Gaming machine

The gaming machine enhances player engagement by incorporating multiple operation means for adjusting output power and effects, addressing the lack of variability in existing machines and improving the overall gaming experience.

JP2026095498APending Publication Date: 2026-06-11SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2026-03-26
Publication Date
2026-06-11

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  • Figure 2026095498000001_ABST
    Figure 2026095498000001_ABST
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Abstract

To provide gaming machines that enhance the enjoyment of the game. [Solution] The first volume control 3145 is used for volume adjustment according to the first software setting. A set value (adjustment value) is given. The second volume 3146 is determined by the second software setting. A setting value (adjustment value) is given to be used for volume adjustment. The third volume 3151 controls the first volume The setting value used for volume adjustment is given by the first operation input and the second operation input. The first operation input is, The setting is based on the value input from the volume control switch located on the back of the gaming machine. It is a fixed value. The second operation input was received from a setting switch located on the front of the gaming machine. These are setting values ​​that are determined based on other values.
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Description

Technical Field

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

Background Art

[0002] There is a gaming machine that allows a player to adjust the volume of a speaker provided in the gaming machine, the brightness of a liquid crystal device, a lamp, etc. to be adjustable.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The proposed gaming machine can only perform uniform adjustment, and there is a risk of reduced interest. . On one side, the present invention provides a gaming machine capable of improving interest through various adjustments.

Means for Solving the Problems

[0005] In order to achieve the above object, there is provided a gaming machine capable of adjusting the output power of an effect device as shown below. The gaming machine includes a first operation means capable of receiving an adjustment operation of the output power including the player, a second operation means capable of receiving an adjustment operation of the output power excluding the player, and a control means capable of adjusting the adjustment value of the output power to different adjustment values by the first operation means and the second operation means. The control means includes a first output control unit capable of controlling a first output of the effect device, a second output control unit capable of controlling a second output of the effect device, and a mixed output control unit capable of controlling a mixed output obtained by mixing the first output and the second output. The mixed output control unit can control the mixed output obtained by mixing the first output and the second output. A unit, and a pre-mixing adjustment means that can adjust the output amount of the first output and the output amount of the second output before mixing, Includes. [Effects of the Invention]

[0006] According to one embodiment, the enjoyment of a gaming machine can be improved. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment. [Figure 2] This is a front view showing an example of a game board according to the first embodiment. [Figure 3] This is a block diagram showing an example of a control system for a gaming machine according to the first embodiment. [Figure 4] This is a block diagram showing an example of the configuration of the performance control device according to the first embodiment. [Figure 5] This figure shows an example of a batch display device according to the first embodiment. [Figure 6] This is a diagram (part 1) showing the flowchart of the main process in the first embodiment. [Figure 7] This is a diagram (part 2) showing the flowchart of the main process in the first embodiment. [Figure 8] This is a diagram (part 3) showing the flowchart of the main process in the first embodiment. [Figure 9] This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. [Figure 10] This is Figure (No. 5) showing the flowchart of the main process in the first embodiment. [Figure 11] This figure shows a flowchart of the timer interrupt processing in the first embodiment. [Figure 12] This figure shows a flowchart of the main processing in the performance control device of the first embodiment. [Figure 13] This figure shows an example of a state transition in the game state of the first embodiment. [Figure 14]It is a diagram showing an example of game performance in the first embodiment. [Figure 15] It is a diagram showing an example (Part 1) of the game display screen in the first embodiment. [Figure 16] It is a diagram showing an example (Part 2) of the game display screen in the first embodiment. [Figure 17] It is a diagram showing an example (Part 3) of the game display screen in the first embodiment. [Figure 18] It is a diagram showing an example (Part 4) of the game display screen in the first embodiment. [Figure 19] It is a diagram showing an example (Part 5) of the game display screen in the first embodiment. [Figure 20] It is a diagram showing an example of the production flow of the mode transition effect in the first embodiment. [Figure 21] It is a diagram showing an example of the mode transition effect time and the minimum guarantee time in the first embodiment. [Figure 22] It is a diagram showing an example of the effect mode switching conditions in the first embodiment. [Figure 23] It is a diagram showing an example of the switching of the effect display area in the modification of the first embodiment. [Figure 24] It is a diagram showing an example (Part 1) of the timing chart of the mode transition effect execution period in the first embodiment. [Figure 25] It is a diagram showing an example (Part 2) of the timing chart of the mode transition effect execution period in the first embodiment. [Figure 26] It is a diagram showing an example (Part 3) of the timing chart of the mode transition effect execution period in the first embodiment. [Figure 27] It is a diagram showing an example (Part 4) of the timing chart of the mode transition effect execution period in the first embodiment. [Figure 28] It is a diagram showing an example (Part 1) of the timing chart of the performance mode of the customer waiting effect in the second embodiment. [Figure 29] It is a diagram showing an example (Part 1) of the customer waiting effect screen in the second embodiment. [Figure 30]This figure shows an example (part 2) of the customer waiting screen in the second embodiment. [Figure 31] This figure shows an example (part 1) of the timing chart for the winning (first) animation of the second embodiment. [Figure 32] This figure shows an example of the winning (first) animation screen in the second embodiment. [Figure 33] This figure shows an example of a timing chart for the winning animation (second time onwards) in the second embodiment. [Figure 34] This figure shows an example of the winning animation screen (from the second time onwards) in the second embodiment. [Figure 35] This figure shows an example of a timing chart for the performance mode when a prize is awarded during the customer waiting performance in the second embodiment. [Figure 36] This figure shows an example (part 1) of the winning sound output during the logo display animation of the second embodiment. [Figure 37] This figure shows an example (part 2) of the winning sound output during the logo display animation of the second embodiment. [Figure 38] This figure shows an example (part 3) of the winning sound output during the logo display animation of the second embodiment. [Figure 39] This figure shows an example of a display device and surrounding display device according to the second embodiment. [Figure 40] This figure shows an example (part 2) of the timing chart for the winning (first) animation of the second embodiment. [Figure 41] This figure shows an example (part 2) of the timing chart for the customer waiting performance in the second embodiment. [Figure 42] This figure shows an example of the game performance of the third embodiment. [Figure 43] This figure shows examples of RAM initialization commands and power outage recovery commands in the third embodiment. [Figure 44] This figure shows an example of the configuration of the display layer in the third embodiment. [Figure 45] This figure shows an example (part 1) of the game display screen of the third embodiment. [Figure 46]This figure shows an example (part 2) of the game display screen of the third embodiment. [Figure 47] This figure shows an example of the performance buttons and option setting section provided on the upper tray unit of the third embodiment. [Figure 48] This figure shows an example (part 3) of the game display screen of the third embodiment. [Figure 49] This figure shows an example (part 4) of the game display screen of the third embodiment. [Figure 50] This figure shows an example of a timing chart for the intervention operation in the third embodiment. [Figure 51] This figure shows an example of a timing chart for audio effects accompanying intervention operations in the third embodiment. [Figure 52] This figure shows an example (number 5) of the game display screen of the third embodiment. [Figure 53] This figure shows an example (number 6) of the game display screen of the third embodiment. [Figure 54] This figure shows an example (part 1) of the timing chart for the suggestive operation and presentation of the third embodiment. [Figure 55] This figure shows an example (part 2) of the timing chart for the suggestive operation performance of the third embodiment. [Figure 56] This figure shows an example (part 1) of the timing chart for the audio effects accompanying the suggestive operation effects of the third embodiment. [Figure 57] This figure shows an example (part 2) of the timing chart for the audio effects accompanying the suggestive operation effects of the third embodiment. [Figure 58] This figure shows an example (part 3) of the timing chart for the audio effects accompanying the suggestive operation effects of the third embodiment. [Figure 59] This figure shows an example (part 4) of the timing chart for the audio effects accompanying the suggestive operation effects of the third embodiment. [Figure 60] This figure shows an example of the opportunity to perform intervention and suggestion operations in the third embodiment. [Figure 61]This figure shows an example of the trigger for starting and ending operation reception in the suggestion operation performance of the third embodiment. [Figure 62] This figure shows an example (number 7) of the game display screen of the third embodiment. [Figure 63] This figure shows an example (number 8) of the game display screen of the third embodiment. [Figure 64] This figure shows an example of the configuration of the sound source LSI in the fourth embodiment. [Figure 65] This figure shows an example (part 1) of a channel group in the fourth embodiment. [Figure 66] This figure shows an example (part 2) of a channel group in the fourth embodiment. [Figure 67] This figure shows an example of a volume setting means used for adjusting the volume in the fourth embodiment. [Figure 68] This figure shows an example (part 1) of the software settings for the first volume control used for volume adjustment in the fourth embodiment. [Figure 69] This figure shows an example (part 2) of the software settings for the first volume control used for volume adjustment in the fourth embodiment. [Figure 70] This figure shows an example (part 1) of the software settings for the second volume control used for volume adjustment in the fourth embodiment. [Figure 71] This figure shows an example (part 2) of the software settings for the second volume control used for volume adjustment in the fourth embodiment. [Figure 72] This figure shows an example (part 1) of the software settings for the third volume control used for volume adjustment in the fourth embodiment. [Figure 73] This figure shows an example (part 2) of the software settings for the third volume control used for volume adjustment in the fourth embodiment. [Figure 74] This figure shows an example of the enabled / disabled state of the first and second operation inputs used for volume adjustment in the fourth embodiment. [Figure 75] This is an exploded perspective view showing an example of the arrangement of the game board and cover member in the fourth embodiment. [Figure 76]This figure shows an example of the arrangement of the volume control switch in the fourth embodiment. [Figure 77] This figure shows an example of the performance buttons and option setting section provided on the upper tray unit of the fourth embodiment. [Figure 78] This figure shows an example of the settings and default values ​​for the first operation input used for volume adjustment in the fourth embodiment. [Figure 79] This figure shows an example and an alternative example of the setting timing for the fourth embodiment. [Figure 80] This figure shows an example (part 1) of a correspondence table between the setting value of the first operation input and the setting value of the second operation input used for volume adjustment in the fourth embodiment and the adjustment value. [Figure 81] This figure shows an example (part 2) of a correspondence table between the setting value of the first operation input and the setting value of the second operation input used for volume adjustment in the fourth embodiment and the adjustment value. [Figure 82] This figure shows an example (part 3) of a correspondence table between the setting value of the first operation input and the setting value of the second operation input used for volume adjustment in the fourth embodiment and the adjustment value. [Figure 83] This figure shows an example (part 4) of a correspondence table between the setting value of the first operation input and the setting value of the second operation input used for volume adjustment in the fourth embodiment and the adjustment value. [Figure 84] This figure shows an example of sound effect and error sound output during gameplay according to the fourth embodiment (with the first operation input set as the default). [Figure 85] This figure shows an example of sound effects and error output during a severe error in the fourth embodiment (with the first operation input set to default). [Figure 86] This figure shows an example of sound effects and error output during a weak error in the fourth embodiment (with the first operation input set to default). [Figure 87] This figure shows an example of sound effect and error sound output during gameplay according to the fourth embodiment (with the first operation input set to the upper limit). [Figure 88] This figure shows an example of a volume setting means used for adjusting the light intensity in the fourth embodiment. [Figure 89]This figure shows an example of the software settings for the first volume used for adjusting the light intensity in the fourth embodiment. [Figure 90] This figure shows an example of the software settings for the second volume used for adjusting the light intensity in the fourth embodiment. [Figure 91] This figure shows an example of the software settings for the third volume used for adjusting the light intensity in the fourth embodiment. [Figure 92] This figure shows an example (part 1) of a correspondence table between the setting value and adjustment value of the second operation input used for adjusting the light intensity in the fourth embodiment. [Figure 93] This figure shows an example (part 2) of a correspondence table between the setting value and adjustment value of the second operation input used for adjusting the light intensity in the fourth embodiment. [Figure 94] This figure shows an example of volume change during variable display in the fourth embodiment (Volume Change Example A). [Figure 95] This figure shows an example of volume change during variable display in the fourth embodiment (Volume Change Example B). [Figure 96] This figure shows an example of volume change during variable display in the fourth embodiment (Volume Change Example C). [Figure 97] This figure shows an example of the game display screen of the fourth embodiment. [Figure 98] This figure shows an example of the display screen that appears when setting the volume or light intensity according to the fourth embodiment. [Figure 99] This figure shows an example of the target operation and display period in the guidance display of the fourth embodiment. [Modes for carrying out the invention]

