrupts are disabled (A1038), and the notification termination command is sent to the control device. Send to 300 (performance control board) (A1039). Also, receive the command to end the notification. The performance control device 300 will notify that the probability setting is being checked or that the probability setting is being changed. This report concludes.

[0197] Next, the game control device 100 checks whether the probability setting change flag is set, that is Then, determine whether or not the probability settings have been changed up to that point (A1040). If a lag is set (the result of A1040 is "Y"), that is, the probability setting up until now If a change is in progress, the RAM initialization process in steps A1042-A1044 (described later) will be performed. Execute. On the other hand, if the probability setting change flag is not set (result of A1040) If the value is "N", that is, if the probability setting has been checked up to this point, then from step A1045 onwards Executes the normal processing that occurs when the power is turned on (or when power is restored).

[0198] The game control device 100 is in the state when the setting key switch 93 is off (result of A1031). If the value is "N", determine whether the RAM initialization switch 112 is on or not (A1041). If the RAM initialization switch 112 is ON (result of A1041 is "Y"), RA In the M111c, the RAM area other than the probability setting area for storing the probability setting value is set to 0 Clear (A1042). That is, remove the probability setting values ​​stored in the probability setting value area. The game information stored in RAM111c is reset to 0. Furthermore, the aforementioned probability setting change The middle flag is also cleared here. Also, here, in addition to the probability setting value area, there is a stack area and Configurations that do not clear unused areas, and work processes related to performance information and its display (performance display) It is also possible to configure the vehicle without clearing the rear and stack areas. Performance information will be obtained through winning an award. This is derived based on the number of prize balls awarded, for example, the payout rate, the base value (in the normal game state). These include the payout rate, the ratio of special features, and the number of balls dispensed.

[0199] Next, the game control device 100 saves the initial values ​​during RAM initialization in the area to be initialized. (A1043). Then, the command during RAM initialization is controlled by the performance control device 300 (performance control The signal is sent to the circuit board (A1044), and the process proceeds to step A1047.

[0200] On the other hand, the game control device 100 when the RAM initialization switch 112 is off (A1 The result of 041 is "N", and both the setting key switch 93 and the RAM initialization switch 112 are Since it is also off, the normal power-on (power restoration) process will start, and the power outage recovery process will be carried out. Perform (A1045). For example, set the initial value for when power is restored (when power is restored) in the area to be initialized. The process is then completed. Additionally, the aforementioned flag indicating that the probability setting is being checked is also cleared at this point. Next, the special feature described below... The processing numbers provided for the rational execution of game processing correspond to the power outage recovery process. The command is transmitted to the performance control device 300 (performance control board) (A1046), step A10 Proceed to process 47.

[0201] Note that the RAM initialization command and step A1044 are sent during the processing of step A1044. The command sent during the A1046 process upon power restoration includes a model specification indicating the type of gaming machine. Commands, decorative symbols indicating the number of reserved symbols in Special Feature 1 and Special Feature 2, Special Feature 1 Reserved Symbol Command and Decorative Special Feature 2 Reserved Symbol Command Mand, a probability information panel that shows the probability state (high probability state or low probability state) and whether or not there is a time-saving state. The animation count information frame indicates the number of times the special feature variation display game was executed in a predetermined animation mode. The command includes a power recovery command to indicate that power has been restored.

[0202] Furthermore, the commands used during RAM initialization and power restoration are based on the probability of the gaming machine 10. Setting value information command (probability) which indicates setting value information (setting information) which is information about the setting value (setting value) This includes a setting value information command. The game control device 100, when the power is restored (turned on), It is only necessary to send the setting value information command to the performance control device 300 once, and thereafter the performance control The device 300 can perform performance control by referring to the setting value information it has stored.

[0203] Note that the commands used during RAM initialization include the RAM initialization command (RAM clear command). This also includes (and). The performance control device 300 that receives the RAM initialization command will, for example, The display device 41 shows a customer waiting demo, and the LEDs and speaker sounds of the panel decoration device 46, etc., are used to display the RAM. An initialization (RAM clear) notification will be displayed for 30 seconds. Also, the command displayed when power is restored will be... This includes a screen specification command that specifies the content displayed on the screen of device 41. The command is for both Special Figure 1 and 2 during normal processing (when neither fluctuation nor a win is occurring). This is a customer waiting demo command; otherwise, it's a recovery screen command.

[0204] After step A1044 or step A1046, the game control device 100 generates random numbers. The circuit is activated (A1047). Specifically, a predetermined register (C) in the random number generation circuit is activated. This includes setting the code (specified value) to activate the random number generation circuit in the TC update enable register. This is done by the CPU 111a. In addition, the random numbers generated by the hardware of the random number generation circuit The bit transposition pattern for the random number generator (in this case, the jackpot random number generator) is also set.

[0205] A bit transposition pattern is the bit arrangement of an extracted random number (the arrangement before bit transposition in the upper row). , rearranged in a predetermined order to create a different bit configuration (the configuration after transposing the bits of the lower row) This is a pattern that defines how items are rearranged when stored.

[0206] In this embodiment, by swapping the bits of a random number according to a bit transposition pattern, the random number This allows for the disruption of patterns and enhances the confidentiality of random numbers. The transposition pattern may be a single fixed pattern, or it may be a set of multiple pre-prepared patterns. You could also allow users to select from turns, or you could allow them to set it arbitrarily. good.

[0207] Subsequently, the game control device 100 checks a predetermined register (soft) in the random number generation circuit when the power is turned on. The values ​​of the random number registers (1-n) are extracted, and the corresponding initial random numbers (which determine the winning symbols) are generated. Initial value of the random number generator for the jackpot symbol (initial random number generator for the jackpot symbol), random number generator for determining the minor win symbol. Initial value of the number (initial random number for minor win symbols), initial random number for support win symbols to determine the time-saving symbols Initial value (initial random number for support winning symbols), initial value of the winning random number that determines the winning of the regular symbols (initial winning value Stars (random numbers), initial values ​​of random numbers used in the fall-out lottery (initial value random numbers for fall-out lottery), etc. The value is saved in a designated area of ​​the RWM (A1048), and interrupts are enabled (A1049). ). In the random number generation circuit within the CPU 111a used in this embodiment, every time the power is turned on, The software random number register is configured to change its initial value, so this value is used for various initial value randomizations. By using this as the starting value (initial value) for a number, the regularity of the random numbers generated by the software is disrupted. This makes it difficult for players to obtain random numbers fraudulently.

[0208] Next, the game control device 100 updates the values ​​of various initial random numbers to disrupt the regularity of the random numbers. The initial random number update process is executed (A1050). Note that it is not particularly limited. However, in this embodiment, the jackpot random number, the winning symbol random number (jackpot symbol random number, small win symbol random number) The random numbers (numbers, support winning symbols, winning random numbers, fall-out lottery random numbers) are generated in the random number generation circuit. It is configured to generate using numbers. However, the jackpot random number is generated by the CPU's operation clock. It is a so-called "high-speed counter" that is updated based on a clock that is equal to or faster than the clock, and the big win The random numbers for the winning pattern, the random numbers for the drop-out lottery, and the timer interrupt processing, which is the processing unit of the program. CTC output with the same period (CTC (CTC0) is different from the CTC (CT) used for timer interrupt processing) This is a "slow counter" that is updated based on C2).

[0209] Furthermore, in the random numbers for the jackpot symbols, the random numbers for the winning symbols, and the random numbers for the fall-out lottery, each time the random numbers cycle through... The so-called "initial values" are changed by using random initial values ​​(generated by software) for each. The "change method" is employed. Each of the aforementioned random numbers is updated using a counter-based method with +1 or 1. Alternatively, a random formula where all values ​​within the range appear randomly and without repetition until a full cycle has been completed. It can also be updated. In other words, the jackpot random number is a random number that is updated only by hardware, and the jackpot The random numbers for the symbols, winning numbers, and losing numbers are random numbers that are updated by hardware and software. be.

[0210] Next, the game control device 100 disables interrupts (A1051) and displays performance information and its display. The performance display editing process is executed to edit the (performance display) (A1052). Here, the performance information You may calculate (such as the payout ratio and the rate of winning balls). Also, the RAM error flag is set in the register. If this is the case, the work area and stack related to performance information and its display (performance display) will be affected. You may clear the area (if it wasn't cleared in step A1042). Then divide Allow the interrupt (A1053). This enables the timer interrupt processing (Figure 7). ru.

[0211] Next, the game control device 100 determines whether or not a power outage has occurred (A1054). If no power outage occurs (result of A1054 is "N"), proceed to step A1050. Return to the previous step. This will cause the processing of steps A1050-A1054 to be repeated until a power outage occurs. It will be reciprocated.

[0212] If a power outage occurs (result of A1054 is "Y"), the game control device 100 will... The process starts, interrupts are temporarily disabled (A1055), and off-data is sent to all output ports. Output (1056). Then, save the power outage inspection area check data 1 to the power outage inspection area 1. (A1057), save power outage inspection area check data 2 to power outage inspection area 2 (A 1058). Furthermore, a checksum calculation process calculates the checksum when the RWM power supply is cut off. Execute the logic (A1059), and then save the calculated checksum (A1060). Finally, the process to prohibit access to the RWM is executed (A1061), and the power to the gaming machine is turned off. Wait until it is blocked.

[0213] In this way, check data is saved in the power outage test area, and the check during power outages is also saved. By calculating the backsample, the information stored in the RWM before the power was cut off can be checked correctly. Whether or not the device is turned on can be determined when the power is turned back on.

[0214] [Timer interrupt handling] Next, we will explain timer interrupt handling. Figure 6A shows timer interrupt handling (interrupt handling). This is a flowchart of the program's procedure. Timer interrupt handling is performed by the clock generator. A periodic timer interrupt signal generated by the CTC circuit within the carburetor is input to the CPU 111a. It is started by [something]. When a timer interrupt occurs in the gaming microcontroller 111, The interrupt processing begins.

[0215] When timer interrupt processing starts, the game control device 100 first checks the registers to be used. Specify register bank 1 as the link (A1301), and add the RAM start address to the designated register. Set the higher address of the response (A1302). Main processing at the start of timer interrupt processing. By switching from register bank 0 to register bank 1, which is used in the main process, This is equivalent to saving the registers that are being used. This will automatically disable interrupts.

[0216] Next, the game control device 100 receives inputs from various sensors and switches, and acquires signals, In other words, input processing is performed to read the status of each input port (A1303). Next, confirm Based on the flags for changing the rate setting and checking the probability setting, the probability setting is being changed or the probability setting is being checked. Determine whether the process is under review (A1304). The probability setting is being changed or checked. In the case where (the result of A1304 is "Y"), change the probability setting value to check the probability setting value. Perform update / confirmation process (A1305).

[0217] The game control device 100 will not change the probability setting or check the probability setting if (A130 If the result of step 4 is "N", then based on the output data set in various processes, the solenoid (for example) Drive control of actuators such as the large prize solenoid (39b) and drive control of LEDs (light emission control) Executes output processing to perform tasks such as (A1306). Note that in the main processing... If the process of step A1005 outputs a "do not fire" signal, this output process will be performed. A launch permission signal is output, and the launch permission signal is set to a state where it can be authorized.

[0218] Next, the game control device 100 dispenses the commands set in the transmission buffer through various processes. The process of sending a payout command to the control device 200 is executed (A1307), and further, random numbers Update process 1 (A1308) and random number update process 2 (A1309) are executed. After that, the start gate Switch 1 36a, Starter switch 2 37a, Prize slot switch 35a, Large prize slot switch 39a monitors whether there is a normal signal input or not, and also monitors for errors (front frame or glass frame). Executes a prize slot switch / status monitoring process to check if it is open or not (A1310) ).

[0219] Next, the game control device 100 determines whether or not an abnormal discharge of game balls is occurring at the big prize opening. Determine (A1311). Abnormal discharge occurs as determined by the abnormal discharge monitoring process (A1318) described below. If the flag is set, it can be determined that an abnormal discharge is occurring. In one case (where the result of A1311 is "Y"), the process from step A1315 onwards is executed.

[0220] The game control device 100 will, if no abnormal discharge is occurring (the result of A1311 is "N") Then, execute special feature game processing (A1312a) which performs processing related to the special feature variation display game. Further details regarding the special game processing will be described later. Next, the lower part of the special variable prize device 38 The special game processing related to the opening of the prize winning slot is executed (A1312b). Details regarding the handling of special features in the game will be described later.

[0221] Next, the game control device 100 performs a regular game processing operation related to the regular display variation game. Execute (A1313). Provided in the gaming machine 10, it displays the special symbol variation game and is related to the game. A segment LED that displays various information is driven to display the desired content. Perform LED editing process (A1314).

[0222] Furthermore, the game control device 100 checks the detection signal from the magnetic sensor switch 61. The magnet malfunction monitoring process is executed to determine whether or not there is an abnormality (A1315). Furthermore, The radio wave sensor 62 of the control panel checks the detection signal to determine whether or not there is an abnormality. Execute the normal monitoring process (panel radio wave interference monitoring process) (A1316).

[0223] Subsequently, the game control device 100 detects fraudulent activity based on vibrations, based on input from the vibration sensor 65. The vibration abnormality monitoring process is executed (A1317) to monitor for abnormalities. Next, abnormal discharge from the main prize slot is performed. The abnormal discharge monitoring process is executed to monitor for any abnormal discharges (A1318). In the moving prize-winning device 39, the large prize-winning slot switch 39a and the specific area switch 72 (V prize-winning slot switch) Based on the input from the remaining ball outlet switch 73, an abnormality in the special variable prize winning device 39 occurs. The system monitors discharges and sets an abnormal discharge flag if an abnormal discharge occurs. The game balls that have passed through the large prize opening switch 39a of the separate variable prize winning device 39 are switched to the specific area switch 7 The balls are discharged by passing through switch 2 (V prize slot switch) or the remaining ball discharge slot switch 73.

[0224] Next, the game control device 100 sets the signals to be output to various external devices into the output buffer. The external information editing process is executed (A1319). Then, the display on the performance display device 152 is controlled. The control process for the performance display monitor is executed (A1320). After that, the timer interrupt process is executed. Ending.

[0225] Furthermore, when the timer interrupt handler returns, the interrupt disable state is restored and the register bank is not specified. The default configuration will be set to perform the restoration automatically, but depending on the CPU used, external information editing may be required. After processing, the process of enabling interrupts and the register bank specification are returned to register bank 0. It is permissible to act rationally.

[0226] [Probability setting change / confirmation process] Next, we will discuss the details of the probability setting change / confirmation process (A1305) in timer interrupt handling. Let me explain. Figure 6B is a flowchart showing the procedure for changing / confirming the probability setting. The rate setting change / confirmation process allows you to change or confirm the probability setting value.

[0227] The game control device 100 first determines whether the probability setting value is within the normal range (A2 401). The probability setting value here is stored in the probability setting value area of ​​RAM111c.

[0228] The game control device 100 will, if the probability setting value is within the normal range, (if the result of A2401 is " Y") Set the probability setting value display data corresponding to the probability setting value (A2402), performance table Output is sent to the display device 152 via the driver 150 (A2404). Probability setting value is within the normal range. If not within the range (the result of A2401 is "N"), the data displayed as the probability setting value is the off data. Set (A2403) and output to the performance display device 152 via the driver 150 (A 2404).

[0229] Here, the probability setting value display data is the display probability setting value shown on the performance display device 152. This data is stored in the probability setting value display data area. To prevent confusion, even if the probability settings are different, the jackpot probability (and minor win probability) will be the same. If so, the display probability setting value may be made the same as the jackpot probability (and minor win probability). In other words, the same displayed probability setting value may mean the same jackpot probability (and minor win probability). .

[0230] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0. (A2405). The security signal control timer is set in step A1034 to 1 The time is 28ms (specified time). Next, external devices (amusement hall internal management devices (hall computer) The external information terminal 71 receives the ON data of a security signal to notify the system of an abnormality (e.g., data). Output to (A1026). Note that here, other signals to the external information terminal 71, such as the jackpot signal, are output. The number will remain in the off state.

[0231] Subsequently, the game control device 100 determines whether or not the probability setting change flag is set. Set (A2407). If the probability setting change flag is not set (A2407 If the result is "N", that is, if the probability setting is being checked, do not change / check the probability setting without doing anything. Processing will now be terminated.

[0232] The game control device 100 will activate if the probability setting change flag is set (A2407 If the result is "Y", that is, if the probability setting is being changed, the first timer interrupt after power-on Determine whether or not it is a processing step (A2408). In the first timer interrupt processing after power-on In certain cases (where the result of A2408 is "Y"), the probability setting change / confirmation process is terminated. If the RAM initialization switch 112 is held down, the probability setting value may be changed unintentionally. This is to prevent situations where the product is altered.

[0233] The game control device 100 performs the first timer interrupt processing after power-on (A240 If the result of 8 is "N", determine whether or not there is input to the RAM initialization switch 112 (A2 409). If there is no input to the RAM initialization switch (result of A2409 is "N"), The rate setting change / confirmation process will be terminated.

[0234] The game control device 100 will activate when there is input to the RAM initialization switch 112 (A2409 The result is "Y"), the working setting value in the working setting area (within RAM111c or register) The value is updated by +1 within the range of 0 to 5, and the probability in the probability setting range corresponds to the working setting value. Updates setting values ​​1-6 by +1 (A2410). This activates RAM initialization switch 112 Each time it is operated, the probability setting value in the probability setting value area is updated by 1. After that, the probability setting The change / confirmation process will be terminated. Note that the temporary settings will be stored when entering the settings change mode. Read from the probability setting area into the working setting area (in RAM111c or registers). A value corresponding to the probability setting (a value obtained by subtracting 1 from the probability setting) may be stored.

[0235] In addition, as described above, the working settings are updated each time the RAM initialization switch 112 is operated. In response to this, the probability setting value in the probability setting value area was modified to directly update the probability setting value, but RAM111c The working settings area will store the probability setting value (working setting value) being changed, and the settings will be saved. When key switch 93 is turned off and the setting change process is complete (the result of A1036 is "Y ), the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. You may also do this. This way, if a power outage occurs while changing settings (A1037 The result is "Y"), and the probability setting value used for game control and performance control (in the probability setting value range) This prevents situations where the stored probability setting value is changed to an unintended value.

[0236] [Special Picture Game Processing] Next, we will discuss the details of the special game processing (A1312a) in the timer interrupt processing mentioned above. Let me explain. Figure 7 is a flowchart showing the procedure for processing special game graphics. In theory, the inputs of start port 1 switch 36a and start port 2 switch 37a are monitored, and the special feature changes This controls the overall processing related to the displayed game and configures the display settings for special effects.

[0237] The game control device 100 first controls the start port 1 switch 36a and the start port 2 switch 37a Execute the start switch monitoring process to monitor for award wins (A2600). Start switch monitoring During the process, the game balls enter the starting prize entry point 36 and the normal variable prize entry device 37, which form the second starting prize entry point. Then, various random numbers (such as jackpot random numbers) are extracted, and the special symbol variation display game based on the winning combination is determined. Before the game begins, a pre-determination of game results based on winning entries will be performed. Details of the start switch monitoring process will be described later.

[0238] Next, the specific area switch monitors when a game ball enters the specific area 86 (V prize slot). Execute switch monitoring process (A2601). For details on the specific area switch monitoring process, see below. This will be explained later.

[0239] Next, the game control device 100 performs the upper large prize slot switch monitoring process (A2602). In the upper prize winning slot switch monitoring process, a count switch is installed in the special variable prize winning device 39. Monitor the detection of game balls at the 39a.

[0240] Next, the game control device 100 updates the special feature game processing timer by -1 if it is not 0 (1 Subtract only (A2603). The special game processing timer is updated by -1, timer division The timing will be measured for the duration of the interrupt period (4 msec) of the combined processing. The minimum value of the processing timer is set to 0. Next, check whether the special game processing timer is 0 or not. Determine if (A2604). If the special feature game processing timer is not 0 (result of A2604). If the result is "N", proceed to step A2619.

[0241] The game control device 100 will be in a state where the special feature game processing timer is 0 (if the result of A2604 is " Y"), that is, if time runs out or time has already run out, Special Feature Game Special diagram game sequence branching table referenced to branch to the process corresponding to the processing number. Set the value in the register (A2605). Furthermore, set the special game sequence branch table. Use this to obtain the branch destination address of the processing corresponding to the special game processing number (A2606). Next, a subroutine call is made using the special game processing number, and the special game processing number Executes the corresponding game branching process (A2607).

[0242] If the game processing number is "0" in step A2607, the game control device 100 will perform the following actions. It monitors the start of the special feature display game's variation, and sets the start of the special feature display game's variation and the effects. Execute the special feature normal processing, which involves setting up settings and configuring information necessary for processing during special feature fluctuations. (A2608). Details of the normal processing of special drawings will be described later.

[0243] If the game processing number is "1" in step A2607, the game control device 100 will perform the following actions. This function allows you to set the stop display time for special drawings and the information necessary for processing while special drawings are being displayed. Executes processing during symbol change (A2609). For example, in special symbol change processing, the special symbol stops. The system provides necessary information such as a symbol stop command and the stop display time corresponding to the stopped symbol pattern. Then, set the processing number "2" related to the special display processing and save it in the special game processing number area. do.

[0244] If the game processing number is "2" in step A2607, the game control device 100 will perform the following actions. The special display processing involves setting information necessary to transition to a big win state or a minor win state. Execute (A2610). For example, in the special display processing, the result of the special display variation display game is large. If successful, the condition device operation information will be displayed, indicating that the condition device is in operation. Set the area and set the processing number "0" related to the normal processing of special features to the special feature game processing number area. The special feature display game results in a minor win, then the minor win fanfare command is played. Set necessary information such as the time before the small win opening, and process number "3" related to the small win opening pre-processing. Set and save in the special feature game processing number area. If the result of the special feature variation display game is a loss If so, set the processing number "0" related to the normal processing of the special feature and save it in the special feature game processing number area. .

[0245] If the game processing number is "3" in step A2607, the game control device 100 will perform the following actions. Perform pre-processing for opening minor wins (A2611). For example, in pre-processing for opening minor wins, The opening time of the main prize slot (minor prize opening time, for example 1.6 seconds) is controlled by the special game processing timer. Save to the area, save the ON data to the upper large prize opening solenoid output data area, and open the small win Set the release command as a performance command and set the processing number "4" related to the processing during the small win release. The game is saved to the designated special feature game processing number area.

[0246] If the game processing number is "4" in step A2607, the game control device 100 will perform the following actions. The process during the minor win release is executed (A2612). For example, in the minor win release process, the remaining minor wins The ball processing time (e.g., 3.0 seconds) is saved in the special feature game processing timer area, and the remaining balls for minor wins are saved. Set the processing number "5" for the relevant process and save it in the special game processing number area.

[0247] If the game processing number is "5" in step A2607, the game control device 100 will perform the following actions. Perform the processing of remaining balls after a minor win (A2613). For example, in the processing of remaining balls after a minor win, the special feature is normally Set the processing number "0" for the relevant process and save it in the special game processing number area.

[0248] When processing based on the special game processing number is completed, the game control device 100 will display the special figure 1 display. After preparing the 51 variation control table (A2614) in Special Figure 1, 1. Execute the pattern variation control process related to display unit 51 (A2615). Then, special display unit 2 After preparing the 52 variation control table (A2616), 2 The pattern variation control process for display unit 52 is executed (A2617). Next, during a minor win, the lever - A lever that controls the opening operation of solenoid 86b to open solenoid 86b. - Execute solenoid control processing (A2618) and terminate special feature game processing.

[0249] [Starting port switch monitoring process] Next, we will discuss the details of the start switch monitoring process (A2600) in the special feature game processing. Let me explain. Figure 8 is a flowchart showing the procedure for monitoring the start switch.

[0250] The game control device 100 first monitors the prize entry table for the starting prize entry port 36 (starting port 1). Prepare (A2701), execute the hardware random number acquisition process (A2702), and start prize slot 36 Determine whether or not there is a prize in the starting prize slot 36 (A2703). If there is no prize in the starting prize slot 36 ( If the result of A2703 is "N", then the process from step A2709 onwards will be executed. If there is a prize in the movable prize slot 36 (result of A2703 is "Y"), play in the state of shooting to the right. Determine whether it exists or not (A2704).

[0251] If the game control device 100 determines that the game is not in a state where the player is shooting to the right (result of A2704), the game control device 100 will determine that If it is "N", the process from step A2707 onwards is executed. On the other hand, in the game state where you are hitting to the right If this occurs (the result of A2704 is "Y"), the right-hand hit instruction notification command will be used as a performance command. Prepare (A2705), then execute the performance command setting process (A2706). Performance command During the setup process, the performance command is written to the serial transmission buffer, and the performance command is used in the performance process. This will be transmitted to device 300.

[0252] In other words, if the normal power support state (time-saving state) is active, the probability state of the variable display game (high probability state) Regardless of the state (low probability state), prepare a command to instruct you to shoot to the right and set the performance command. The process is executed. In this embodiment, it is easier to win by shooting left-handed into the starting prize slot 36. The variable prize winning device 37 will only be entered by shooting to the right. Also, if you don't shoot to the right, the game ball will not enter the prize winning device. It does not pass through the starting gate 34. Therefore, in normal electric support mode (time-saving mode), hit left. While hitting to the right is generally more advantageous, if a ball enters the starting prize slot 36 while the electric support state is active... If the button is pressed to the left (i.e., when the button is pressed to the left while the normal power support state is active), a right-handed button press instruction notification command will be issued. This is transmitted to the performance control device 300, and the performance control device 300 sends a notification instructing to hit to the right. A warning is displayed on the display device 41, etc., by indicating a right-click instruction.

[0253] Next, the game control device 100 sets the information held by the start prize entry port 36 (start port 1). After preparing the table (A2707), execute the special drawing start port switch common processing (A2 708). And, the prize monitoring table for the second starting prize entry point (normal variable prize entry device 37) Prepare (A2709), execute the hardware random number acquisition process (A2710), and the second starting prize entry point Determine whether or not there is a prize in the second starting prize slot (A2711). If there is no prize in the second starting prize slot ( If the result of A2711 is "N", the start switch monitoring process will be terminated.

[0254] On the other hand, the game control device 100 has a chance of winning in the second starting prize slot (result of A2711). For "Y", it is determined whether or not the ordinary electric prize mechanism (ordinary variable prize winning device 37) is in operation, that is, The question is whether the normal variable prize winning device 37 is operating and in an open state where game balls can be awarded. Determine (A2712). If the electric mechanism is in operation (the result of A2712 is "Y") ), then proceed to step A2714.

[0255] On the other hand, the game control device 100 is in the case where the electric mechanism is not in operation (the result of A2712 is "N"), determine if a regular electric train malfunction is occurring (A2713). Proceed to the regular variable prize winning device 37. If the number of fraudulently won prizes exceeds the number of fraudulent entries (e.g., 5), then fraud is occurring in the regular train service. It is determined that, in the normal variable prize winning device 37, it is impossible for game balls to enter when it is closed, and in the open state Only when the gate is closed can a game ball enter a prize. Therefore, if a game ball enters while the gate is closed, it indicates some kind of abnormality or If fraud occurs and there are any winning balls in this closed state, the number of balls will be counted. The number of fraudulently won prizes is counted. The number of fraudulently won prizes counted in this way is then counted as a predetermined number of fraudulent occurrences. An error is detected if the number of detected instances exceeds the upper limit.

[0256] The game control device 100, if there is no power supply fraud (the result of A2713 is "N"), A table was prepared to set the information for the hold generated by the 2nd starting prize entry point (normal variable prize entry device 37). Afterwards (A2714), the special design start port switch common processing is performed (A2715), and the start port switch The monitoring process will be terminated. Also, a general electricity fraud is occurring in A2713 (the conclusion of A2713) If the result is determined to be "Y", the start switch monitoring process will also be terminated. Prevent further generation of startup memory.

[0257] [Common processing for start port switches in special drawings] Next, in the starting port switch monitoring process, the special design starting port switch common processing (A2708, A Details of 2715) will be explained. Figure 9 shows the procedure for common processing of the special designation start port switch. This is a flowchart. The common processing for the special starting port switch is for starting port 1 switch 36a and starting When there is input to switch 37a, the following processing is performed in common for each input: be.

[0258] The game control device 100 first controls the start port 1 switch 36a and the start port 2 switch 37a Of these, information regarding the number of times the target start switch is activated is managed externally by the gaming machine 10. Load the number of start signal outputs, which is the number of times the signal is output to the device (A2901), load The value is updated by +1 (A2902), and it is determined whether the number of outputs will overflow. (A2903). If the number of outputs does not overflow (the result of A2903 is "N"), Save the updated value in the RWM start signal output count area (A2904), step A Proceed to processing 2905. On the other hand, if the number of output counts overflows (the result of A2903) If the result is "Y", proceed to step A2905. In this embodiment, start port signal output The count range can store values ​​from "0" to "255". Then, the loaded If the value is "255", the updated value becomes "0" after a +1 update, and the number of outputs is It is configured to detect when an overflow occurs.