[0008] The embodiments will be described in detail below with reference to the drawings. [First Embodiment] First, the first embodiment will be described based on the drawings. Figure 1 shows the gaming machine of the first embodiment. This is a perspective view illustrating one example.

[0009] The gaming machine 10 of the first embodiment includes a front frame 12, and the front frame 12 is an outer frame (support frame) In part 11, when viewed from the front, the left side is the pivot side and the right side is the open side, allowing it to be opened and closed and rotated. The game board 30 (see Figure 2) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. It is also fitted with a cover glass (transparent glass) that covers the front of the game board 30 on the front frame (main frame) 12. A glass frame (transparent member holding frame) 15 is attached, which is equipped with a transparent member 14.

[0010] Additionally, the left and right sides of the glass frame 15 contain lamps or LEDs (Light Emitting Diodes) inside. Built-in decoration and effects, and notification in case of abnormalities (for example, if a payout abnormality occurs, the system will run Lights up (or flashes) lights such as LEDs in an abnormality indicator color (for example, red). Frame decoration device 18 and speaker 19 that emits sound (for example, sound effects) (upper left speaker 19) a1, upper right speaker 19a2) is provided. Furthermore, there is also a speaker at the bottom of the front frame 12. Speaker 19 (lower left speaker 19b1, lower right speaker 19b2) is provided. Also, abnormal When an incident occurs, the details of the abnormality are announced by voice from speaker 19. A lamp for indicating a dispensing abnormality may be provided in a designated area of ​​the frame 15.

[0011] Furthermore, at the bottom of the front frame 12 is an upper tray (storage) that supplies game balls to a ball launching device (not shown). (Plate) 21, Game balls dispensed from the payout unit located on the back side of the game machine 10 The upper tray ball outlet 22, when the upper tray 21 is full, stores the game balls that have been dispensed. A lower tray (receiving tray) 23 and an operating section 24 for the ball launching device are provided.

[0012] Furthermore, on the upper edge of the upper tray 21, there is an effect button 25 used for intervention operations related to game effects, etc. A feature is provided. The performance button 25 accepts an operation to intervene in the game's performance. It functions as a control receiving unit and also receives the required information (for example, light emission patterns, vibrations, protrusions, etc.). It also functions as a performance section that can be displayed in various ways (such as operation). In addition, the left edge of the upper tray 21 is for the player An option setting unit 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input in four directions, and a cross cursor switch The switch has a central switch in the middle that can accept confirmation operations, etc., and a directional cursor switch. Two auxiliary switches, used for volume control and other functions, are located on the periphery of the unit. Furthermore, on the lower right side of the front frame 12, there is a mechanism for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.

[0013] Furthermore, the game machine 10 involves the operation of the performance button 25 (push button) (for example, pressing it). Based on the player's operation received from the performance button switch 25a (see Figure 4) that detects the player This allows for the creation of effects that involve the player's actions. For example, the player's actions The effect of intervening with this is a variable display game on the display device (variable display device) 41 (see Figure 2). There is a special effect in the game (decorative special feature display game), and the game machine 10 displays on the display device 41 The characters are made to move, and the decorative special feature displayed on the display device 41 is displayed in the game. It is possible to stop the identification information being displayed. However, such intervention by the player is not permitted. In addition to the performance button 25, the switches in the option setting section 29 (cross cursor switch, A configuration in which one or more of the following are used (central switch, accessory switch) is also acceptable. i. In Figure 4, which will be described later, each switch in the option setting unit 29 is grouped together as a setting switch 29 It is represented as 'a'.

[0014] Also, to the right of the performance button 25, when a player receives balls from an adjacent ball dispensing machine... The ball dispensing button 27 is operated to eject the prepaid card from the ball dispensing machine's card unit. A dispensing button 28 to be operated, and a balance display unit (not shown) that displays the balance of the prepaid card. ) and the like are provided. In the gaming machine 10 of this first embodiment, the player performs the above operations By rotating part 24, the ball launching device launches game balls supplied from the upper tray 21. The game is launched towards the game area 32 (see Figure 2) on the front of the game board 30. Also, the player can optionally The aforementioned setting switches 29a (cross cursor switch, center switch, attached) of the setting unit 29 By operating one or more of the (family switches), for example, - Set the volume emitted from 19a and 19b, and set the brightness of the game board 30. It is possible.

[0015] Next, the game board 30 will be explained using Figure 2. Figure 2 shows the game board of the first embodiment. This is a front view illustrating an example. On the surface of the game board 30, a roughly circular game area 32 is formed, surrounded by guide rails 31. The game area 32 consists of resin side cases 3 provided at each of the four corners of the game board 30. It is composed of being surrounded by 3 and guide rail 31. The game area 32 is displayed almost in the center. A center case (game performance component) 40 equipped with a device (variable display device) 41 is positioned. The display device 41 is located in a recess provided in the center case 40. It is mounted in a position set back from the front. In other words, the center case 40 is the display device. It surrounds the display area 41, protrudes forward from the display surface of the display device 41, and surrounds the game area Area 32 is designed to make it difficult for game balls to fall into it.

[0016] The display device 41 is, for example, an LCD (liquid crystal display), a CRT (Cathode Ray Tube), or a black screen. It consists of a device having a display screen such as a piping tube. The display device 41 is an LED Devices having a display screen capable of displaying dot matrix images, or other display devices, It may consist of a combination of two or more display devices. The display screen is capable of displaying images. The display area contains multiple identification information (special symbols) and special symbol variation display games. Information related to the game, such as characters and background images that enhance the visual effects, is displayed. Display device 4 On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possible). (The display changes) and a special display game corresponding to the special display change game is played. Additionally, the display screen includes images for effects based on the progress of the game (for example, a jackpot display). Images (such as fanfare images and ending images) are displayed.

[0017] Additionally, the top of the center case 40 is a panel that performs gameplay effects through its operation. A display device 44 is provided. This display device 44 is in the state shown in Figure 2, and the display device 4 It is capable of moving towards the center of 1.

[0018] In the game area 32, the lower right side of the center case 40 displays the start of the regular figure variation game. A normal symbol starting gate (normal symbol starting gate) 34 that sets conditions is provided. The game balls that enter gate 34 (game balls that pass through the normal starting gate 34) are then switched to the gate switch. It is detected by 34a (see Figure 3).

[0019] Furthermore, a general prize entry point 35 is located on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and to the right of the special variable prize winning device 95, which will be described later. There are 35 general prize slots. Game balls that enter these 35 general prize slots are awarded prizes. It is detected by the switch 35a (see Figure 3).

[0020] Furthermore, below the center case 40 in the game area 32, there is a first special symbol variation display game. The starting conditions for the (Special Feature 1 Variable Display Game) are determined by the first starting entry point (starting entry area). A starting prize slot 36 (starting slot 1) is provided. When a game ball enters the starting prize slot 36, it starts It is detected by switch 36a (see Figure 3).

[0021] Additionally, below the starting prize entry opening 36, there is an outlet to collect game balls that did not enter the prize entry openings, etc. An opening 30a is provided. Furthermore, located below the center case 40, and to the left of the normal starting gate 34, A normal variable prize winning device that provides the starting conditions for the second special feature variable display game (special feature 2 variable display game). 37 (second starting prize entry opening, starting prize area) is provided. Normal variable prize device 37 (start Inlet 2), a movable member 37b is provided at the position that will be the inflow portion. The movable member 37b is a regular electric The solenoid 37c (see Figure 3) slides in the forward and backward direction, allowing the game balls to enter the inlet. A blocking state that prevents the inflow, and a tolerance state that allows the game balls to flow into the inflow area by moving backward. The state can be changed. The movable member 37b is normally in the closed state (to the player). (This is a disadvantageous situation for the player.) And the result of the regular display game is a predetermined stop table. When it enters the display state, it can be changed to the open state (a state advantageous to the player). The game balls that enter the normal variable prize winning device 37 are switched on the start port 2 switch 37a (Figure 3 (See reference) Detected by [reference]. Furthermore, the normal variable prize winning device 37 is designed to allow prize winning even when it is closed. It may be made that it is less likely to win a prize when the gate is closed than when it is open. The ordinary variable prize winning device 37 is ordinary It is equivalent to an electric motorized device (regular electric).

[0022] Furthermore, to the right of the center case 40 in the game area 32, there is a special symbol variation display game (special The game balls are accepted based on the results of the variable display game (Figure 1 and Special Figure 2). A special variable prize winning device (large prize opening 1) 38 that can be converted between a state that is easy to accept and a state that is easy to accept is provided. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and auxiliary game Depending on the result of the special feature variation display game, the opening / closing member 38c closes the large prize opening. The opening / closing member 38c retracts from the state (a blocked state unfavorable to the player) and flows down the game area 32. It converts the ball into an open state (a state advantageous to the player) that can accept the game ball. The special variable prize winning device 38 is driven by the large prize winning opening 1 solenoid 38b (see Figure 3). It is equipped with a large prize opening (large prize opening 1) that is opened and closed by a driven opening / closing member 38c, as shown in the special figure. The winning game state (special game state) is determined by the results of the 1st variable display game and the 2nd special display game. During this time, and during the jackpot game state (special game state) resulting from winning in the specific area 96 described later, By changing the state of the large prize slot from closed to open, the flow of game balls into the large prize slot is controlled. It is designed to facilitate entry and to award players a predetermined game value (prize balls). Inside the large prize slot (prize area), there is a detection means for detecting the game ball that has entered the large prize slot. A large prize slot switch (count switch) 38a (see Figure 3) is installed.

[0023] Furthermore, on the lower right side of the center case 40 in the game area 32, there is a special symbol variation display game ( The game balls are accepted based on the results of the Special Feature 1 variable display game and the Special Feature 2 variable display game. A special variable prize-winning device (large prize-winning opening 2) 95 that can be converted between a state of no prize and a state of easy acceptance is installed. The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and auxiliary play Depending on the outcome of the special feature variation display game, the opening / closing member 95c closes the grand prize opening. The opening / closing member 95c retracts from the state (a blocked state unfavorable to the player) and the flow in the game area 32 is released. To convert the machine into an open state (a state advantageous to the player) that can accept the dropped game ball. The special variable prize winning device 95 is driven by a large prize winning opening 2 solenoid 95b (see Figure 3). It is equipped with a large prize opening (large prize opening 2) that is opened and closed by an opening / closing member 95c driven by a special During the minor win state based on the results of the variable display game in Figure 1 and the variable display game in Special Figure 2, a big win occurs. By changing the opening from a closed state to an open state, it facilitates the flow of game balls into the prize winning area. This allows the player to receive a predetermined amount of game value (prize balls). Inside (the prize area), there is a detection means for detecting the game ball that has entered the prize slot. A prize slot switch (count switch) 38a (see Figure 3) is installed.

[0024] Furthermore, the special variable prize winning device 95 guides the game balls that have entered the prize winning slot to a specific area 96. It is equipped with a V-channel. The special variable prize winning device 95 detects game balls that have flowed into a specific area 96. A fixed-area switch 38e (see Figure 3) is provided. The detection of game balls (winning in a specific area 96) is performed by the special variable prize winning device (large prize opening 1) 38 Condition 1 for the occurrence of a jackpot game state (special game state) that changes from a closed state to an open state It is one of them.

[0025] Furthermore, the center case 40 does not have a warp channel, but it can be modified to have a warp channel. This is also possible. For example, a warp port (warp entrance) may be provided on the left side of the center case 40. The game balls that flow into the warp channel from the warp port are moved around on the stage inside the center case 40. Alternatively, you could guide a portion of them to the warp exit. In that case, the warp exit will start Position yourself directly above the prize entry point 36 and guide the game ball that has been guided to the warp exit to the starting prize entry point 3 It would be good to make it easier to win a prize in the top 6.

[0026] In the first embodiment of the gaming machine 10, among the gaming area 32 through which the game balls flow, The area to the left of the center case 40 is designated as the left-side game area, and the area to the right of the center case 40 is The right side is designated as the game area. The player adjusts the launch force to send the game balls into the left side game area. By firing (so-called left-handed shot), the starting prize slot 36 and the general prize slot 35 (left-side play area) You can aim to win a prize by placing the ball in the designated area and launching the game ball into the right-hand play area (so-called right-handed play). By doing so, the regular starting gate 34, the regular variable prize winning device 37, the special variable prize winning devices 38, 95, It is now possible to aim for winnings in the general prize slot 35 (located in the right-hand game area), etc. Yes, they are.

[0027] Additionally, outside the game area 32 (in this case, the lower right of the game board 30), there is a special symbol variation display game. The first special figure variation display game and the second special figure variation display game and the normal figure starting gate 34 A single display device 50 that displays a game of random number display triggered by winning an award, and also displays various information. A system is in place.

[0028] The integrated display device 50 consists of a round display unit 51 made of LEDs, etc., and a hold display unit (Figure 1). 52, Special Feature 1 Symbol Display Unit 53, Special Feature 2 Symbol Display Unit 54, General Feature Symbol Display Unit 55, The display unit includes a hold display unit 56 and a status display unit 57 (see Figure 5). Details of the batch display device 50 are as follows: This will be explained later.

[0029] The gaming machine 10 has a right-hand play guide display located near the special variable prize winning device (large prize winning opening 1) 38 on the right side. It is equipped with 91c. The right-hand hitting guidance display device 91c lights up when guiding the player to hit to the right. The lights turn off in other states. Note that the right-hand hitting guidance display device 91c is included in the panel decoration device 46. It can be done.

[0030] The gaming machine 10 displays the special feature game variation at the lower right of the center case 40 in the gaming area 32. It is equipped with a status display device 98. The special feature game variation display status display device 98 is the so-called fourth symbol A display device consisting of two LEDs. The special feature game fluctuation display state display device 98 is The left LED displays the fluctuation display status of the special feature 1 fluctuation display game, and the right LED displays the special feature Figure 2 shows the fluctuation display status of a game with variable display. For example, the fluctuation display status of a special feature game. Device 98 indicates the stopping state of the symbols in the special symbol variation display game by lighting up, and the special symbol variation by flashing. It notifies the state of the changing symbols in the moving display game. The special symbol game change display status display device 98 is , included in the panel decoration device 46.