[0259] Next, the game control device 100 controls the start port 1 switch 36a and the start port 2 switch 37a Of these, the maximum number of special symbols to be updated (start memory count) corresponding to the start switch being monitored is... Determine whether the value (in this case, 4) is less than or equal to (A2905). The number of special symbols to be updated is the upper limit. If it is not less than (the result of A2905 is "N"), the special drawing start port switch common processing is terminated. Also, if the number of special symbols to be updated is less than the upper limit (4 in this case) (A2905) If the result is "Y", the number of special symbol reserves to be updated (special symbol 1 reserves or special symbol 2 reserves) will be increased by +1. Then (A2906), save the target starting gate winning flag (A2907).

[0260] Next, the game control device 100 monitors the start switch and the random number of special symbols that are being monitored. The address of the storage area is calculated (A2908), and the big prize prepared in step A2805 The random number is saved to the RWM's jackpot random number storage area (A2909). Next, the start of the monitored target The random number of winning symbols for the special symbol variation display game, which is started by detecting the power switch, is extracted. Save to the WM's jackpot symbol random number storage area (A2910). Next, the start of the monitored target. The random numbers for the small win symbols in the special symbol variation display game, which is started by the detection of a switch, are extracted, and the small win Saves to the symbol random number storage area (A2911). Also, the support for determining the time-saving symbols. The random numbers for the symbols are extracted and saved to the random number storage area for the random numbers for the support symbols in the RWM. ru (A2912).

[0261] Furthermore, in this embodiment, as described above, a big win is guaranteed to occur after a minor win by hitting the V. Therefore, it is not necessary to use random numbers for minor win symbols, and step A2911 is optional. It does not need to be executed. Also, since there are no minor win results in the Special Feature 1 variable display game, it is not subject to monitoring. If the start port switch is start port 1 switch 36a, then it is not necessary to extract the random numbers for the small winning symbols. good.

[0262] Note that the random numbers for minor win symbols, support win symbols, and big win symbols are the same as the symbols that stop on Special Symbol 1, as described later. In the setting process (A3403) and the special symbol 2 stop symbol setting process (A3503), when a minor win occurs The stopping symbol numbers, the stopping symbol numbers when a support win occurs, or the stopping symbol numbers when a big win occurs, and these stopping symbols The symbol number corresponds to the small win stop symbol pattern, the support win stop symbol pattern, or the big win stop It is used to determine the stop pattern.

[0263] In this embodiment, in order to avoid confusion, the random numbers for minor win symbols, the random numbers for support win symbols, and the big win symbols are used. Each random number generator is generated independently, but in order to reduce the random number storage area of ​​the RWM, Two random numbers (common random numbers) are shared to determine the minor win symbols (the number of symbols that stop when a minor win occurs, the symbol that stops when a minor win occurs). Pattern), support winning symbols (number of symbols that stop when support is won, support winning stop symbol pattern) The system then distributes the winning symbols (the stopping symbol numbers and patterns for winning). Good. That is, when determining the winning symbols, the range of common random numbers is divided and allocated to each winning symbol. When determining the winning symbols or support symbols, the range of common random numbers is divided and each support symbol is determined When assigning to or determining the winning symbols, the range of common random numbers is divided and each winning symbol is assigned You can assign it to that.

[0264] Next, the game control device 100 uses the variable pattern random numbers 1 to 3 to determine the corresponding RWM variable pattern The random number is saved to the random number storage area (A2913), and the result of the game (game result) is displayed. Execute the special symbol hold information determination process (pre-determination process, pre-reading process) that can be determined in advance (A29 14). In the special symbol hold information judgment process, the saved jackpot random numbers and winning symbol random numbers (jackpot symbols) Stop symbol information (jackpot stop symbols) based on random numbers, minor win symbol random numbers, support win symbol random numbers, etc. Pre-read stop symbol commands corresponding to (minor win stop symbols, time-saving stop symbols, losing stop symbols) Or, the first half variation number (the variation number before reaching) based on saved variation pattern random numbers 1 to 3. And it produces a pre-read variation pattern command corresponding to the second half variation number (the variation number after the reach). Set it as a command. Then, it corresponds to the start switch and the number of special symbols held for monitoring. Prepare the decorative special symbol hold count command as a performance command (A2915), and set the performance command. Execute process (A2916) to terminate the common processing for the special design start port switch. The game control device 100 changes before the variable display game based on the start memory is executed. This invention provides a pre-determination means that can determine the outcome of a dynamic display game in advance.

[0265] Here, the game control device 100 (RAM111c) controls the start prize entry port 36 and the normal variable prize entry port Based on the inflow of game balls into the starting prize area of ​​position 37, a predetermined random number is extracted and the variable display game It is a starting memory means that stores up to a predetermined number of starting memories as the right to execute the function. The start memory means (game control device 100) stores the game balls into the first start prize entry opening (start prize entry opening 36). Based on the awards, various random values ​​are extracted and stored as the first starting memory, up to a predetermined number. 2. Various random values ​​extracted based on the entry of game balls into the starting prize slot (normal variable prize device 37) This is stored as a second start memory, up to a predetermined number.

[0266] [Specific area switch monitoring process] Next, we will discuss the details of the specific area switch monitoring process (A2601) in the special game processing. Let me explain. Figure 10 is a flowchart showing the procedure for monitoring switches in a specific area.

[0267] The game control device 100 first determines whether or not a minor win is occurring (A3001). If the game processing number is "4" or "5", it can be determined that a minor win is in progress. If (the result of A3001 is "Y"), determine whether the condition device is operating or not (A30 02) If condition device operation information indicating that the condition device is operating is set, then the condition It can be determined that the device is operating.

[0268] If the condition device is not in operation (the result of A3002 is "N"), the game control device 100 will Determine whether or not there is input to the specific area switch 72 (A3003). Specific area switch If there is input in 72 (the result of A3003 is "Y"), that is, winning in the specific area 86 ( If a V-prize is awarded, the condition device operation information will be displayed to indicate that the condition device is in operation. The operation information is saved to the location information area (A3004), and the specific area switch monitoring process is terminated.

[0269] If it is not a minor win (the result of A3001 is "N"), or if the condition device is in operation (A3 If the result of 002 is "Y", or if there is no input to the specific area switch 72 (A3003 If the result is "N", the specific area switch monitoring process will terminate without taking any action.

[0270] [Special Illustrated Normal Processing] Next, we will explain the details of the special feature normal processing (A2608) in the special feature game processing. Figure 11 is a flowchart showing the procedure for the normal processing of special drawings.

[0271] The game control device 100 first operates during the normal processing of the special feature game processing described later, and also, Determine whether the remaining ball counter in the grand prize slot is 0 (A3200). (Normal processing of the special feature) Otherwise, or if the remaining ball counter in the grand prize slot is not 0 (the result of A3200 is "N )] The process proceeds to step A3215 without starting the special feature variation display game.

[0272] The game control device 100 is in the process of processing the special feature, and the remaining ball counter at the main prize slot is 0. If this is the case (the result of A3200 is "Y"), the number of reserved items in Special Feature 2 (second start memory) is 0. Determine whether or not (A3201). If the number of reserved special figures 2 is 0 (the result of A3201 is "Y"), determine whether the number of reserved symbols in Special Feature 1 (number of first start memories) is 0 or not (A3206) And, if the number of reserved symbols in Special Feature 1 is 0 (the result of A3206 is "Y"), the customer waiting demo will open. Determine whether it has started or not (A3211), and if the customer waiting demo has not started (A32 If the result of 11 is "N", set the customer waiting demo flag in the customer waiting demo flag area (A 3212).

[0273] Next, the game control device 100 prepares a customer waiting demo command as a performance command ( A3213) Perform the performance command setting process (A3214), and then process step A3215. The process will proceed to step A3211 if the customer waiting demo has already started (A32 The result of 11 is "Y"), and "0" is set as the processing number for the special drawing normal processing (A3215 ), save the processing number in the special game processing number area (A3216), variable symbol discrimination flash Clear the area (A3217). Then, in the area for monitoring fraudulent activity in the grand prize slot, enter the fraud monitoring flag area. Save the flag during the viewing period (A3218), and terminate the normal special effects processing.

[0274] Furthermore, if the number of reserved symbols in Special Feature 2 is not 0, the game control device 100 will not be able to process the result of A3201. 」), execute the Special Feature 2 variation start process (A3202), and the decorative special feature corresponding to the number of special feature 2 reserved Prepare the retained number command (decorative special figure 2 retained number command) as a performance command (A3203 ), execute the performance command setting process (A3204). Then, the special feature variation process for special feature 2. The migration configuration process (A3205) is executed, and the normal special drawing process is terminated.

[0275] In the special feature 2 special feature variation processing transition setting process, set the processing number to "1" and play the special feature game The processing number is saved in the processing number area, the customer waiting demo flag area is cleared, and the special figure 2 variation control is performed. Save the fluctuating flag to the flag area.

[0276] Furthermore, if the number of reserved symbols in Special Feature 1 is not 0, the game control device 100 will not be able to process the result of A3206. 」), execute the Special Feature 1 variation start process (A3207), and the decorative special feature corresponding to the number of special feature 1 reserved Prepare the retained number command (decorative special figure 1 retained number command) as a performance command (A3208 ), execute the performance command setting process (A3209). Then, the special feature variation process for special feature 1. The migration setup process (A3210) is executed, and the normal special drawing process is terminated.

[0277] In the special feature 1 special feature variation processing transition setting process, set the processing number to "1" and play the special feature game The processing number is saved in the processing number area, the customer waiting demo flag area is cleared, and the special figure 1 variation control is performed. Save the fluctuating flag to the flag area.

[0278] In this way, by checking the number of reserved symbols in Special Feature 2 before checking the number of reserved symbols in Special Feature 1, If the number of reserved symbols in Special Feature 2 is not 0, the Special Feature 2 variation start process (A3202) will be executed. This means that the Special Feature 2 variable display game takes precedence over the Special Feature 1 variable display game. This will result in (priority consumption of reserved symbols 2). In other words, the game control device 100 will use the second start memory means If the (game control device 100) has a second start memory, the variation is based on the second start memory. Priority control that executes the display game over the variable display game based on the first start memory. It is arranged in stages. Furthermore, the Special Feature 1 variable display game takes precedence over the Special Feature 2 variable display game. If you choose to prioritize the consumption of the reserved special feature 1, then the judgment in step A3201 will be set to the reserved special feature 1. We just need to determine whether the number ≠ 0 or not.

[0279] [Special Figure 1: Start of Variation Process] Next, we will explain the details of the Special Feature 1 variation start processing (A3207) in the normal processing of the Special Feature. Figure 12 is a flowchart showing the procedure for starting the variation process in Special Figure 1. This process is performed at the start of the Special Feature 1 variable display game.

[0280] The game control device 100 indicates the type of special symbol variation display game to be executed (in this case, Special Symbol 1). The special feature 1 variation flag is saved to the variation symbol discrimination area (A3401). Next, the special feature 1 variation... Jackpot flag 1, which determines whether the displayed game is a jackpot or not, contains information about misses and jackpots. The big win flag 1 setting process is executed (A3402), which involves setting information and other processes. Details of the process for setting the winning flag 1 will be described later.

[0281] Next, the game control device 100 controls the special symbol 1 stop symbols (symbol information) related to the special symbol 1 variable display game. The special figure 1 stop symbol setting process related to the setting of the report is executed (A3403). Special figure 1 stop symbol setting In the standard process, the stopping symbol numbers when there is a miss, a support hit, or a big win, and this stopping symbol number The corresponding losing stop symbol pattern, support winning stop symbol pattern, or jackpot stop symbol pattern Save your turn. The stop symbols when you hit a support or a jackpot are the support winning symbols, respectively. The winning symbols are determined by a random number and a random number corresponding to the winning combination.

[0282] Furthermore, the game control device 100 has special symbols, which are parameters for setting the variation pattern. Execute the special information setting process to set the information (A3404).

[0283] Next, the game control device 100 relates to the setting of the variation pattern of the special figure 1 variation display game. Special Figure 1: Variable Pattern Setting Information is a table containing information for referencing various types of information. Prepare the report table (A3405).

[0284] Subsequently, the game control device 100 controls the variation pattern in the special figure 1 variation display game. Execute the variation pattern setting process to set the turn (variation pattern number) (A3406) Next, the game control device 100 sets the information for the start of the variation in the special figure 1 variation display game. The start information setting process is executed (A3407), and the special figure 1 variation start process is terminated. In the reporting setting process, the fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) is obtained, and special The diagram is saved in the game processing timer area. Then, the variable command corresponding to the variable pattern number is saved. Prepare the commands (MODE, ACTION) as performance commands and perform the performance command setting process. In addition, the variable start information setting process will determine the type of special symbol for the special symbol variable display game that will be started. The number of reserved special figures related to the separate special figure (special figure 1 or special figure 2) is updated by -1 (decreased by 1).

[0285] [Special Figure 2: Start of Variation Process] Next, we will explain the details of the Special Feature 2 variation start processing (A3202) in the Special Feature normal processing. Figure 13 is a flowchart showing the procedure for starting the variation process in Special Figure 2. The process is performed at the start of the Special Feature 2 variation display game, and is shown in Figure 12 as the Special Feature 1 variation This process is the same as the process performed during the startup process, but applied to the second startup memory.

[0286] The game control device 100 first determines the type of special symbol variation display game to be executed (in this case, special symbol 2). The special feature 2 variation flag indicating this is saved in the variation symbol discrimination area (A3501). Next, the special feature The 2-variable display game has a jackpot flag 2 to determine whether it is a jackpot or not, and also has information about misses. The process of setting the jackpot flag 2 is executed (A3502), which performs operations such as setting the jackpot information. ).

[0287] Next, the game control device 100 controls the special symbol 2 stop symbols (symbol information) related to the special symbol 2 variation display game. The special figure 2 stop symbol setting process related to the setting of the report is executed (A3503). Furthermore, the variable pattern Execute the special drawing information setting process, which sets the special drawing information, which is a parameter for setting the line. (A3504). Next, various information regarding the setting of the variation pattern for the Special Feature 2 variation display game. Special Figure 2 Variable Pattern Setting Information Table is a table containing information for referencing reports. Prepare the (A3505) item.

[0288] Subsequently, the game control device 100 sets the variation pattern for the special feature 2 variation display game. The pattern setting process is executed (A3506). Finally, the variation of the Special Feature 2 variation display game is started. The variable start information setting process is executed to set the information (A3507), and the variable start process shown in Figure 2 is executed. Ending.

[0289] [Setting the jackpot flag 1] Next, we will discuss the details of the jackpot flag 1 setting process (A3402) in the special figure 1 variation start process. Let me explain. Figure 14 is a flowchart showing the procedure for setting the jackpot flag 1.

[0290] The game control device 100 first places the jackpot flag area 1 and the support jackpot flag area 1 with information about misses. Save the report (A3601). Next, the RWM special feature 1 jackpot random number storage area (for 1 reserved). ) load the jackpot random number from there and prepare (A3602), and the special figure 1 jackpot random number storage area Clear the (for 1 reserved item) to 0 (A3603). Note that "for 1 reserved item" means the item to be used first in the processing order. This is the area where information (random numbers, etc.) about the special feature start memory (the earliest of the special feature 1) is stored. This is the range. After that, the jackpot is determined depending on whether the prepared jackpot random number matches the jackpot determination value. The system executes a jackpot determination process (A3604) to determine whether or not it is a jackpot.

[0291] If the result of the jackpot determination process (A3604) is a jackpot, the game control device 100 (Result of A3605 is "Y"), a jackpot where the information about the loss was saved in step A3601. The jackpot information is overwritten and saved in the Flag 1 area (A3606), and the jackpot Flag 1 setting process End of discussion.

[0292] On the other hand, if the result of the jackpot determination process (A3605) is not a jackpot (the result of A3605) If the result is "N", optionally, the special symbol variation display game will be based on the acquired jackpot random number. The support hit detection process is executed to determine whether or not it is a support hit (A3607), and the result of the determination is This determines whether or not it is per support (A3608). In this embodiment, the determination is per support. The same random number is used for both the regular and jackpot hits (or, to put it another way, the same random number is used for both the support hit judgment and the jackpot judgment). (Numerical values ​​are used). Here, the support win (time-saving win) in the special feature variation display game refers to the next This refers to the result of entering a time-saving state (specific result) from a special feature variation display game, at this time In response to the short result, the performance control device 300, as a result of the stop of the decorative special feature variation display game, Short patterns can be displayed on the display device 41.

[0293] The game control device 100 checks if the special symbol variation display game is a support win (result of A3608). If it is "Y", then in step A3601, the loss information is saved in the support win flag 1 area. The winning information is overwritten and saved (A3609), and the process of setting the winning flag 1 is terminated. On the other hand, if the special feature variation display game is not a support win (the result of A3608 is "N"), support win The process of setting the big win flag 1 is terminated without saving the support win information to the flag 1 area. ru.

[0294] Thus, in this embodiment, the result of the variable display game in Figure 1 is "Big Win", "S The result will be either a "winning combination (short-time win)" or a "miss," and there is no "minor win." Steps A3607-A3609 are optional and can be omitted. In short, it is not necessary to include a "support win (time-saving win)" in the results of the Special Feature 1 variable display game. Furthermore, it is also possible to configure the game to include a "minor win" in the results of the special feature 1 variable display game.

[0295] Furthermore, in the process of setting the big win flag 1, the support win information is stored in the support win flag 1 area. Although the configuration was designed to allow for a big win, the big win and the support win do not overlap, so the support win is placed in the big win flag area 1. You can save the information.

[0296] [Setting the jackpot flag 2] Next, we will discuss the details of the jackpot flag 2 setting process (A3502) in the special figure 2 variation start process. Let me explain. Figure 15 is a flowchart showing the procedure for setting the jackpot flag 2. This process is the same as the process for setting the jackpot flag 1 shown in Figure 14, but for the second start This is an exercise that focuses on memory.

[0297] The game control device 100 first has two areas for big win flags, two areas for small win flags, and a support win area. Loss information is saved in the lag 2 area (A3701). Next, the RWM special feature 2 jackpot random number The jackpot random number is loaded from the storage area (for 1 reserved number) and prepared (A3702), and the special figure Clear the 2 jackpot random number storage area (for 1 reserved spin) to 0 (A3703). Note: For 1 reserved spin This refers to information about the special feature start memory that has the earliest digestion order (in this case, the earliest among special feature 2). This is the area where random numbers (etc.) are stored. After that, if the prepared jackpot random number matches the minor win determination value... A minor win determination process is executed to determine whether or not it is a minor win depending on whether or not (A3704 ).

[0298] If the result of the minor win determination process (A3704) is a minor win, the game control device 100 will... (Result of A3705 is "Y"), minor win information saved in step A3701 The minor win information is overwritten and saved in the Flag 2 area (A3706), and the Big Win Flag 2 setting process is performed. End of discussion.

[0299] On the other hand, the game control device 100 will, if the special symbol variation display game is not a minor win (A3705) If the result is "N", based on the acquired jackpot random number, the special symbol variation display game is a support jackpot. A support-to-support determination process is executed (A3707) to determine whether or not it is possible, and the result of the determination is per support. It is determined whether or not there is one (A3708). In this embodiment, the determination of whether there is a support hit is also made. Random values ​​are used (or, to put it another way, the same random values ​​are used for both support hit detection and jackpot detection). (to be shown). Here, the support win (time-saving win) in the special symbol variation display game refers to the next special symbol variation display. This refers to the time-saving result (specific result) that leads to entering a time-saving state from the game, and corresponds to this specific result. The performance control device 300 then displays a time-saving symbol as the result of the special symbol variation display game stopping. This can be displayed on device 41.

[0300] The game control device 100, when the special symbol variation display game is a support win (result of A3708) If it is "Y", then in step A3701, the loss information is saved in the support win flag 2 area. The winning information is overwritten and saved (A3709), and the process of setting the winning flag 2 is terminated.

[0301] On the other hand, if the result of the support hit detection process (A3707) is not a support hit (A3708 If the result is "N", it is optional whether the prepared jackpot random number matches the jackpot determination value. Depending on whether it is a jackpot or not, a jackpot determination process may be executed to determine whether or not it is a jackpot (A371 0). The game control device 100 determines that the result of the jackpot determination process (A3710) is a jackpot. In the case where (the result of A3711 is "Y"), the error information was saved in step A3701. The jackpot information is overwritten and saved in the jackpot flag 2 area (A3712), and the jackpot flag 2 setting The regular processing is terminated. On the other hand, if the result of the jackpot determination process (A3710) is not a jackpot, (Result of A3711 is "N"), the jackpot flag 2 area saves the information about the miss and then the jackpot is awarded. The process of setting flag 2 is terminated.

[0302] Thus, in this embodiment, the result of the variable display game in Figure 2 is "minor win" or "support win". The result will be either a "win (shortened time)" or a "miss," but there is an option for the special feature 2 variation. It is also possible to configure the system so that a "jackpot" is awarded as a result of the displayed game.

[0303] Furthermore, in the process of setting the big win flag 2, the minor win information is saved in the minor win flag 2 area. The system was configured to save support hit information in two support hit flag areas, but the big win and support hit and Since minor wins do not overlap, the minor win information and support win information are saved in the 2nd area of ​​the major win flag. That's good too.

[0304] [Big win determination process] Next, the jackpot determination process in the jackpot flag 1 setting process and the jackpot flag 2 setting process, etc. Details of A3604 and A3710 will be explained. Figure 16A shows the procedure for determining a jackpot. This is a flowchart. Note that the jackpot determination process is executed during the timer interrupt process. This is a process common to the jackpot determination process in other processes, such as the special symbol hold information determination process. It will also be executed.

[0305] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (A3800 ), set a lower limit judgment value for the jackpot judgment value (A3801), and the value of the target jackpot random number is lower limit judgment Determine whether the value is below a certain threshold (A3802). Note that a jackpot is determined by the jackpot random number. The result must match the jackpot determination value. The jackpot determination value is a series of consecutive values, and the jackpot randomness The number is greater than or equal to the lower limit of the jackpot determination value, and also equal to the upper limit of the jackpot determination value. A jackpot is determined if the value is below the upper limit judgment value. The upper limit judgment value is low probability The state (normal probability state other than the probability variation state) and the high probability state (probability variation state) may be different.

[0306] The game control device 100 determines if the value of the target jackpot random number is less than the lower limit determination value (A380 The result of 2 is "Y", and the judgment result is set to a miss (not a big win) (A3804), The collision detection process is terminated.

[0307] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value. (A3803). If the value of the winning random number is greater than the upper limit judgment value (the result of A3803 is " Y"), the judgment result is set to a miss (other than a jackpot) (A3804). On the other hand, jackpot If the random number value is not greater than the upper limit judgment value (the result of A3803 is "N"), the judgment result is Set the jackpot (A3805). Once the judgment result is set, the jackpot judgment process ends. .

[0308] [Minor win detection process] Next, let's look at the details of the minor win determination process (A3704) in the big win flag 2 setting process. Let me explain. Figure 16B is a flowchart showing the procedure for determining minor wins. The hit detection process is common to the hit detection process in other processes executed during timer interrupt processing. This process is performed in other processes such as the special feature hold information determination process.

[0309] The game control device 100 first sets a small win upper limit determination value corresponding to the probability setting value (A3 900) Determine whether the value of the target (Special Figure 2) for a big win is less than the lower limit judgment value for a small win. (A3901). Note that a minor win means that the jackpot random number matches the minor win judgment value. The minor win determination value is a series of consecutive values, and the major win random number is the lower limit of the minor win determination value. The value is greater than or equal to the lower limit of the minor win judgment, and the value is the upper limit of the minor win judgment. If the value is below this value, it is determined to be a minor win. The upper limit for determining a minor win is the low probability state (probability The probability can be different for the normal probability state (excluding the variable state) and the high probability state (variable state).

[0310] Naturally, it is necessary to avoid situations where the same special feature display game results in both a minor win and a major win. The range of the minor win judgment value (between the lower limit judgment value and the upper limit judgment value of minor wins) is the same as the jackpot mentioned above. The range of the judgment value (between the lower and upper judgment values) does not overlap. In this embodiment, Instead of creating its own random number generator for minor wins, it uses the same random number generator for major wins to determine minor wins, but It is also possible to configure the system to include a small random number generator for winning.

[0311] The game control device 100 determines if the value of the jackpot random number for the target (special figure 2) is less than the lower limit determination value for a minor win. If this is the case (the result of A3901 is "Y"), the judgment result is set to "miss" (A3903), The minor win detection process is terminated.

[0312] Furthermore, if the value of the jackpot random number is not less than the lower limit determination value for minor wins, the game control device 100 will... (If the result of A3901 is "N"), the value of the jackpot random number for the target (special figure 2) is equal to the upper limit judgment value for the minor win. Determine whether it is larger or smaller (A3902). If the value of the big win random number is larger than the small win upper limit determination value If the result is "Y" (A3902 result is "Y"), set the judgment result to "Incorrect" (A3903). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for the minor win (the result of A3902 is " N"), set the result to a minor win (A3904). When the result is set, minor win The judgment process is terminated. Note that in this embodiment, the probability of a minor win is 1 / 8 (=12.5%). To achieve this, a lower limit and upper limit for determining the probability of a minor win are set, but the probability of a minor win is determined by other values. But that's fine.

[0313] [Support hit detection process] Next, the support win determination process in the big win flag 1 setting process and the big win flag 2 setting process, etc. Details of (A3607, A3707) will be explained. Figure 16C shows the support hit detection process. This is a flowchart of the procedure. Note that the support hit detection process is performed during the timer interrupt process. This is a process common to the support hit determination process in other processes that are performed, and is a special symbol hold information determination process. It is also implemented in theory and other fields.

[0314] The game control device 100 first sets the upper limit judgment value for support wins corresponding to the probability setting value. A7001). Next, set the lower limit of the support hit judgment value (A7002), and the target jackpot Determine whether the value of the random number is less than the lower limit judgment value (A7003). Note that per support This means that the jackpot random number matches the support jackpot determination value corresponding to the probability setting value and the game state. And so, the support hit judgment value is a series of consecutive values, and the jackpot random number is the support hit judgment value The value must be greater than or equal to the lower limit (lower limit judgment value), and also equal to the upper limit (upper limit per support judgment value). If the value is below the judgment value, it is determined to be a support hit. The upper limit judgment value for a support hit is: The low-probability state (normal probability state other than the probability-increasing state) and the high-probability state (probability-increasing state) may be different.

[0315] Naturally, the result of the same special feature display game is a support win and a big win, or a support win and In order to avoid it resulting in a minor win, the range of the support win judgment value (support win lower limit judgment value and support win The range of the upper limit judgment value does not overlap with the range of the aforementioned big win judgment value and small win judgment value. Oh, in this embodiment, we do not independently generate a random number for hitting the support, and the determination of hitting the support is also done by the big win While it utilizes random numbers, it is also possible to configure it to generate its own unique random number generator per support character.

[0316] The game control device 100 determines if the value of the target jackpot random number is less than the lower limit judgment value for support wins ( The result of A7003 is "Y"), and the judgment result is set to miss (other than a support hit) (A70 05) The support hit detection process is terminated.

[0317] Furthermore, the game control device 100 will determine if the value of the jackpot random number is not less than the lower limit determination value for support wins. (If the result of A7003 is "N"), the value of the target jackpot random number is greater than the upper limit judgment value for support jackpots. Determine whether or not (A7004). If the value of the jackpot random number is greater than the upper limit judgment value for support jackpots Set the result to "Y" (A7004 result is "Y"), or "Miss" (other than a support hit) as the judgment result. A7005). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for support jackpots (A70 If the result of 04 is "N", set the number of supporters as the judgment result (A7006). Once this setting is enabled, the support hit detection process will be terminated.

[0318] In the support win determination process, a lottery is held using a random value for the jackpot to determine whether a support win is achieved (time reduction determination). ) is performed. In the support win determination (time reduction determination) as a lottery, the jackpot random number is used for the support win determination. If it matches the fixed value (time reduction judgment value), the judgment result will be the result per support (time reduction result, specific result). ) is obtained and time reduction is set. The support hit judgment value is different from the big hit judgment value and the small hit judgment value. Yes.