[0031] The gaming machine 10 has a display device 9 for changing the display of a regular figure on the right side of the center case 40 in the gaming area 32. It is equipped with 3 and a regular display hold display device 94. The regular display change display device 93 is composed of two LEDs. The alternating flashing indicates the changing display state of the regular game, and the combination of lighting or extinguishing indicates The display results of the regular game are announced. The regular game hold display device 94 has two LEDs. It consists of a combination of off, on, and flashing modes that indicates the number of regular figures held, ranging from 0 to 4. The regular display change display device 93 and the regular display hold display device 94 are included in the panel decoration device 46. ru.

[0032] Next, the control system for the gaming machine will be explained using Figure 3. Figure 3 shows the first embodiment. This is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 is equipped with a gaming control device 100, which comprehensively controls the game. The main control unit (main board) that controls the game, and the game microcomputer (hereinafter referred to as the game microcomputer) A CPU (Central Processing Unit) section 110 having a (referred to as a "con") 111, and an input port An input section 120 having a port, an output section 130 having an output port and a driver, and a CPU It consists of a data bus 140 connecting unit 110, input unit 120, and output unit 130, etc.

[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). It has a gaming microcontroller 111 and an oscillator such as a crystal oscillator, and the gaming microcontroller 111 Oscillator circuit that generates the clock that serves as the reference clock for the operating clock, timer interrupts, and random number generation circuit. It has a crystal oscillator 113, etc. Game control device 100 and said game control device 100 Electronic components such as solenoids and motors that are driven by the DC (Di) generated by the power supply unit 400 The device operates when a predetermined level of DC voltage (DC Current) such as 32V, DC12V, DC5V, etc. is supplied. It becomes possible to do so.

[0034] The power supply unit 400 generates the above DC 32V DC voltage from a 24V AC power supply. (Alternating Current)-DC converter or converting DC32V to DC12V, DC5V A typical power supply unit 4 has a DC-DC converter that generates a lower level of DC voltage, etc. 10 and the internal RAM (Random Access Memory) of the gaming microcontroller 111 during a power outage. The game control device has a backup power supply unit 420 that supplies power voltage and a power outage monitoring circuit. 100 generates control signals such as power outage monitoring signals and reset signals to indicate the occurrence and restoration of power outages. It includes a control signal generation unit 430 that outputs a signal.

[0035] In the first embodiment, the power supply unit 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 are located on separate boards or during gameplay. The control device 100 may be integrated with the game board 30, that is, it may be mounted on the main board. And the game control device 100 is subject to replacement when the model is changed, so the first embodiment As such, a backup power supply unit 420 and control board are located on a separate board from the power supply unit 400 or the main board. By providing the signal generation unit 430, it is possible to exclude it from replacement and reduce costs. can.

[0036] 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, it supplies power to the built-in RAM, and the data stored in the RAM is preserved even during a power outage or after the power is cut off. It is designed to be maintained. The control signal generation unit 430 is generated, for example, by the normal power supply unit 410. It monitors the 32V voltage and detects a power outage if it drops to, for example, 17V or below. The power outage 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 the system is powered on or after a power outage is restored.

[0037] Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated, and based on this The data is stored in the RAM 111C of the gaming microcontroller 111 and the RAM of the payout control device 200. A process is performed to forcibly initialize the information that has been set. This is not particularly limited. 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.

[0038] Furthermore, the game control device 100 has a setting value change switch 126 and a setting key switch 127. It is provided. The setting value change switch 126 is, for example, a push switch, and The downward operation is detected. The setting key switch 127 switches between the ON state and the OFF state when the setting key is inserted. The game control device 100 allows switching between modes. This ensures that settings stored in RAM are retained even during a power outage or after the power is cut off. For example, the game control device 100 controls the special figure 1 variable display game and the special figure 2 variable display game. The probability of winning a prize can be changed according to six different settings.

[0039] The game control device 100 has the setting key switch 127 in the ON state and the RAM initialization switch When the power is turned on with 112 ON, the settings of the gaming machine 10 can be changed. The control state transitions to a new mode. For example, the game control device 100 is in setting change mode. While displaying the setting details on the probability setting value display device 136, press the setting value change switch 126. The downward operation detection allows for cyclical changes between settings 1 and 6. Probability setting table The display device 136 is a display device capable of displaying a set value, for example, a single-digit 7-segment LE It is D and is mounted on a circuit board.

[0040] Furthermore, the game control device 100 is configured such that the setting key switch 127 is ON and the RAM is initialized. When the power is turned on with switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. The control state transitions to a setting confirmation mode. For example, the game control device 100 transitions to a setting confirmation mode. The settings are displayed on the probability setting value display device 136.

[0041] The gaming microcontroller 111 is a CPU (Central Processing Unit: Microprocessor) 111A , a read-only ROM (Read Only Memory) 111B and an RA that can be read and written at any time It is equipped with M111C.

[0042] ROM111B contains immutable information for game control (program, fixed data, various random numbers). The RAM 111C stores non-volatile values ​​(such as judgment values) and controls the CPU 111A's actions during game control. It is used as a data storage area for various signals and random values. ROM111B or R AM111C is like an EEPROM (Electrically Erasable Programmable ROM) Electrically rewritable non-volatile memory may also be used.

[0043] Furthermore, ROM111B can store, for example, the execution time of the special feature variation display game, the content of the effects, and more. A variation pattern for determining the variation pattern (variation mode) that defines whether or not a "chi" state occurs. It stores the pattern table. The variation pattern table is stored as startup memory. Variable pattern random number 1, variable pattern random number 2, and variable pattern random number 3 are sent to CPU111A This is a table that is referenced to determine the variation pattern. It is also a variation pattern table. This includes a losing variation pattern table selected when the result is a loss, and when the result is a jackpot. This includes the jackpot variation pattern table selected in the case of these... The turntable determines the second half of the variation pattern, which is the variation pattern after the reach state is reached. Tables for determining the pattern (such as a table for grouping later-stage variations or a table for selecting later-stage variations) A table for determining the first half of the fluctuation pattern, which is the fluctuation pattern before reaching the "reach" state. (This includes tables such as the first-half variation group table and the first-half variation pattern selection table.)

[0044] Here, "reach" (reach state) refers to a display device having a display state that can change, and said display device The system derives and displays multiple display results at different times, and these multiple display results are predetermined. When a special outcome occurs, the game state becomes a game state that is advantageous to the player (special game In a gaming machine 10 that is in a "technique state", some of the multiple display results have not yet been derived and displayed. At this stage, the display result that has already been derived and displayed satisfies the conditions for becoming a special result type. It refers to a state. In other words, the "reach" state means that the variable display control of the display device is progressing. Even when the display results have reached the stage before they are derived and displayed, the display conditions for special result types remain. This refers to a display method that does not deviate from the items. And, for example, a state in which all special result methods are present. A state in which fluctuations are displayed using multiple fluctuating display areas while maintaining the current state (so-called full rotation reach) ) is also included in the "reach" state. Furthermore, the "reach" state is when the display control of the display device is progressing and the display is not showing. This is the display state at the stage before the result is derived and displayed, and the displayed result is the derived table. At least a portion of the display results of multiple variable display areas that have been determined prior to being shown are specially determined This refers to the display state when the conditions for the resulting behavior are met.

[0045] Therefore, for example, decorative special feature variations displayed on a display device in a special feature variation display game. The displayed game allows for multiple identifications 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 changing in the order of left, right, and center, and then the resulting pattern is displayed. In some cases, the conditions for a special result are met in the left and right variable display areas (for example) The state in which the fluctuation display stops with the same identification information is considered a "reach" state. In addition, all When the fluctuation display in the fluctuation display area is temporarily stopped, any two of the left, middle, or right fluctuations A state in the dynamic display area where the conditions for a special result are met (for example, the same identification information) The state in which this occurs (excluding special result modes) is defined as the reach state, and from this reach state, the remaining one The variable display area may also be made to display as a variable.