[0319] Furthermore, in order to create a sense of contrast, the probability of winning a support bonus (support bonus win determination value) is set for each probability setting value. The range (of the random number for big wins) can be made different, or for simplicity, support can be set for each probability setting value. The probability of winning can be the same. Setting 1 (or the lower setting) is more likely to win a support bonus. The probability of winning a support bonus is set so that setting 6 (or the higher setting) makes it less likely to win a support bonus. This can mitigate the disadvantages of low settings, or conversely, make it easier to win support bonuses on the high-setting side. It is appropriate to match the expectations of players who have such expectations. Also, the support hit rate should be monotonous from setting 1 to setting 6. You can change the probability of winning, or change it every two stages of the setting, making it less monotonous. Good. By making the probability of winning per support different for even and odd settings, it becomes easier to estimate the probability setting value. This may enhance the enjoyment of the players.

[0320] Also, there are support wins during low probability (outside of the probability variation state) and high probability (during the probability variation state) of the big win. You can make the winning probabilities different to create variety, or you can keep them the same for simplicity. The probability of winning is higher during normal play (outside of the bonus round), and lower during high-probability play (while in the bonus round). You could set a winning probability per support to mitigate the disadvantages during low probability periods, or conversely, set it differently. It's appropriate to match the expectations of players who anticipate a higher chance of winning a support bonus during a high-probability period. For example, Set the probability of winning a support bonus so that you only win a support bonus during low probability periods (during high probability periods) The probability of winning is zero, but the disadvantages of low probability can be mitigated.

[0321] Furthermore, the probability of winning a support bonus differs between the Special Feature 1 variable display game and the Special Feature 2 variable display game. You can differentiate them to create visual emphasis, or you can keep them the same for simplicity. For example, the standard electric support state. In order to increase the number of support wins in (shortened time state or probability change state), support in the special feature 2 variation display game The probability of winning may be higher than that of the special feature 1 variation display game. Conversely, in normal gameplay, To enhance the enjoyment of the game, the probability of winning a support bonus in the Special Feature 1 variation display game has been changed to the Special Feature 2 variation. It can be made larger than the displayed game. In short, the special feature 1 variable display game and the special feature 2 variable display game The probability of winning a support bonus in one of the special feature display games is set to zero, and the other special feature It is permissible to allow support wins to occur only in games where the diagram is displayed in a variable format.

[0322] If the result of the special symbol variation display game is a support win result (time reduction result), the special symbol 1 stop symbol setting In processing (A3403) or special figure 2 stop symbol setting processing (A3503), the stop symbol (stop The time-saving symbols (time-saving symbol number, time-saving symbol pattern) are as the stop symbol number, stop symbol pattern. Once set, the game will enter a time-saving mode from the next special feature variation display game. In other words, in this case, The game suddenly enters a time-saving state without going through a winning sequence (sudden time-saving). Also, in this case, the time-saving symbols The corresponding decorative special effect command is transmitted to the performance control device 300, and the display device 41 displays the performance The control device 300 also displays time-saving symbols (decorative time-saving symbols) as decorative stop symbols.

[0323] Examples of time-saving patterns displayed on the display device 41 include, for example, a pattern where only the left and middle patterns are aligned. Examples include "1,1,3". There are no restrictions on the time-saving symbols as long as they are decided in advance, but the numbers must be in order. There are patterns such as "1,2,3" and "1,3,1" where only the left and right symbols match. However, it is preferable as it is easy for players to remember. Multiple time-saving symbols are prepared, and the time-saving state continues. The number of times the picture variation display game (time-saving rounds) can be determined for each time-saving symbol.

[0324] The lamp display units 1 and 2 of the lamp display device 80 indicate a jackpot in the case of a time-saving result (time-saving symbol). Unlike the result or minor win result, the fourth special symbol (fourth symbol) appears in a specific manner. It lights up. For example, the lamp display units 1 and 2 light up red, etc., in the case of a big win or a small win. It may emit light in warm colors, and in the case of a time-saving result (time-saving pattern), neutral colors such as green or blue may be emitted. It may emit light in cool colors (i.e., colors other than warm colors). Also, if it is incorrect, it will turn off. Therefore, when a time-saving symbol is displayed as a stop symbol, it means that a jackpot has occurred. This prevents players from being misled, and makes it easier for players to understand that they have won a time-saving bonus. ru.

[0325] Furthermore, the number of special symbol variation display games executed after the big win state ends (the number of times in the probability variation state) If the number of (excluding) reaches a predetermined number of times (the so-called ceiling number, time reduction ceiling), you will win a support bonus. Even without it, you will enter a time-saving state (playtime). At this time, the result of the special symbol variation display game is If so, lamp indicators 1 and 2 will be turned off, and if it is a minor win or a major win, a warm color will be displayed. It lights up. At this time, unless it is a minor win or a major win, the game enters a time-saving mode. To make it easier for the operator to recognize, lamp display units 1 and 2 illuminate in cool colors as the fourth pattern. This is also acceptable. The predetermined number of times (ceiling number of times) is, for example, 500 times. In this case, the special display unit or in the display device 41, the stop symbol is a losing symbol (which may also be a time-saving symbol) or a minor win symbol. If it's a minor win without a V-win, the message "(If there is no V-win)" will be displayed, and the game will enter a time-saving state from the next special symbol variation display game. Entering the mode. In this case, the time-saving symbols displayed on the display device 41 are, for example, the left symbol and Only the middle symbols line up, resulting in "3,3,5" (similar to the time-saving result from the support win, "1,1, Examples include "3" (which is also acceptable).

[0326] [Special Feature 1 Stop Symbol Setting Process] Next, we will discuss the details of the Special Feature 1 stop symbol setting process (A3403) in the Special Feature 1 variation start process. Let me explain. Figure 17 is a flowchart showing the procedure for setting the stop symbol in Special Feature 1.

[0327] The game control device 100 first determines whether the jackpot flag 1 is a jackpot or not, that is, the jackpot flag Determine if jackpot information is saved in the lag 1 area (A4001). Jackpot Flag 1 If it is a jackpot (the result of A4001 is "Y"), Special Feature 1 Jackpot Symbol Random Number Storage Area ( Load the jackpot symbol random number (A4002) from the remaining number 1. Next, Special Feature 1 Jackpot Symbol The Set the cable (A4003) and take the stop symbol number corresponding to the loaded jackpot symbol random number. The profit is saved to the special symbol number area of ​​RWM's special symbol 1 (A4004). A different type of result is selected.

[0328] Subsequently, the game control device 100 sets the special feature 1 jackpot stop symbol information table (A40 05) Obtain the stop symbol pattern corresponding to the stop symbol number and set it in the stop symbol pattern area. (A4006). The stop symbol pattern refers to the special symbol indicator (here, special symbol 1 indicator 5). 1) This is for setting the stop symbol and the stop symbol on the display device 41. The maximum number of rounds corresponding to the stop symbol number is obtained, and the maximum number of rounds for RWM Special Feature 1 is obtained. Save to the information area (A4007) and retrieve fanfare information corresponding to the stop symbol number. Then, save it to the fanfare information area (A4008). This information is used in special game states. This is for setting the execution mode of the state.

[0329] Next, the game control device 100 acquires time reduction determination data corresponding to the stop symbol number, Save to the time reduction judgment data area (A4009). The time reduction judgment data is saved to the time reduction judgment data area. This includes information on whether or not a time-saving state is in effect after the game ends (time-saving state present or not), and is included in the description of the end of the special feature 1 jackpot. It is used in processing and special feature 2 jackpot termination processing. Subsequently, the stop symbol pattern (or stop symbol number) The program saves the transition information for the performance mode corresponding to the symbol A) described below (A4010). Then, proceed to step A4020.

[0330] On the other hand, the game control device 100 determines the outcome when the jackpot flag 1 is not a jackpot (result of A4001). If it is "N"), optionally, support flag 1 determines whether or not it is a support hit (A4 011). Support hit flag 1 is special if it is a support hit (the result of A4011 is "Y"). Figure 1 shows the random number storage area for the support winning symbol (for 1 reserved number), from which a random number is loaded (A4012), and the special symbol Set the symbol table per support (A4013). Then, the special symbol table for support 1 Refer to the log to obtain the stop symbol number corresponding to the loaded random number, and the special symbol 1 stop symbol number Save to area (A4014). Next, take the stop symbol pattern corresponding to the stop symbol number. The result is saved in the stop symbol pattern area (A4015). Then, corresponding to the stop symbol number... The time reduction judgment data is obtained and saved in the time reduction judgment data area (A4016), Saves the performance mode transition information corresponding to the stop symbol pattern (A4017). After that, Proceed to step A4020.

[0331] On the other hand, the game control device 100 determines the outcome when the jackpot flag 1 is not a jackpot (result of A4001). If the result of A4011 is "N", and support flag 1 is not a support hit, then (the result of A4011 is "N )], save the stop symbol number when it is a miss in the Special Feature 1 stop symbol number area (A4018), The misaligned stop pattern is saved to the stop pattern area (A4019). After that, Proceed to processing step A4020. Note that the big win flag 1 setting process will be related to the support win. If you do not perform the process (A3607-A3609), then the jackpot flag 1 is not a jackpot. In the case where (the result of A4001 is "N"), steps A4011-A4017 are not performed. We will be moving to TEP A4018.

[0332] The game control device 100, after steps A4010, A4017, and A4019, displays the stop symbols. Prepare the decorative special effect 1 command corresponding to the pattern, and use the decorative special effect 1 command as the effect command. The code is added and saved to the Special Feature 1 command area (A4020). Through the above process, Special Feature 1 changes The stop symbols are set according to the result of the animated game.

[0333] Subsequently, the game control device 100 executes the performance command setting process (A4021). As a result, the decorative special illustration 1 command is transmitted to the performance control device 300.

[0334] Next, the game control device 100 outputs the symbol data corresponding to the stop symbol number as a test signal output date. Save to area (A4022), and set the special feature 1 jackpot symbol random number storage area (for 1 reserved) to 0. Rear (A4023). After that, the special symbol 1 stop symbol setting process is terminated. Note the aforementioned figure The pattern variation control process controls the stop symbol pattern or the stop symbol number corresponding to the stop symbol (large The stopping display of winning symbols, time-saving symbols, losing symbols, etc. is performed on the special symbol 1 display unit 51.

[0335] [Special Feature 2 Stop Symbol Setting Process] Next, we will discuss the details of the Special Feature 2 stop symbol setting process (A3503) in the Special Feature 2 variation start process. Let me explain. Figure 18 is a flowchart showing the procedure for setting the stop symbol in Special Feature 2.

[0336] The game control device 100 first determines whether the minor win flag 2 is a minor win, that is, whether the minor win flag Determine if minor win information is saved in the lag 2 area (A4101). Minor win flag 2 If it is a minor win (the result of A4101 is "Y"), Special Feature 2 Big Win Symbol Random Number Storage Area ( Load the jackpot symbol random number (A4102) from the remaining number 1. Next, the special symbol 2 jackpot symbol Set the cable (A4103) and take the stop symbol number corresponding to the loaded jackpot symbol random number. The profit is saved to the special symbol number area of ​​RWM's special symbol 2 (A4104). A different type of result is selected.

[0337] In this embodiment, the second special variable prize winning device 39 is opened when a minor win occurs. The game ball enters the V-slot, and a big win occurs immediately after a small win, so the special feature 2 variation display game is small Even if it's a win (minor win flag 2 is a minor win), the random number for the big win symbol is loaded. However, Load the random number for the minor win symbol (A2911) and retrieve the stop symbol number corresponding to the random number for the minor win symbol. A configuration that is advantageous is also possible. In this configuration, when a V prize is won (the result of A3003 in Figure 10 is "Y") When this happens, load the random number for the winning symbol, obtain the stop symbol number, and proceed to step A4107. You may then execute the process from A4110.

[0338] Subsequently, the game control device 100 sets the special feature 2 jackpot stop symbol information table (A41 05) Obtain the stop symbol pattern corresponding to the stop symbol number and set it in the stop symbol pattern area. (A4106). The stop symbol pattern refers to the special symbol indicator (here, special symbol 2 indicator 5). 2) This is for setting the stop symbol and the stop symbol on the display device 41. The maximum number of rounds corresponding to the stop symbol number is obtained, and the maximum number of rounds for RWM's special feature 2 is obtained. Save to the information area (A4107) and retrieve fanfare information corresponding to the stop symbol number. Then, save it to the fanfare information area (A4108). This information is used in special game states. This is for setting the execution mode of the state.

[0339] Next, the game control device 100 acquires time reduction determination data corresponding to the stop symbol number, Save to the time reduction judgment data area (A4109). The time reduction judgment data is saved to the time reduction judgment data area at the end of the jackpot. This includes information on whether or not a time-saving state is in effect after the game ends (time-saving state present or not), and is included in the description of the end of the special feature 1 jackpot. It is used in processing and special feature 2 jackpot termination processing. Subsequently, the stop symbol pattern (or stop symbol number) Saves the transition information for the performance mode corresponding to the number (BG of the design described later) (A4010). After that, the process proceeds to step A4121.

[0340] On the other hand, the game control device 100 determines the outcome when the minor win flag 2 is not a minor win (result of A4101). If it is "N", then the jackpot flag 2 is whether or not it is a jackpot, that is, the jackpot flag 2 area is Determine if the information is saved (A4111). If the jackpot flag 2 is a jackpot. (If the result of A4111 is "Y"), the process will proceed to step A4102 and beyond, but the small win Using a different special feature 2 jackpot symbol table or special feature 2 jackpot stop symbol information table than usual. good.

[0341] The game control device 100, if the jackpot flag 2 is not a jackpot (the result of A4111 is "N 」), Support hit flag 2 determines whether or not it is a support hit (A4112). Support hit flag If Rag 2 is a support win (the result of A4112 is "Y"), the random number for the support win symbol in Special Feature 2 A random number is loaded from the storage area (for 1 reserved) (A4113), and the special feature 2 support winning symbol table Set the rule (A4114). Then, refer to the Special Feature 2 support symbol table and load. The stop symbol number corresponding to the generated random number is obtained and saved in the Special Feature 2 stop symbol number area (A4 115). Next, obtain the stop symbol pattern corresponding to the stop symbol number, and the stop symbol pattern Save to the memory area (A4116), and obtain the time reduction judgment data corresponding to the stop symbol number. Then, save it to the time reduction judgment data area (A4117). After that, the stop symbol pattern is determined The corresponding performance mode transition information is saved (A4118), and the process proceeds to step A4121. do.