[0046] Furthermore, this reach state may include multiple reach animations, and a special outcome pattern may be derived. As reach animations with different possibilities (different expected values), there are normal reach (N reach) and special reach. Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach) and Premium Reach are set. The expected value is "Reach None < Normal Reach < Special 1 Reach < Special 2 Reach < S The order of increasing value is "Special 3 Reach" < "Premium Reach". The reach state occurs when a special result pattern is derived in at least one special symbol variation display game (jackpot) It is included in the variation display method in the case where this occurs. That is, the special variation table In the case where it is determined that no special outcome pattern is derived in the game (i.e., it is a loss), It may also be included in the dynamic display mode. Therefore, the state in which a reach state occurs is the reach state This state has a higher probability of resulting in a big win compared to when it does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B and controls the payout system. Generates control signals (commands) for the 200 and the performance control device 300, and solenoids. It generates and outputs drive signals for the display device to control the entire gaming machine 10. Also, as shown in the diagram... However, the gaming microcomputer 111 is used to determine the outcome of the special symbol variation display game. The random number generator used to determine the number and winning symbols for the jackpot, and the variable patterns in the special symbol variation display game. (Including the execution time of the variable display game in various types of reach and non-reach variable display) Random numbers for determining the variable pattern, random numbers for determining the win in the regular variable display game. A random number generation circuit for generating such signals, and an oscillation signal (original clock signal) from the oscillation circuit 113. Based on this, a timer allocation of a predetermined period (for example, 4 milliseconds (ms)) is set for the CPU 111A. A clock generator that generates a clock that provides the update timing for complex signals and random number generation circuits. It is equipped with a data.

[0048] Furthermore, in processing related to the special feature variation display game, the CPU 111A uses 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 (win) of the special feature variation display game. (Big win or small win) or a miss) or a special symbol variation display game as the current game state. The probability state (normal probability state or high probability state), the current game state, and the normal variable prize winning mechanism. Based on the operating status (time-saving operation state) and number of start memories of unit 37, multiple variable patterns are generated. Select and retrieve one of the variation pattern tables from the tables. Here, CP U111A is used when executing a special feature variation display game, and multiple items stored in ROM111B Obtain one of the fluctuation pattern tables from the fluctuation pattern tables. It serves as a means of obtaining segmented information.

[0049] 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 of the payout unit installed in the gaming machine 10 is driven to dispense the prize balls. It performs control for the purpose of dispensing balls to the game machine 10. Based on the ball request signal from the card unit, the dispensing motor of the dispensing unit is driven. This controls the dispensing of borrowed balls.

[0050] The input section 120 of the gaming microcomputer 111 has a start port 1 switch 36 inside the start prize entry port 36. a, Start port 2 switch 37a in the normal variable prize winning device 37, gate in the normal starting gate 34 Switch 34a, Prize slot switch 35a, Special variable prize slot switch 38, 95 Chi 38a is connected to the specific area switch 38e of the special variable prize winning device 95, and these switches A negative logic signal is input, such as a high level of 11V and a low level of 7V supplied from the power source. Therefore, the interface chip (proximity I / F) 121 that converts to a 0V-5V positive logic signal It is provided. This proximity interface 121 detects the emission of radio waves toward the gaming machine 10. The detection signal from the control panel radio wave sensor 62 is also input. Furthermore, the proximity interface 121 has an input range of 7V. By setting the voltage to -11V, the lead wires of sensors and proximity switches may be accidentally short-circuited, Sensors and switches become floating if they are disconnected from their connectors or if their lead wires are cut. It is configured to detect abnormal conditions such as the above and to output an abnormality detection signal. Yes, they are.

[0051] Regarding the prize entry switch 35a, in Figure 3, the prize entry switch 35a is 1 Although shown as a single block, in reality there are multiple (n) prize slot switches 35a (in this implementation) In this configuration, three are provided on the game board 30, and each signal is connected via a different signal line in proximity. It is input to / F121. Also, in Figure 3, the large prize slot switch 38a is a single block. Although shown, in reality there are multiple (x) large prize slot switches 38a (3 in this embodiment) A multi-prize slot switch 38a is provided on the game board 30. They are connected by different signal lines, or, for example, a switch and a game control device 10 A wired OR is located on a relay board (not shown) that is situated between the 0 (main boards). It is connected to the game control device 100 in the following manner: the radio wave sensor 62 and the magnetic sensor described later. 61 may also be connected with multiple different signal lines, or similarly in a wired-or configuration. It may also be connected to the game control device 100.

[0052] The output of the proximity interface 121 is supplied to the second input port 123 or the third input port 124. The data is then read into the game microcontroller 111 via the data bus 140. Of the 121 outputs, start port 1 switch 36a, start port 2 switch 37a, gate switch Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, and Specific area switch 3 The detection signal from 8e is input to the second input port 123. Note that the start switch in Figure 1 The signal output of start port 1 switch 36a and start port 2 switch 37a (proximity I / F 12 Regarding the output from point 1, although it is shown as a single signal line in Figure 3, there are actually two.

[0053] Furthermore, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and The abnormality detection signal output when an abnormality is detected in the switch is input to the third input port 124. Furthermore, the third input port 124 is connected to the anti-fraud detection system provided on the front frame 12 of the gaming machine 10. The detection signal from the magnetic sensor 61, the glass frame opening provided in the glass frame 15 of the gaming machine 10, etc. The detection signal from the discharge detection switch 63, the main unit provided on the front frame (main frame) 12 of the gaming machine 10, etc. Detection signal from frame open detection switch 64, detection signal from set value change switch 126, setting key The detection signal from switch 127, the touch switch signal from the payout control device 200 (to the operation unit 24) A signal (based on input from a provided touch switch) is input.

[0054] Furthermore, of the outputs of the proximity interface 121, the output to the second input port 123 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, start port 1 switch 36a and start port 2 switch The detection signal from the switch 37a is input to the second input port 123 as well as to the gaming microcontroller 111. It is configured in such a way.

[0055] As described 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. ru.

[0056] The data held by the second input port 123 is processed by the gaming microcontroller 111. By decoding the address assigned to T123, the chip (not shown in the diagram) By asserting the enable signal CE (Chip Enable) (changing it to the enabled level) , it can be read. The same applies to the third input port 124 and the first input port 122, which will be described later. be.

[0057] Furthermore, the input unit 120 receives the detection signal from the RAM initialization switch 112 and the payout control device 20 Frame radio wave malfunction signal from 0 (the frame radio wave sensor installed on the front frame 12 detects the radio wave) (Signal output based on), Dispensing busy signal (Dispensing control device 200 can accept commands) (Signal indicating whether or not it is in a certain state), Dispensing abnormal status signal (Status signal indicating a dispensing abnormality) , Shoot ball out switch signal (signal indicating insufficient game balls before payout), overflow Switch signal (that the lower tray 23 has more than a predetermined amount of game balls stored in it (that it is full)) (A signal output when an out ball is detected), out ball detection switch signal (when an out ball is detected) The signal output at that time is captured and sent to the game microcontroller 111 via the data bus 140. A first input port 122 for supplying power is provided.

[0058] The out ball detection switch signal is used when an out sensor (not shown) detects an out ball in the gaming machine 10. This is a signal output from the out-of-bounds sensor each time an out-of-bounds ball is detected. For example, out-of-bounds ball detection The output switch signal is used to output game balls (out balls) from the gaming machine 10 to the output port (not shown) and An outlet channel (not shown) is provided between the outlet port 30a. Out bulb detection switch signal This refers to the game performance per predetermined operation (for example, 60,000 out balls) (for example, BE This is used to calculate the performance (performance), and the calculated game performance is displayed on the performance display device 135. The out-of-bounds ball detection switch signal may also be input to the performance control device 300. In this case, the out-of-bounds ball detection switch signal acts as a trigger for switching to game effects or the customer waiting screen display. It may also be used for determining the operating status, etc. For example, the performance display device 135 is A 4-digit 7-segment LED display that shows game performance in decimal or hexadecimal. It is possible.

[0059] Furthermore, the gaming machine 10 is equipped with a vibration sensor switch that detects vibrations, and this vibration sensor switch The detection signal of the switch is input to the first input port 122 or the third input port 124. You can do that.

[0060] Furthermore, the game control device 100 receives power outage monitoring signals and reset signals from the power supply device 400, etc. A Schmitt buffer 125 is provided for inputting the signal to the game microcontroller 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. The power supply unit 400 provides a power outage monitoring signal, and the RAM initialization switch 112 provides an initialization signal. The switch signal is first input to the first input port 122 and then transmitted via the data bus 140 to the game. This signal is taken up by the microcontroller 111. In other words, it is a signal equivalent to the signals from the various switches mentioned above. It is treated as such. The terminal that receives external signals is provided on the gaming microcontroller 111. This is because there are limitations on the number.

[0061] On the other hand, the reset signal RESET, which has been denoised by the Schmitt buffer 125, It is directly input to the reset terminal provided in the gaming microcontroller 111, and the output section It is supplied to each of the 130 ports. In addition, the reset signal RESET is transmitted via the output unit 130. By outputting directly to the relay board 70, the relay board 70 outputs to the test firing device. It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET is configured to be output to the test firing device via the relay board 70. This may be done. The reset signal RESET is connected to the first to third inputs of the input unit 120. Ports 122, 123, and 124 are not supplied. Immediately before the reset signal RESET is received. The data set to each port of the output unit 130 by the gaming microcontroller 111 is used by the system A reset is necessary to prevent malfunction, but just before the RESET signal is received... The data read by the gaming microcomputer 111 from each port of the input unit 120 is then processed by the gaming microcomputer This is because it will be discarded when CON111 is reset.