[0342] The game control device 100 determines that the minor win flag 2 is not a minor win (the result of A4101 is "N") Big win flag 2 is not a big win (the result of A4111 is "N"), and support win flag If 2 is not a support win (the result of A4112 is "N"), the stopping symbol number at the time of the loss will be special Save the stop symbol number area in Figure 2 (A4119), and the losing stop symbol pattern is saved in the stop symbol area Save to the turn area (A4120). Then proceed to step A4121. .

[0343] In this embodiment, a "jackpot" is not provided as a result of the variable display game shown in Figure 2. Step A4111 is optional and does not need to be performed. If G2 is not a minor win (the result of A4101 is "N"), step A4111 is not executed. You may then proceed to step A4112.

[0344] The game control device 100, after steps A4110, A4118, and A4120, displays the stop symbols. Prepare the decorative special effect 2 command corresponding to the pattern, and use the decorative special effect 2 command as the effect command. Decorate the area with "Do" and save it to the Special Feature 2 command area (A4121). Through the above process, Special Feature 2 changes The stop symbols are set according to the result of the animated game.

[0345] Subsequently, the game control device 100 executes the performance command setting process (A4122). The special effect 2 command is transmitted to the performance control device 300.

[0346] Next, the game control device 100 outputs the symbol data corresponding to the stop symbol number as a test signal output date. Save to area (A4123), and set the special feature 2 jackpot symbol random number storage area (for 1 reserved) to 0. Rear (A4124). Also, if a small win symbol random number (A2911) is extracted, special You may also clear the random number storage area for the small win symbol (for 1 reserved number) in Figure 2 to 0. After that, stop Special Symbol 2. The pattern setting process is terminated. Note that the stop pattern pattern or The stopping symbols (jackpot symbols, time-saving symbols, losing symbols, etc.) corresponding to the stopping symbol number. The display is executed on the display unit 52 in Figure 2.

[0347] In this way, the game control device 100 detects the game ball at the first starting prize entry opening 36 As a variable display game, the special display game 1 is executed, and the game balls in the normal variable prize winning device 37 Based on the detection, the variable display game shown in Figure 2 is executed as a variable display game. This constitutes the execution means. Furthermore, the game control device 100 is determined by the determination means (game control device 100) This constitutes a variable display game execution control means that controls the execution of a variable display game based on the judgment result.

[0348] [Special drawing information setting process] Next, the special figure information setting process in the special figure 1 variation start process and the special figure 2 variation start process (A340 4. Details of A3504) will be explained. Figure 19 shows the procedure for setting special drawing information. This is a low chart. In this embodiment, the probability state (low probability / high probability, with / without time reduction) is used. ) does not directly affect the distribution of fluctuations, and the performance mode managed by the game control device 100 changes This affects the distribution of actions. The performance mode is determined by the probability state, the presence or absence of the time-saving state, and the special symbol variation display game. Depending on the progress of the game, one of several performance modes will be selected. It is based on the probability state, the presence or absence of the time-saving state, the progress of the special symbol variation display game, etc. You can also directly distribute the fluctuations.

[0349] The game control device 100 first sets the first half variation group selection pointer table (A 4201) Obtain the selection pointer for the first half of the variation group corresponding to the performance mode information (A4 202). Next, set the first half variable group selection offset table (A4203) The number of special symbols held (number of special symbols 1 or number of special symbols 2) and the corresponding stop symbol pattern Retrieve the set data (A4204).

[0350] Next, the game control device 100 adds the first half variation group selection pointer and offset data. The value obtained by calculating (A4205) and adding is saved to the variable distribution information 1 area (A4206). ). As a result, the variable distribution information area 1 contains the type of stop symbol, the number of reserved symbols, and the performance mode. The generated variation distribution information 1 is then saved. This variation distribution information 1 is the first half variation ( This is a table pointer for distributing the variation patterns (up to the start of the cycle), and later the variation group It is used to select a button. However, depending on the specifications of the model, when there are many pending buttons... Since shortening the variation time is only possible in the case of a miss, in cases other than misses, the result is The number of reserved balls does not affect the distribution of the first half of the variation. Note that a variation group is a group of multiple variation patterns. When determining the variation pattern for items containing n, first select a variation group, and further The system then selects one variation pattern from this group of variations.

[0351] Next, the game control device 100 sets the second half variation group selection pointer table (A 4207) Obtain the selection pointer for the second half variation group corresponding to the performance mode information (A4 208). Next, set the second half variable group selection offset table (A4209) , obtain offset data corresponding to the number of special symbols held and the stop symbol pattern (A42 10).

[0352] Next, the game control device 100 adds the second half variation group selection pointer and offset data. The value obtained by calculating (A4211) and adding is saved to the variable distribution information 2 area (A4212 ), and the special symbol information setting process is terminated. As a result, the variable distribution information 2 area will contain the type of stop symbol. The variable distribution information 2 generated based on the number of reserved items and the performance mode is saved. Dynamic vibration information 2 is used to distribute the second-half fluctuations (type of reach (including no reach)). It is a table pointer, which will be used later to select a variable group. However, In this case only, the probability of a reach occurring changes depending on the number of reserved items (when there are many reserved items, a reach occurs). (The probability will be lower) and as a result, the number of reserved balls will be allocated to the later fluctuations in cases other than misses. It has no effect.

[0353] [Setting the variation pattern] Next, the variation pattern setting process in the variation start process of Special Figure 1 and the variation start process of Special Figure 2 (A Details of 3406 and A3506) will be explained. Figure 20 shows the process for setting the variation pattern. This is a flowchart showing the sequence.

[0354] The variation pattern is the variation pattern from the start of the special feature variation display game until the reach state is reached. The first half of the variation pattern, and the variation pattern from when the reach state is reached until the end of the special symbol variation display game. It consists of a second-half variation pattern, and the second-half variation pattern is set first, followed by the first-half variation pattern. Set the turn.

[0355] The game control device 100 first sets the variable group selection address table (A430 1) Obtain the address of the second-half fluctuation group table corresponding to fluctuation distribution information 2 and prepare it. (A4302), the variable pattern from the target variable pattern random number 1 storage area (for 1 reserved) Load random number 1 and prepare (A4303). In this embodiment, the latter half of the variable group The structure of the cable differs between the winning and losing versions. Specifically, the winning version uses 1 byte... The "Iz" and "Loss" symbols are 2 bytes in size. The probability of a win is lower than the probability of a loss. Since even 1 byte is sufficient, from the perspective of saving data capacity, the size for the hit is set to 1 byte. Therefore, when a hit occurs, only the lower value of the 2-byte variable pattern random number 1 is used. It is used. Also, the rate of misses is higher than the rate of hits, resulting in a wider variety of effects. To avoid confusion, the losing entries are 2 bytes in size.

[0356] Then, the game control device 100 determines whether the result of the special symbol variation display game is a loss. (A4304), if it is incorrect (the result of A4304 is "Y"), 2-byte distribution process Perform step (A4305) and proceed to step A4307. Also, if it is not a miss If (the result of A4304 is "N"), perform the sorting process (A4306) and proceed to step A Proceed to processing 4307.

[0357] Next, the game control device 100 uses the second half variation selection table obtained as a result of the distribution ( Obtain the address of the semi-variable pattern selection table and prepare it (A4307), then change the target Load variable pattern random number 2 from the variable pattern random number 2 storage area (for hold count 1) and prepare it. (A4308). Then, the sorting process is executed (A4309), and the sorted results are obtained. The second half variable number is obtained and saved in the second half variable number area (A4310). This will determine the variation pattern for the second half of the game.

[0358] Next, the game control device 100 sets the first half variation group table (A4311), and changes Based on the dynamic vibration information 1 and the second half of the fluctuation number, a table selection pointer is calculated (A4312). Then, the first half variation selection table (first half variation pattern selection table) corresponding to the calculated pointer Obtain the address of (L) and prepare (A4313), then store the target variable pattern random number 3 in the storage area. Load the variable pattern random number 3 from (for hold number 1) and prepare (A4314). Then, Perform the sorting process (A4315) and obtain the first half variable number obtained as a result of the sorting. Then, save it in the first half of the variable number area (A4316), and the variable pattern setting process ends. This process sets the first half variation pattern, and the variation pattern for the special feature variation display game is set. This will be done. In other words, the game control device 100 will determine the variable pattern which is the execution mode of the game. This provides a means for setting a variable pattern by selecting from multiple options.

[0359] [2-byte distribution process] Next, we will discuss the details of the 2-byte distribution process (A4305) in the variable pattern setting process. Let me explain. Figure 21 is a flowchart showing the procedure for 2-byte distribution. The byte distribution process uses a random variable number 1 to select a special variable group from the latter half of the variable group table. This process is for selecting the second-half variation selection table in the graph variation display game.

[0360] The game control device 100 first selects the second half of the variable group prepared in the selection table (A4302). Check if the first data in the table is a code with no assignment (i.e., "0"). Click (A4401). Here, the second half variation group table is at least one second half variation The system stores predetermined distribution values ​​in association with the dynamic selection table, but the latter half of the variation pattern is " A second-half variation group table that defines only the second-half variation selection table where there is "no reach" (example) For example, in some variable group tables where the result is incorrect, there is no need for sorting. Since there is no such value, the distribution value "0", i.e., the code for no distribution, is specified at the beginning. ru.

[0361] Then, the game control device 100 is at the beginning of the selection table (second half variation group table) If the data is a code that has not been assigned (the result for A4402 is "Y"), then assign it. Update the address of the data corresponding to the result (A4407) and finish the 2-byte distribution process. Finished. On the other hand, the first data in the selection table (second half variable group table) is distributed. If the code is not "N" (the result of A4402 is "N"), then select the table (second half variable group). Get the first distribution value specified in the (Pttable) (A4403).

[0362] Next, from the random number (value of variation pattern random number 1) prepared in step A4303, Subtract the distribution value obtained in step A4403 to calculate a new random value (A4404). Then, it is determined whether the newly calculated random value is less than "0" (A4405). If the new random number is not less than "0" (the result of A4405 is "N"), the next step is to... After updating the address with the distribution value (A4406), proceed to step A4403. Then, the subsequent processing is performed. That is, the next in the selection table (secondary variable group table) Obtain the specified distribution value (A4403), and then proceed to the previous step A4405 A new random number is calculated by subtracting the distribution value from the random number that has already been determined (A44 04) Determine whether the newly calculated random value is less than "0" (A4405).

[0363] The above process is performed in step A4405 to determine if the new random value is less than "0" (A4 Run until the result of 405 is "Y". This will change the selection table (later variable group). From at least one of the latter half variation selection tables specified in the (Pttable), The second half variable selection table is selected. Then, in step A4405, a new random value is generated. If it is determined to be less than "0" (resulting in A4405 being "Y"), it corresponds to the assigned result. The address of the data to be distributed is updated (A4407), and the 2-byte distribution process is terminated.

[0364] [Distribution process] Next, the distribution process in the variation pattern setting process (A4306, A4309, A43 15) Details will be explained. Figure 22 is a flowchart showing the procedure for the sorting process. Yes. The distribution process is based on the variable pattern random number 2, and the second half variable selection table (second half variable You can select the second half variation pattern of the special feature variation display game from the dynamic pattern group, or the variation pattern Based on turn random number 3, the special figure is selected from the first half variation selection table (first half variation pattern group). This process is used to select the first-half variation pattern for a variable display game.

[0365] The game control device 100 first selects the target table (the latter half of the variation prepared in A4302) Group table, second-half variable selection table prepared in step A4307, or step The first data in the first half of the variable selection table prepared in P4313 is a code with no distribution. Check if it is a do (i.e., "0") (A4501). Here, the second half of the variable group The first half of the table, the second half variation selection table, and the first half variation selection table are at least one second half Variable selection table, second half variable pattern (second half variable number), first half variable pattern (first half variable number) The system stores predetermined distribution values ​​associated with the number, but selection tables that do not require distribution In the case of "Lu", the distribution value "0", that is, a code with no distribution, is specified at the beginning. .

[0366] Then, the game control device 100 selects the target table (the second half variation group table and later The first data in a semi-variable selection table or a first-half-variable selection table is a code without distribution. If so (the result of A4502 is "Y"), the address of the data corresponding to the assigned result will be Update (A4507) and finish the sorting process. Meanwhile, the target selection table (second half changed) The first data in the dynamic group table, the second half variation selection table, and the first half variation selection table If the code is not one that does not require sorting (the result for A4502 is "N"), select the target table ( The first table to be determined is the second-half variation group table, the second-half variation selection table, and the first-half variation selection table. Retrieve the predetermined distribution value (A4503).

[0367] Next, the game control device 100 is prepared in steps A4303, A4308, and A4314. The random values ​​provided (the values ​​of Random Number 1, Random Number 2, and Random Number 3 in the Random Number Pattern) Then, subtract the distribution value obtained in step A4503 to calculate a new random value (A45 04) Determine whether the newly calculated random value is less than "0" (A4505). Then, if the new random number is not less than "0" (the result of A4505 is "N"), After updating the address to the next distribution value (A4506), the process moves to step A4503. Then, perform the subsequent processing.

[0368] In other words, the selection table of the target (the second-half variable group table, the second-half variable selection table, etc.) The first half variable selection table) retrieves the following distribution value (A4503), and Furthermore, by subtracting the distribution value from the random number determined in the previous step A4505, a new Calculate a random number (A4504), and check whether the newly calculated random number is less than "0". Determine if (A4505). In step A4505, perform the above process and if the new random number is "0 This process continues until it is determined that the result is smaller than "" (the result of A4505 is "Y"). Elephant selection table (second half variable group table, second half variable selection table, first half variable selection table) At least one second-half variation selection table or second-half variation pattern (second) specified in the table Select one of the following patterns for the second half of the variation (half variation number) or the first half variation pattern (first half variation number). Bull, second half variation pattern (second half variation number), and first half variation pattern (first half variation number) are selected. It can be done.

[0369] Then, in step A4505, the game control device 100 determines that the new random value is greater than "0". If it is determined to be small (result of A4505 is "Y"), the data corresponding to the assigned result will be... Update the address to (A4507) and finish the distribution process.

[0370] [Setting information for the start of fluctuations] Next, the fluctuation start information setting process in the fluctuation start process of Special Figure 1 and the fluctuation start process of Special Figure 2 (A Details of 3407 and A3507) will be explained. Figure 23 shows the procedure for setting the change start information. This is a flowchart showing the sequence.