[0062] The output unit 130 has a communication path from the game microcomputer 111 to the performance control device 300 and A Schmidt baffle is placed in the communication path from the gaming microcomputer 111 to the payout control device 200. A132 is provided. From the game control device 100 to the performance control device 300 and payout control Data is transmitted to device 200 via serial communication. Serial communication to the payout control device 300 and the payout control device 200 is performed on the side of the performance control device 300. This is a one-way communication system that prevents signals from being input to the game control device 100.

[0063] 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 is configured to be mountable. The FF133 is a pachinko game machine intended for use in amusement parlors as a mass-produced and sold product. This component is not mounted on the control unit (main board). It is output from proximity interface 121. The detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is supplied to the test firing device via the relay board 70.

[0064] On the other hand, magnetic sensors 61 and disc radio wave sensors 62 cannot be supplied directly to the test firing device. The detection signal is first taken into the game microcontroller 111 and added to other signals or information. For example, it is used as an error signal to indicate that the gaming machine is in a state where it cannot be controlled. The power is supplied from bus 140 to the test firing device via buffer 133 and relay board 70. Furthermore, the relay board 70 receives the signal output from the buffer 133 and performs a test firing. It relays signal lines for detection signals from switches that do not go through a buffer, and transmits signals from ports that supply power to the device. Connectors and the like are provided to reach the port on the relay board 70. The chip enable signal CE (not shown) output from 1 is also supplied, and this chip enable The signal from the port selected and controlled by the Bull signal CE is now supplied to the test firing device. It is.

[0065] Furthermore, the output unit 130 is connected to the data bus 140, and the special variable prize winning device 38 (large prize) is connected to the output unit 130. Opening and closing data of the large prize slot 1 solenoid 38b that opens and closes the opening and closing member 38c of prize slot 1), special The large prize opening 2 solenoid 9 opens and closes the opening / closing member 95c of the variable prize winning device 95 (large prize opening 2). The opening and closing data of 5b is used to open and close the movable member 37b of the ordinary variable prize winning device 37, which is controlled by a standard electric solenoid. First output for outputting the opening / closing data of 37c and the display data of the performance display device 135. Port 134a is provided.

[0066] Furthermore, the output unit 130 is used to output the display data for the probability setting value display device 136. Two output ports 134b are provided. In addition, the output unit 130 is connected to the integrated display device 50. The LED's anode terminal is connected to a segment wire which is turned on or off depending on the content to be displayed. Third output port 134c for outputting data, LED cathode of batch display device 50 Fourth output port 1 for outputting on / off data of the digit line to which the terminal is connected. 34d is provided.

[0067] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, from the external information terminal board 71. A fifth output port 134e is provided for outputting to the external information terminal board 71. Photo relay is provided, for example, in external devices installed in amusement parlors (information gathering terminals and amusement parlors) It can be connected to an internal management device (hall computer, etc.) and provides information about the gaming machine 10. It can be supplied to an external device via a photorelay. Some of the information supplied to the device is output from the fourth output port 134d. Also, the fifth output port From the 134e, firing permission is sent to the dispensing control device 200 via the Schmidt buffer 132. A signal is also output.

[0068] Furthermore, the output unit 130 outputs a large prize slot solenoid from the first output port 134a. Receiving the opening / closing data signals of solenoid 38b, specific area solenoid 38d, and general-purpose solenoid 37c First driver (drive circuit) 138a that generates and outputs a solenoid drive signal, third output port The on / off switch of the segment line on the current supply side of the batch display device 50 output from T134c. Summary table output from the second driver 138b and the fourth output port 134d, which output motion signals. A third driver that outputs an on / off drive signal for the digit line on the current draw side of the display device 50. External devices such as management devices can be accessed from 138c, the 5th output port 134e, and the 4th output port 134d. The fourth driver 138d outputs the external information signal to be supplied to the external information terminal board 71, and the first output The performance display device 135 receives the display data signal output from the power port 134a and displays the performance A fifth driver 138e is provided that generates and outputs a drive signal for the device 135.

[0069] The first driver 138a described above is designed to enable the driving of a solenoid that operates at 32V. Therefore, DC32V is supplied as the power supply voltage from power supply unit 400. Also, the integrated display unit A second driver 138b, which drives the 50 segment lines, is supplied with 12V DC. The third driver 138c, which drives the digit lines, draws current from the digit lines according to the display data. Since it is intended for extraction, the power supply voltage can be either 12V or 5V.

[0070] 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 segment wire, the selected components are sequentially selected using a dynamic drive method. The LED lights up when power supply voltage flows through it. The external information signal is output to the external information terminal board 71. The 4-driver 138d is supplied with DC 12V to provide a 12V level to external information signals. It will be done. Note that buffer 133, first output port 134a, first driver 138a, etc. The output unit 130 of the game control device 100 is located on the relay board 70 side, not on the main board. It may also be done so that the performance display device 135 or the fifth driver 138e and performance The display device 135 is the output unit 130 of the game control device 100, that is, not the main board, but the external It may also be provided on the substrate side (not shown).

[0071] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided for transmitting information such as [information]. The game microcomputer 111 sends and receives data with the inspection device 490 via serial communication. It is configured to allow two-way communication so that communication can take place. Furthermore, the transmission and reception of such data is as follows: The serial communication terminal of the gaming microcontroller 111 is the same as that of a typical general-purpose microprocessor. Because it is done using the first to third input ports 122, 123, 124 No ports are provided.

[0072] Next, the configuration of the performance control device 300 will be explained using Figure 4. Figure 4 shows the first implementation. This is a block diagram showing an example of the configuration of a control device for shaping and staging. 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 Graphics perform image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as the processor, and various melodies and effects are also included. Sound source LSI31 controls the output of sound in order to reproduce sounds such as fruit sounds from speakers 19a and 19b. It has 4.

[0073] The main control microcontroller 311 stores the program executed by the CPU and various data. The PROM321 consists of ROM (Programmable Read-Only Memory) and provides a working area. RAM322, FeRAM that can retain its contents even when power is not supplied during a power outage. Ferroelectric RAM 323 generates information indicating the current date and time (year, month, day, day of the week, time, etc.). A real-time clock (RTC) 338, which serves as the timing means, is connected. The microcontroller 311 also has a RAM 311a inside that provides a workspace. Additionally, the main control microcontroller 311 is connected to a WDT (Watchdog Timer) circuit 324. is performed. The main control microcomputer 311 analyzes commands (production commands) from the game microcomputer 111, determines the production content, and instructs the content of the output video to the VDP 312, or gives instructions for the reproduced sound to the sound source LSI 314, controls the lighting of the decorative lamps, drives and controls motors and solenoids, and executes processes such as management of the production time.

[0074] The VDP 312 is provided with a RAM 312a that provides a work area, and a scaler 312b for enlarging and reducing images. The VDP 312 is also connected to an image ROM 325 in which character images and video data are stored, and a very high-speed VRAM 326 that is used to develop and process image data such as characters read from the image ROM 325.

[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured such that data is transmitted and received in a parallel method. By transmitting and receiving data in the parallel method, commands and data can be transmitted in a shorter time than in the serial case.

[0076] From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. In addition, from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses, and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting to receive commands and data are also input.

[0077] The performance control device 300 includes LVDS (Low Voltage Differential Signaling). A signal conversion circuit 313 is provided to generate a video signal to be transmitted to the display device 41 using a (transmission) method. The video data and horizontal synchronization signal HSY are transmitted from the VDP312 to the signal conversion circuit 313. NC and vertical synchronization signals (VSYNC) are input and generated by the VDP312. The generated video is displayed on the display device 41 via the signal conversion circuit 313.

[0078] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It continues. Also, the interrupt signal I is transmitted from the sound source LSI314 to the main control microcontroller 311. NT is set to be input. The performance control device 300 is provided in the glass frame 15 The upper speaker 19a (upper left speaker 19a1, upper right speaker 19a2) and front frame 12 The lower speakers 19b (left lower speaker 19b1, right lower speaker 19b2) located there are driven. An amplifier circuit 337 consisting of an audio power amplifier and the like is provided, and the sound source LSI The audio generated by 314 is output from speaker 19 via amplifier circuit 337.

[0079] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. A communication interface chip (command I / F) 331 is provided. The special effects transmitted from the game control device 100 to the performance control device 300 via I / F331 Controlling the animation using commands such as the number of held figures command, decorative special figure command, variation command, stop information command, etc. It is received as a command signal (performance command). (Game control device 100's game microcontroller 111) It operates on DC 5V, and the main control microcontroller 311 of the performance control device 300 operates on DC 3.3V. To achieve this, the command I / F331 is equipped with a signal level conversion function.