[0371] The game control device 100 first determines that the variable display game to start is the special figure 2 variable display game. Determine whether or not (A4600a). If the variable display game to be started is the 2nd variable display game If it is not a special figure 1 variable display game (the result of A4600a is "N"), the target variable Clear the random number storage area for turn random numbers 1-3 (A4601). Next, the first half variable time value... Set the cable (A4602) and obtain the first half variation time value corresponding to the first half variation number (A 4603). Furthermore, set up a table of second-half variation time values ​​(A4604), and assign the second-half variation number to Obtain the corresponding second-half variation time value (A4605).

[0372] Then, the game control device 100 adds the first half fluctuation time value and the second half fluctuation time value (A460 6) Save the added value (total variable time value) to the special feature game processing timer area (A4607) After that, prepare the variable command (MODE) corresponding to the first variable number (A4608), Prepare the variation command (ACTION) corresponding to the second half variation number as a performance command. A4609) Then, the performance command setting process is performed (A4610). Next, the starting pattern of the variation The number of special symbol reserves corresponding to the variable symbol discrimination flag indicating (Special Symbol 1 or Special Symbol 2) is updated by -1. A4611) Set the address of the random number storage area corresponding to the variable pattern discrimination flag (A4 612). Next, the random number storage area is shifted (A4613), and the free area after the shift is cleared. A4614 is then used to terminate the change start information setting process.

[0373] The game control device 100 first determines that the variable display game to start is the special figure 2 variable display game. In this case (if the result of A4600a is "Y"), the result of the Special Feature 2 variable display game is either a minor win or a major win. Determine whether it is (A4600b). Special Feature 2 Variable Display Game result is a minor win or If it is a jackpot (the result of A4600b is "Y"), the starting variable display game is Special Figure 1 The process from step A4601 onwards is executed in the same way as in the case of a variable display game. Unlike the embodiment, even if the result of the variable display game in Special Figure 2 is a support win, step A460 It is also acceptable to configure the system to execute processes 1 and beyond.

[0374] The game control device 100 determines that the result of the special feature 2 variable display game is neither a minor win nor a major win. In this case (where the result of A4600b is "N"), that is, the result of the Special Feature 2 variable display game is a miss. In this case, the number of Special Feature 2 variations after the big win ends (the number of times the Special Feature 2 variation display game is executed) corresponds to The variable time value (total variable time value) is saved to the special game processing timer area (A4615). .

[0375] Therefore, the variation time value of the Special Feature 1 variation display game and the variation of Special Feature 2 in the case of a minor win or a major win. The displayed game's variable time value is set by distribution (lottery) and is not a fixed time value. In the case of a miss, the value of the variation time for the Special Feature 2 variation display game is the number of Special Feature 2 variations after the end of the big win. This becomes a fixed time value set for each rotation. In other words, the variable time value of the variable display game in Special Figure 2 is the rotation The number is controlled. Note that the variation time value of the special feature 2 variation display game in the case of a minor win or a major win is also specified. It is also possible to configure it to use a fixed time value.

[0376] Subsequently, the game control device 100 issues a variable command (MODE, AC) corresponding to the variable time value. Prepare TION) as a performance command (A4616), and proceed with the processing from step A4610 onwards. Execute this.

[0377] Furthermore, as shown in the modified examples below, the support status (support type) of the ordinary electricity support is as follows: When the normal opening pattern is variable, the variation time value is the number of times the special feature 2 changes after the end of the big win. In addition to the number, you may also want to configure it to correspond to the support status.

[0378] Through the above process, information regarding the start of the special feature variation display game is set. That is, The game control device 100 receives various random values ​​stored in the start memory means (game control device 100) This constitutes a determination means that makes a determination. Furthermore, the game control device 100 makes a determination based on the determination information in the start memory. This allows you to determine the variation pattern of the identification information to be executed in the variable display game. It serves as a means of determining the turn.

[0379] Then, information regarding the start of these special feature variation display games is later transmitted to the performance control device 300. The information is transmitted, and the performance control device 300 receives information regarding the start of the special feature variation display game. Based on the determined variation pattern, the detailed presentation content in the special feature variation display game is set. Determined. Information regarding the start of these special feature variation display games includes the number of start memories (number of reserves). ) Decorative special symbol hold count command including information, decorative special symbol command including information about the stopped symbols The command includes information about the variation patterns in the special feature variation display game. The commands are sent to the performance control device 300 in this order. In particular, the decorative special effect command is varied. By sending it before the command, processing in the performance control device 300 can be carried out more efficiently. It is possible.

[0380] [Special Feature Fluctuation Processing] Next, we will explain the details of the special feature variation processing (A2609) in the special feature game processing. Figure 24 is a flowchart showing the procedure for processing during special feature changes.

[0381] The game control device 100 first operates when the special symbol 2 is changing (the special symbol 2 change display game is being executed). Determine whether or not (A4801). If it is not during the variation of Special Figure 2, that is, during the variation of Special Figure 1 (Special Figure 1. If the variable display game is running, (the result of A4801 is "N"), the stop symbol pattern Set the display time corresponding to the line (A4802).

[0382] On the other hand, if the special figure 2 is changing (the result of A4801 is "Y"), the game control device 100 , determine whether the result of the special feature 2 variable display game is a minor win or a major win (A480 3) If the result of the Special Feature 2 variable display game is a minor win or a major win (A4803 result If the result is "Y", set the display time corresponding to the stop symbol pattern (A4802). The interval (stop display time) is the display time of the stop symbol (stop display), which is the result of the variable display game. Yes. However, unlike this embodiment, even if the result of the special figure 2 variable display game is a support win, It is also acceptable to configure the system to transition to processing step A4802.

[0383] If the result of the special figure 2 variation display game is not a minor win or a major win, the game control device 100 will... In other words, in the case of a miss (the result of A4803 is "N"), the number of special symbol 2 variations after the big win ends ( Set the display time corresponding to the number of times the special feature 2 variable display game is executed (A4804).

[0384] Therefore, the display time of the special figure 1 variation display game and the special figure 2 variation table in the case of a minor win or a major win. The display time for the game is a non-fixed time based on the stop pattern set by lottery. On the other hand, the display time for the special feature 2 variation display game in the case of a loss is the special feature 2 variation after the jackpot ends. It is fixed for each number of movements (number of times the special feature 2 variation display game is executed). It is also possible to configure the system to set a fixed display time for the special feature 2 variation display game in the event of a big win. .

[0385] Furthermore, as described below, the support status (support type, regular power opening) regarding the type (content) of regular power support When the release pattern is variable, the display time (stop display time) is the same as in Special Figure 2 after the jackpot ends. In addition to the number of fluctuations, you may also want to configure the settings to correspond to the support status.

[0386] Next, the game control device 100 displays the information set in step A4802 or A4804. The interval is saved in the special feature game processing timer area (A4805). Next, the game control device 10 A value of 0 determines whether or not the train is in normal operation support mode (shortened time state) (A4806). If it is not in the process (the result of A4806 is "N"), proceed to step A4813. If regular train support is active (result of A4806 is "Y"), the fluctuation of the special figure 1 fluctuation display game. Determine whether or not this is the case (A4807). If it is a variation in the Special Feature 1 variation display game (A48 If the result of step 07 is "Y", proceed to step A4810.

[0387] The game control device 100 is in the case of a variation in the special figure 2 variation display game (the result of A4807 is "N"), update the number of time reduction fluctuations 2 by -1 (decrease by 1) (A4808), time reduction Determine whether the number of fluctuations 2 is 0 or not (A4809). If the number of time reduction fluctuations 2 is 0 If successful (result of A4809 is "Y"), execute the time-saving termination setting process to set the end of the time-saving period. A4812).

[0388] The game control device 100 will not consider the number of time reduction variations 2 as zero if the result of A4809 is "N 」), update the number of time reduction fluctuations by -1 (decrease by 1) (A4810), time reduction fluctuation Determine whether the count 1 is 0 or not (A4811). If the time reduction variation count 1 is not 0 ( If the result of A4811 is "N", proceed to step A4813. Meanwhile, time reduction changes If the number of operations is 0 (result of A4811 is "Y"), the time-saving mode is terminated. The configuration process is executed (A4812). After that, the performance mode information check process described below is executed. Do (A4813).

[0389] Subsequently, the game control device 100 executes the special symbol display processing transition setting process (A4814 ). In the special drawing display processing transition setting process, set the processing number "2" related to the special drawing display processing. The processing number is saved in the game processing number area, and the stop related to the stop of variation is shown in the display unit 51 in Figure 1. The flag is saved in the variable control flag area of ​​Figure 1, and the stop related to the variable stop is displayed on the display unit 52 of Figure 2. The stop flag is saved to the Special Feature 2 variation control flag area. After that, the Special Feature variation processing is terminated. .

[0390] [Time-saving termination setting process] Next, we will explain the details of the time-saving termination setting process (A4812) in the special feature variation processing. Figure 25A is a flowchart showing the procedure for setting the time-saving termination process.

[0391] The game control device 100 first sends a signal regarding the end of the time-saving feature to the RWM's external information output data area. Save to the area (A4901). Here, the signal regarding the end of the time-saving feature is the off signal for the jackpot 2 signal. This is data. As a result, the signal regarding the end of the time-saving feature is transmitted as external information to the external information terminal 71. The data is output to an external device (such as a hall computer) via this connection.

[0392] Furthermore, in normal gameplay, the opening time of the normal variable prize winning device 37 is very short or Because the probability of winning in the variable display game is very low, there are no wins in the normal variable prize winning device 37. No second start memory is generated. Therefore, at the end of the time-saving feature, the second start memory (special feature 2 start memory) If Special Feature 2 (Reserved) remains as a reserved item, the output of the On Data for the Big Win 2 signal continues. (This does not cause any problems), and the special feature variation display game related to the last remaining reserved When the moving display stops, the off data for the jackpot 2 signal (signal related to the end of the time-saving feature) is externally connected. It is also acceptable to output to the destination.

[0393] Next, the game control device 100 sends a signal regarding the end of the time-saving feature to the RWM test signal output data area. Save to the area (A4902). This causes the signal regarding the end of the time reduction to be used as a test signal. The signal is output to the test firing device. The signal regarding the end of the time reduction here is, for example, the variation of special symbol 1. Time reduction state signal off data, Special symbol 2 variation time reduction state signal off data, Normal symbol Off data for the signal indicating the reduced variation time for pattern 1, and off data for the signal indicating the extended opening state for normal electric mechanism 1. This is the off data for the normal symbol 1 high probability state signal. And the RWM game state display number range Save the number without time reduction in the area (A4903), and in the RWM general game mode flag area Save the low probability and no time-saving flag for the regular symbol (A4904), and the special symbol game mode flag for RWM. Save the special low probability & no time reduction flag in the G area (A4905).

[0394] Next, the game control device 100 stores the time reduction variation of the RWM in which the number of time reduction variations 1 is stored. The movement count 1 area is cleared (A4906), and the RWM time in which the time reduction variation count 2 is stored. The shortened variation count range 2 is cleared (A4907). Then, the signal related to the left-handed hit instruction is R Save to the WM test signal output data area (A4908), RWM game status display number 2 Save the number in the area while in left-handed hitting state (A4909).

[0395] After that, the normal base state information is saved to the RWM's normal base state determination area (A49). 10). Here, the normal base state information is calculated using the base value (payout rate in the normal game state). This value indicates the normal game state, which is the period during which the bonus rounds are released. After that, the time-saving mode termination setting process is completed.

[0396] In this way, when the time-saving termination setting process is executed, the time-saving state (low probability of special feature and normal electric service) is achieved. From a state with a port, appropriately transition to a normal game state (low probability of special symbols and no normal power support). It can be transitioned to [this].

[0397] [Performance mode information check process] Next, we will discuss the details of the performance mode information check process (A4813) during special feature variation processing. Let me explain. Figure 25B is a flowchart showing the procedure for checking the performance mode information. be.

[0398] The game control device 100 first determines whether the next mode transition information is an update-free code. (A5001). If the next mode transition information is an update-less code (result of A5001) If the result is "Y", the performance mode information check process is terminated. In this case, the special feature variation that was executed is terminated. If the presentation mode does not change according to the number of games played, for example, the next This occurs when a mode that continues until a win is selected.

[0399] Furthermore, if the next mode transition information is not an update-free code, the game control device 100 will (A50 If the result of 01 is "N", it is the number of times the special symbol variation display game can be played until the performance mode changes. The remaining spins for a certain effect are updated by -1 (A5002), and it is determined whether or not the remaining spins for the effect have become 0. Determine (A5003). Here, the remaining number of spins for the performance is the special symbol change that was mainly performed this time. -1 is updated only in dynamic display games, but in non-dynamic display games A configuration where the sum is also updated by -1 is also possible.

[0400] Depending on the game state, one of the two special feature display games, special feature 1 or special feature 2, will be displayed. The display game is designated as the primary variable display game. For example, the primary variable table The display game (main variable display game) is one of the two variable display games of Special Figure 1 and Special Figure 2. The frequently played, non-primary variable display game (secondary variable display game) is shown in Figure 1. Of the two types of games, the variable display game and the special feature 2 variable display game, the one that is executed less frequently is the one that is executed less frequently. The skill control device 100 and / or performance control device 300 will perform the main variation according to the game state, etc. Information indicating the displayed game (Special Figure 1 or Special Figure 2) may be stored.

[0401] If the remaining number of spins for the performance is not 0 (the result of A5003 is "N"), the performance mode The information check process will be terminated. Also, if the remaining number of spins for the performance becomes 0 (A5003) If the result is "Y", that is, if the performance mode is to be transitioned from the next special feature variation display game, Set the exit mode information address table (A5004) and the corresponding address for the next mode transition information. Obtain the cable address (A5005).

[0402] Then, the game control device 100 obtains the performance mode number of the performance mode to be transitioned to, and RW Save to the performance mode number area in M ​​(A5006), and the remaining performance of the performance mode to be transitioned to. The rotation count (initial value) is obtained and saved in the remaining rotation count area of ​​the RWM (A5007). Then, obtain the next mode transition information for the transitioning performance mode and enter it into the next mode transition information area in the RWM. Save (A5008).

[0403] Furthermore, the performance mode will change upon the end of the time-saving state (time-saving variation count 1 or 2 = 0). In that case, set the remaining number of spins for the transition mode (initial value) to the specified number of remaining reserved spins (for example) You may set it to 4-9). The remaining number of reserved balls refers to the number of reserved balls in Special Symbol 2 that are consumed after the time-saving state ends. This is the number of remaining reserves, and the number of special feature 2 variations after the end of the time-saving mode. Remaining reserves are the number of regular feature wins during the time-saving mode. This is caused by winning a prize in the ordinary variable prize winning device 37 which is opened by this. In this way, the remaining During the consumption of held items (Special Feature 2 held, Special Feature 2 start memory), the corresponding performance mode is the remaining held item consumption mode. You can set the code (Figure 54).