[0080] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration device 46 having LEDs (light-emitting diodes) and the like is driven and controlled by a panel decoration LE D control circuit 332, frame having LED (light-emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 drives and controls the decorative device (for example, frame decoration device 18, etc.). A display device 44 (for example, a display) is provided on the control panel 30 (including the center case 40). A control panel that drives and controls movable parts (etc.) that work in conjunction with the display in device 41 to enhance the performance effect. A movable body control circuit 334 is provided. It controls the operation of lamps, motors, solenoids, etc. These control circuits 332-334 control the main control via the address / data bus 340. It is connected to the microcontroller 311. A frame display device is provided, equipped with a drive source such as a motor that operates the frame, and this frame display device is driven by It may also be equipped with a control circuit for the movable frame that controls the animation.

[0081] Furthermore, the performance control device 300 includes the performance button switch 25a of the performance button 25 and an optophone. The setting switch 29a of the setting setting unit 29 and the initial position of the motor in the control panel display device 44 are detected. The on / off state of the effect motor switch 47 (effect motor switch) is detected and the main control is activated. Functions for inputting detection signals to the microcontroller 311, and volume control provided in the performance control device 300 A switch input circuit 336 is provided which has a function of detecting the state of the section switch 335 and inputting a detection signal to the main control microcomputer 311. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience. However, in detail, the states of the respective switches (cross cursor switch, center switch, accessory switch) described above are connected so that they are individually detected by the switch input circuit 336, and detection signals indicating the respective states of the respective switches are input to the main control microcomputer 311.

[0082] The normal power supply unit 410 of the power supply device 400 supplies a DC voltage at a desired level to the effect control device 300 having the above-described configuration and the electronic components controlled thereby. Therefore, in addition to DC 32V for driving a motor or a solenoid, a display device 41 composed of a liquid crystal panel, DC 12V for driving a motor or an LED, and DC 5 which is the power supply voltage of the command I / F 331, a voltage of DC 15V for driving a motor, an LED, and a speaker is generated. Furthermore, when an LSI operating at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in the effect control device 300. Note that the DC-DC converter may be provided in the normal power supply unit 410.

[0083] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is supplied to the main control microcomputer 311 to reset the device. Also, in the form output from the main control microcomputer 311, VDP 312 (VDPRESET signal), sound source LSI 314 ​​​​​​​and amplifier circuit 337 (SNDRESET signal), control for driving lamps, motors, etc. This signal is supplied to circuits 332-334 (IORESET signal) and resets them to a reset state. Furthermore, the performance control device 300 is connected to a cooling fan 45 that cools various parts of the gaming machine 10. When the power to the performance control device 300 is turned on, the cooling fan 45 is operated. Furthermore, the circuit board that constitutes the performance control device 300 is a sub-control board (also known as a sub-board). It corresponds to (saying).

[0084] Next, we will explain the game control performed in these control circuits. In the game control device 100, the CPU 111A of the game microcontroller 111 is used for the start gate 3 Based on the input of the game ball detection signal from the gate switch 34a provided in 4, Random values ​​for hit detection are extracted and compared with the detection values ​​stored in ROM111B, and the graph changes. The system performs a process to determine whether the displayed game is a hit or a miss. Then, the general diagram of the batch display device 50 is displayed. The pattern display unit 55 displays an identification pattern (identification information) for a predetermined period of time, and then displays a normal pattern change. The process of displaying the dynamic game is performed. If the result of this dynamic game is a win, The regular diagram display section 55 has special symbols corresponding to each of the first to third winning stop symbols. The result is displayed, and the ordinary electric solenoid 37c is activated, and the ordinary variable prize winning device 37 The movable member 37b is opened for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. The game control device 100 controls the conversion member (movable member 37b) This constitutes a conversion control execution means that performs conversion control. Note that the result of the regular display game is incorrect. In this case, control is performed to display the result of the miss on the regular diagram display unit 55.

[0085] 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 system stores the start-up winning information (start-up memory), and based on this start-up memory, the first special symbol variation is performed. The random values ​​used for determining the jackpot in the displayed game are extracted and compared with the judgment values ​​stored in ROM111B. Compared to that, the process determines whether the first special feature variation display game is a win or a loss. Also, the normal variation Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the prize winning device 37, The system stores the start memory, and based on this start memory, it determines whether the second special feature variation display game is a jackpot. The random values ​​used are extracted and compared with the judgment values ​​stored in ROM111B, and the second special figure variation is displayed. This process determines whether the game result is a win or a loss.

[0086] Furthermore, the CPU 111A of the game control device 100 controls the above-mentioned first special symbol variation display game and the Control signals (performance control commands, performance commands) including the judgment result of the special feature variation display game. The output is sent to the performance control device 300. Then, the special symbol 1 display unit 53 of the integrated display device 50 and In the special figure 2, the pattern display unit 54 displays an identification pattern (identification information) for a predetermined period of time, and then displays it as stopped. The process of displaying the special feature variation game is performed. That is, the game control device 100 performs the process of displaying the special feature variation game. The starting prize-winning area (starting prize-winning opening 36, normal variable prize-winning device 37) for the game ball flowing down the technique area 32. This system provides a game control mechanism that controls the progress of a variable display game based on the winners of the prizes.

[0087] Furthermore, the performance control device 300 displays based on the control signals from the game control device 100. Device 41 performs the process of displaying a decorative special feature variation display game that corresponds to the special feature variation display game. Now. Furthermore, the performance control device 300, based on the control signal from the game control device 100, This controls the settings of the performance state, the output of sound from speakers 19a and 19b, and the illumination of various LEDs. The system performs the following processes: In other words, the performance control device 300 performs the following processes in relation to the game (variable display game, etc.) It serves as a means of controlling the effects related to the performance.

[0088] Then, the CPU 111A of the game control device 100 determines if the result of the special symbol variation display game is a jackpot. In the case of a minor win, the special result pattern or minor win will be displayed on the special symbol display section 53 or the special symbol display section 54. The system displays the result and processes that generate special game states and minor win game states. This involves performing special games and minor win games. 2. Processing to trigger a special game state when the result of the special symbol variation display game is a jackpot. In this case, the CPU 111A, for example, is specially variable by the large prize solenoid 38b. The control opens the opening / closing member 38c of the prize device 38, allowing game balls to flow into the large prize opening. This is performed. In this special game state, CPU 111A will, for example, place a predetermined number of items into the big prize slot (for example For example, when 9 game balls enter the winning slot, or when a predetermined period of time has elapsed since the opening of the main winning slot. One round consists of opening the grand prize gate until one of the following conditions is met. The control (cycle game) is performed to continue (repeat) for a predetermined number of rounds. The variable display game (special figure 1 variable display game) or the second special figure variable display game (special figure 2 variable display game) The process of generating a minor win game state when the result of the (animated display game) is a minor win. For example, CPU111A is controlled by the large prize slot solenoid 38b to enable special variable prizes. The control opens the opening / closing member 38c of the piece 38, allowing game balls to flow into the large prize opening. Now.

[0089] Furthermore, the opening and closing patterns of the main prize slot that occur during these minor win game states (opening and closing operation) For example, the operation of keeping the opening / closing member in the open position for 200 milliseconds is performed at intervals of 1500 milliseconds. This is done four times. In this way, the game control device 100 determines the stopping result pattern. A control means for opening and closing the grand prize slot when a special outcome occurs. This is done. Also, if the result of the special feature variation display game is a loss, the CPU111A will display all at once. The display unit 53 of the special illustration 1 and the display unit 54 of the special illustration 2 of the device 50 will display the result of a miss. To perform control.

[0090] Furthermore, the game control device 100 of the first embodiment controls probability fluctuations in the special symbol variation display game. This does not involve probability changes, but it is acceptable to implement probability changes in a game that displays fluctuating figures. For example, the game control device 100 controls special games based on the result of the special symbol variation display game. After the state ends, it becomes possible to enter a high-probability state as a game state. In the special feature display game, the probability of getting a winning result is higher than in the normal probability state. Also, both the first special feature variation display game and the second special feature variation display game will show the special feature variation display. Even if a high probability state is reached based on the outcome of the game, the first special symbol variation display game and the second Both the special feature display game and the game will enter a high probability state.

[0091] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the state ends, it is possible to enter a time-saving state (specific game state, normal high probability state) as a game state. This is the case. In this time-saving state, the probability of getting a winning result in the regular figure variation display game (regular figure Let the probability be set to a high probability (normally high probability state) which is higher than the normal probability (normally low probability state) of 0. This makes it possible to... Furthermore, control it so that the opening time of the normal variable prize winning device 37 per unit time increases. In this embodiment, the normal variable prize winning device 37 is in the normal game state. Therefore, the probability of not opening the movable member 37b is set to "0".