[0404] Alternatively, the opening of the normal variable prize winning device 37, which is opened by a normal win during the time-saving state (as described later) When the second half of the release is completed and the performance mode is to be switched, the performance mode to be switched to is The remaining number of spins for the performance (initial value) may be set to the number of reserved symbols in Special Symbol 2 at that time. The special symbol appears after the opening of the normal variable prize winning device 37, which is opened by a normal symbol hit during the short state, has finished. As a corresponding performance mode during the consumption of the 2-unit hold, set the mode to the "After Regular Train Release" mode (Figure 54A). It is possible. Furthermore, in this case, the end of the time reduction state (time reduction variation count 1 or 2 = 0) The remaining number of spins for the transitioning performance mode (initial value) is set to a predetermined value corresponding to the number of time reductions (for example, 6 or By setting it to the value obtained by subtracting the number of time-saving cycles, you can set the mode before the end of normal operation (Figure 54A). .

[0405] Furthermore, the performance mode is switched off when the time-saving state ends (time-saving variation count 1 or 2 = 0). When changing, the remaining number of spins for the transition mode (initial value) should be set to Special Feature 2 at that time. The number of reserved items or the number of reserved items in Special Figure 2 may be set to a predetermined number or less. In this way, the special figures at the end of the time reduction will be set to a predetermined number. Figure 2 shows the corresponding effects during the consumption of the reserved number or a predetermined number of remaining reserved numbers (Special Feature 2 reserved, Special Feature 2 start memory). One mode can be set to the "Remaining Reserved Gacha Consumption Mode during Time Reduction" (Figure 54B). The remaining number of spins (initial value) for the performance mode that follows the digestion mode is set to the predetermined number of remaining reserved spins ( For example, the value obtained by subtracting the number of remaining reserved items consumed in the time-saving mode from 10) (excess The number of reserved balls can be set to this. In this way, the performance mode after the mode for consuming remaining reserved balls during the time-saving mode is This allows you to set the excessive hold consumption mode (Figure 54B).

[0406] Subsequently, the game control device 100 receives probability information corresponding to the newly set performance mode number. Commands (including information on probability status, whether or not time is reduced, and information on the performance mode) Prepare as a command (A5009), and the prepared probability information command will be sent when the power outage is restored. Determine whether it matches the range value (A5010). The prepared probability information command is restored after the power outage. If it matches the value in the old transmission command area (the result of A5010 is "Y"), i.e., probability If the information command has not changed, the performance mode information check process will terminate.

[0407] Also, if the prepared probability information command does not match the value in the command field to be sent when the power outage is restored (If the result of A5010 is "N"), the prepared probability information command will be sent when the power is restored. Save to the area (A5011), and set the probability information command as the performance command. Executes the command output setting process (A5012).

[0408] Next, the game control device 100 displays a performance spin count command corresponding to the remaining number of performance spins. Prepare it as a command (A5013), and execute the performance command setting process (A5014) ). This allows the performance control device 300 to obtain the remaining number of rotations for the performance. Next, time reduction Prepare a time reduction variation count command corresponding to variation count 2 as a performance command (A50 15) The performance command setting process (A5016) is executed. This will cause the performance control device 3 00 can obtain the number of time reduction variations 2. Similarly, the game control device 100 can obtain time You may also prepare a shortened variation count of 1 as a performance command and execute the performance command setting process.

[0409] Next, the game control device 100 acquires a new performance mode number in step A5006. If this occurs, determine whether the new performance mode is a mode where you shoot to the left (A5017) If it is not in left-handed hitting mode (the result of A5017 is "N"), the performance mode information check will be displayed. The check process will be terminated. Also, if you are in left-handed mode (the result of A5017 is "Y") For this, a left-handed hit instruction notification command is prepared as a performance command (A5018), and performance command The system configuration process (A5019) is executed, and the performance mode information check process is terminated.

[0410] Furthermore, in the above, the determination result of whether or not the remaining number of spins for the performance is 0 (A500 3) Regardless of the updated remaining spin count for the animation (A5002), use the corresponding animation spin count command. The time reduction changes corresponding to the updated time reduction variation counts 1 and 2 (A4808, A4810) You can also prepare the number of movements command as an effect command and execute the effect command setting process. .

[0411] [Processing during special display] Next, we will explain the details of the special feature display processing (A2610) in the special feature game processing. Figure 26 is a flowchart showing the procedure for processing during special drawing display. Figure 26A shows the special drawing display Figure 26B shows the first half of the intermediate processing, and Figure 26B shows the second half of the intermediate processing for displaying the special drawing.

[0412] The game control device 100 first determines whether or not the action performed this time is a variation of Special Figure 1. (A5101). That is, the display of the stop symbols (stop display) is related to the Special Feature 1 variable display game. Determine whether or not this is the case. If the change performed this time is the variation shown in Figure 1 (A5101 The result is "Y", load the jackpot flag 1 (A5102), and clear the jackpot flag 1 area. A5103, the loaded jackpot flag 1 is determined to determine whether or not it is a jackpot (A5 104).

[0413] The game control device 100, if the loaded jackpot flag 1 is a jackpot, (A5104 If the result is "Y", the condition device operation information will be displayed to indicate that the condition device is in operation. Save to the information area (A5105), then proceed to step A5106. Loaded If the jackpot flag 1 is not a jackpot (the result of A5104 is "N"), step A511 Proceed to process 1.

[0414] Then, the game control device 100 executes the special feature normal processing transition setting process (A5106). In the special drawing normal processing transition setting process, set the processing number related to the special drawing normal processing to 0 and then the special drawing The processing number is saved in the processing number area, and the variable symbol discrimination flag area is cleared. The special display processing will be terminated.

[0415] On the other hand, if the action performed this time is a variation of Special Figure 2, the game control device 100 will (A510 The result of 1 is "N", load the jackpot flag 2 (A5107), and the jackpot flag 2 area Clear (A5108). Determine whether the loaded jackpot flag 2 is a jackpot or not. (A5109). Jackpot flag 2 is when it is a jackpot (the result of A5109 is "Y"), The condition device operation information, which indicates that the condition device is operating, is saved in the condition device operation information area. (A5110), proceed to step A5106. Jackpot flag 2 is not a jackpot. In the case where (the result of A5109 is "N"), that is, in the case of a minor win or a loss, step A5 Proceed to processing step 111.

[0416] In this embodiment, a "jackpot" is not provided as a result of the variable display game shown in Figure 2. Steps A5107 through A5110 are optional and do not need to be performed. After step A5101, you may proceed to the processing in step A5111.

[0417] Next, the game control device 100 determines whether or not the game is currently in a special high probability state (probability variation state). (A5111). If it is not in a high probability state for the special feature (the result of A5111 is "N"), the special feature changes. The display indicates that the number of times the game has been played has reached the maximum number of times (time-saving limit). Determine whether the flag is present or not (A5112).

[0418] The game control device 100 will not flag that the ceiling has been reached (if the result of A5112 is "N"). ), updates the ceiling counter value in the RWM ceiling counter area by +1 (increases by 1) (A51 13). And, the special feature variation display game (the special feature 1 variation display game and the special feature 2 variation display game) Determine whether the number of times the function (including) has been executed has reached the maximum number of times (A5114). The maximum number of attempts is 500. If the maximum number of attempts is reached (the result of A5114 is "Y") A flag indicating that a bonus round will be triggered, and a flag indicating that the number of bonus rounds has been reached. Set (turn on) the flag indicating that the ceiling has been reached (A5115). Note that the ceiling time reduction activation flag and It is also possible to combine all flags indicating that the ceiling has been reached into a single flag.

[0419] Note that the flags for activating the time-saving feature at the ceiling and the flag indicating that the ceiling has been reached are cleared when a big win occurs. However, it will not be cleared unless a big win occurs. Therefore, once the ceiling number of attempts is reached, a big win If the time-saving rounds end without the bonus rounds being completed, the bonus round activation flag and the bonus round reached flag will be triggered. Since it remains set (on), the ceiling time reduction will not occur from now on, and the ceiling The counter value is not updated either.

[0420] On the other hand, the game control device 100 is in a state of high probability (probability variation state) (A5111) If the result is "Y", and there is a flag indicating that the ceiling has been reached (the result of A5112 is "Y"), then the ceiling round If the number has not been reached (the result of A5114 is "N"), then whether or not minor win flag 2 is a minor win. Determine (A5116).

[0421] Next, the game control device 100, if the minor win flag 2 is a minor win, (conclusion of A5116) The result is "Y"), and a small win fanfare command is prepared as a performance command (A5117 ), executes the performance command setting process (A5118). Then, the decorative special effect 2 command area. Load the decorative special illustration 2 command as a performance command, prepare (A5119), and perform command The command setting process is executed (A5120). After that, the small win pre-opening processing transition setting process is executed. After executing (A5121), the special drawing display process is terminated.

[0422] In the pre-opening processing for minor wins transition setting process, 3 is set as the processing number related to the pre-opening processing for minor wins. Then, the processing number is saved in the special game processing number area, and the time before the minor win is opened (for example, 300m) s) is saved to the special feature game processing timer area. Also, the signal related to the start of the minor win game ( For example, if you turn on the jackpot 1 signal (output for jackpot and minor wins), set it in the external information output data area. To move.

[0423] On the other hand, the game control device 100 will determine if the minor win flag 2 is not a minor win, i.e., if it is a losing situation. If the result of A5116 is "N", a ceiling time reduction activation flag is triggered, indicating that a ceiling time reduction will occur. Determine whether or not it exists (A5122). If there is a ceiling time reduction activation flag (A5122) The result is "Y", and the initial value that becomes the number of time reductions due to the ceiling reduction is subject to time reduction fluctuation. Saves to one count area and two time reduction variation count areas (A5123). As mentioned above, ceiling time reduction. Initial values ​​for the number of time reduction variations 1 and 2 in this case (for example, 704 times and 700 times) ) will be saved here. The initial value may be determined by lottery. Next, ceiling In order to create a time-saving state through time-saving, the support operation setting process is executed (A5127), special drawing general The stage processing transition setting process is executed (A5128), and the special drawing display process is terminated. Normal special drawing processing. In the transition setting process, set the processing number "0" for the special feature normal processing to the special feature game processing number area. Save to [location].

[0424] If there is no ceiling time reduction activation flag indicating that a ceiling time reduction will occur, the game control device 100 will not... (If the result of A5122 is "N"), support hit flag 2 determines whether or not it is a support hit. A5124). And, if support hit flag 2 is not a support hit (the result of A5124 is " N"), Support hit flag 1 determines whether or not it is a support hit (A5125).

[0425] The game control device 100 determines if either support win flag 1 or support win flag 2 is a support win. If so (the result of A5124 or A5125 is "Y"), the time reduction judgment data corresponds to The initial values ​​are saved to the time reduction variation count 1 area and the time reduction variation count 2 area (A5126). . As mentioned above, the number of time reduction fluctuations in the case of the support result (sudden time reduction) and the number of time reduction fluctuations The initial values ​​for 2 (for example, 34 and 30 times, or 104 and 100 times) are saved here. This will happen. Next, in order to trigger a time-saving state (sudden time-saving) using time-saving symbols, support creation The dynamic setting process is executed (A5127), and the special drawing normal processing transition setting process is executed (A5128). The special display processing will be terminated.

[0426] Note that the time reduction judgment data is used in the special figure 1 stop symbol setting process (A3403) and the special figure 2 stop symbol In the pattern setting process (A3503), it is set in accordance with the stop symbol number, therefore, per support The initial value in the result case (i.e., the number of time-saving rounds) is determined by a random draw using the support winning symbol. It will become.

[0427] The game control device 100 checks if both support win flag 1 and support win flag 2 are not support wins. In this case (where the results of A5124 and A5125 are "N"), the support operation setting process for setting time reduction will be implemented. Without proceeding, execute the special drawing normal processing transition setting process (A5128) and terminate the special drawing display process. ru.

[0428] As described above, in the special display processing, regarding ceiling time reduction and sudden time reduction, the number of time reductions (immediately The time-saving settings are executed, including the initial value of the number of time-saving variations. Regarding the shortened play time, that is, the shortened play time that starts from the end of the jackpot state, in the jackpot termination process... Then, settings for time-saving, such as the number of time-saving settings, are executed.

[0429] Note that the special display processing is performed during the special display game processing time (A4805) set. Because it is executed when the current value becomes 0 (A2604, A2610), special feature variation display game When the display of the stop result of the program ends (or when it ends: including the time of termination and immediately before termination) ) will be executed. Therefore, when the display of the stop result of the special feature variation display game is finished, (If the next special feature variation display game is about to start, then approximately equal to when it starts) Time reduction variation The number of rounds (A5123, A5126) is set, and the time-saving state due to the ceiling time-saving and sudden time-saving begins. do.

[0430] [Support operation setting process] Next, we will explain the details of the support operation setting process (A5127) during the special display processing. Figure 27 is a flowchart showing the procedure for setting the support operation.

[0431] The game control device 100 first sends a signal regarding the start of the time reduction to the external information output data area. (A5701). This results in a ceiling time reduction and time reduction symbols (support win) upon reaching the ceiling count. When the time reduction is suddenly initiated by ), a signal regarding the start of the time reduction is sent as external information to the external information terminal 71. This is then output to external devices (such as hall computers). Here, regarding the start of the time reduction... The signal is the ON data for the jackpot 2 signal. Then, the timer starts in the time-saving signal control timer area. Save the timer value (e.g., 128 msec) (A5702). This timer initial value is described later. This is the time when the external information editing process outputs the jackpot signal 3.

[0432] Next, the game control device 100 sends a signal related to the start of the time reduction to the test signal output data area. (A5703). This will enable the start of the time reduction at the ceiling and the sudden time reduction. The signal is output to the test firing device as a test signal. The s...

Claims

[Claim 1] A gaming machine that can generate a special game state advantageous to the player when the game results in a special outcome. In, When the result of the aforementioned game is a specific result, the game proceeds without the occurrence of the special game state. It is possible to create a specific game state that is advantageous to the player, The light-emitting section is capable of displaying the results of the game, If the result of the game is the special result, if it is the specific result, The game is characterized by displaying a display mode corresponding to the result or a result other than the specified result. Techniques.