[0092] Furthermore, in the time-saving state, the execution time of the regular display variation game (regular display variation time) is even Then, it becomes 500 milliseconds, and the time for displaying the results of the regular display variation game is, for example, the time for the regular display to stop. , at 600m seconds, the regular variation display game is determined to be a win and the regular variation prize device 37 opens. When released, the release time of the first stop symbol (normal release time) and the number of releases (for example, 500ms x 1 time), the opening time of the second winning stop symbol (normal opening time) and the number of times it opens (for example) (1700ms x 2 times), the opening time of the third winning stop symbol (normal opening time) and the number of openings ( For example, it is possible to set it to be 1700ms x 3 times.

[0093] Furthermore, control is used to put the regular variable display game and the regular variable prize winning device 37 into a time-saving operation state. To this end, the game execution time, normal display stop time, number of normal train releases, and normal train releases will be displayed as appropriate. You can set a time limit, for example, in the time-saving state, the actual display of the regular graph fluctuation game described above The rotation time (normal change time) is controlled so that the second change display time is shorter than the first change display time. It is possible to control it (for example, 10,000 milliseconds becomes 1,000 milliseconds). Also, time reduction state In this case, the normal stop time for displaying the results of the normal change display game is shorter than the first stop time. It is possible to control it so that the second stop time is 70 (for example, 1604ms is 70 4 minutes). Also, in the time-saving state, the normal variation display game results in a normal variation. When the prize-winning device 37 is opened, the opening time (normal opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time ( For example, 100 milliseconds becomes 1352 milliseconds). Also, in the time-saving state, the regular display changes game. For each winning result, the number of times the normal variable prize winning device 37 opens (normal electric opening count) is calculated as the first opening Set the second number of openings to a number greater than the initial number of openings (for example, 2 times) (for example, 4 times). It is possible. Also, in the time-saving state, the result of the regular display variation game is certain to be a win. The rate (normal probability) is the normal probability when the system is operating normally (normal low probability state, for example, 1 / It is possible to set a high probability (a generally high-probability state, for example, 250 / 251) that is higher than 251. It is possible.

[0094] 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 set to the open state. The time required for the state change will be extended beyond the normal time. Also, multiple types of changes will be performed. It is also possible to set different time-saving states. In addition, if a win occurs, the first opening mode and the second You may choose one of the two opening modes. In this case, the first opening mode and the second opening mode The selection probabilities for each mode may be different. Also, the high-probability state and the time-saving state can be independent of each other. It is possible for both to occur, and it is also possible for both to occur simultaneously, or for only one of them to occur. This is also possible. Furthermore, the time-saving state is the normal power support state (normal power support in progress, or electric support in progress). It can also be called that.

[0095] Next, the configuration of the batch display device will be explained using Figure 5. Figure 5 shows the configuration of the first embodiment. This figure shows an example of a batch display device. The batch display device 50 has a 7-segment LED_d1 and 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18 D is included. The batch display device 50 has 7-segment LED_d1 and 7-segment LED_d 2. Various status indicators are displayed based on the lighting patterns of LED_d3 to LED_d18.

[0096] The batch display device 50 includes 7-segment LED_d1 and 7-segment LED_d2, and By assigning various status display functions to LED_d3 through LED_d18, round display Section 51, Special Feature 1 Reserve Display Section 52, Special Feature 1 Symbol Display Section 53, Special Feature 2 Symbol Display Section 54 , a regular diagram pattern display unit 55, a regular diagram hold display unit 56, a status display unit 57, and a special diagram 2 hold display unit It includes 58. The round display section 51 has four LEDs, LED_d3 to LED_d6. The lighting pattern indicates the number of rounds in the special feature game. Special Feature 1 Reserved Display Unit 52 Depending on the lighting patterns of the two LEDs, LED_d11 and LED_d12, in the game shown in Figure 1... The number of reserved symbols is displayed. The special figure 1 symbol display unit 53 has 8 L of 7-segment LED_d1 The lighting pattern of the ED (7 segment LEDs and 1 dot LED) determines the game shown in Figure 1. The symbols are displayed in the special figure 2 symbol display unit 54 has eight 7-segment LEDs d2 Depending on the lighting pattern of the LEDs (7 segment LEDs and 1 dot LED), Figure 2 The design is displayed in the window. The general design display unit 55 is LED_d8, LED_d10, The patterns in the Puzzle Game are displayed by the lighting patterns of the three LEDs, including LED_d18. The regular display unit 56 shows the lighting patterns of two LEDs, LED_d15 and LED_d16. This displays the number of reserved items in the regular game. The status display unit 57 uses LED_d7, LE The lighting patterns of the three LEDs D_d9 and LED_d17 determine the special feature game. The game status is displayed. The special feature 2 reserve display unit 58 has two LEDs, LED_d13 and LED_d14. The way the LED lights up indicates the number of reserved balls in Special Feature 2 game.

[0097] The following describes the control of a gaming machine that performs this type of game. First, the gaming control device. This section describes the control performed by the 100 amusement microcontroller 111. The control processing by n111 mainly consists of the main processing and processing that occurs at predetermined time intervals (for example, 4 milliseconds). It consists of timer interrupt processing.

[0098] [Main process] First, the main processing of the game control device of the first embodiment will be explained using Figures 6 to 10. To clarify, Figure 6 is a flowchart (part 1) showing the main processing of the first embodiment. Figure 7 is a flowchart (part 2) showing the main processing of the first embodiment. Figure 8 is a flowchart (part 3) showing the main processing of the first embodiment. Figure 9 This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. Figure 10 is This is a diagram (part 5) showing the flowchart of the main process in the first embodiment.

[0099] The main processing starts when the power is turned on, initiated by the control unit (gaming microcontroller 111). This is done. In this main process, first, a process to disable interrupts (step S1) is performed. Then, when an interrupt occurs, at the starting address of the area where register values ​​and other values ​​are saved, Perform a stack pointer setting process (step S2) to set a specific stack pointer. Next, specify register bank 0 (step S3), and specify a given register (for example, register D). Set the higher address of the RAM starting address to (Step S4). RAM11 The address range for 1C is 0000h to 01FFh, with 00h or 01h being the highest value. In step S4, set 00h, which is at the beginning of the address range of RAM111C. To do.

[0100] Next, a launch stop signal is output, setting the launch permission signal to the prohibited state (step S5). The launch permission signal is given when at least one of the game control device 100 and the payout control device 200 stops launching. When a stop signal is output, it is set to a prohibited state, and the launch of game balls is prohibited. It is.

[0101] After that, the state of input port 1 (first input port 122) is recorded in the first register (for example, B register). Load into the JISTA (step S6), then input port 3 (third input port 124) The state is read into the second register (for example, the C register) (step S7).

[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step (S8). For example, the B register corresponding to the detection signal from the RAM initialization switch 112. It retains only the 2nd bit, and the 0th bit, the 1st bit, and bits 3 through 7 are removed. Rearrange. Then, mask the specified bits in the second register and clear the other bits. (Step S9). For example, C register corresponding to the detection signal from the setting key switch 127. It only retains the 4th bit of the st, and bits 0 through 3 and bits 5 through 7. Clear it.

[0103] The information in the first register is integrated into the second register, and the information held by the second register is stored in RAM1. Keep it as reference information that does not rely on 11C (step S10). For example, B Regis The logical OR of the TA and C registers is stored in the C register, and the C register is used as a state reference register. To hold.

[0104] For example, the value of the state reference register (C register) "00000000B" is the 0th B The first bit, third bit, fifth bit through seventh bit are cleared and become "0". The second bit is "0", which corresponds to the detection signal ON from the RAM initialization switch 112. The fourth bit is "0", which corresponds to the detection signal ON from the setting key switch 127. This indicates that the value of the state reference register "00000000B" is the RAM initialization value. The setting change occurs when switch 112 is ON and setting key switch 127 is ON. Further status is indicated.

[0105] Furthermore, the value of the state reference register "00010000B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "0" when the detection signal from the M initialization switch 112 is turned ON, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010000B" indicates that the RAM initialization switch 112 is ON. (ON) indicates the RAM initialization state where the setting key switch 127 is off (OFF). .

[0106] Furthermore, the value of the state reference register "00000100B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a value of "0" corresponding to the ON detection signal from key switch 127. The value of the state reference register "00000100B" indicates that the RAM initialization switch 112 is off. This indicates a setting confirmation state where (OFF) and setting key switch 127 is ON.

[0107] Furthermore, the value of the state reference register "00010100B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010100B" indicates that the RAM initialization switch 112 is off. (OFF), and the setting key switch 127 is OFF, indicating a power restoration (power outage recovery) state. This indicates.

[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signals from the RAM initialization switch 112 are stored in the C register. The storage position (2nd bit) in the B register of the output signal and the detection from the setting key switch 127 The B register and C register differ because the storage location (4th bit) of the output signal is different. The logical OR of the STRs also detects the signal from the RAM initialization switch 112 and the setting key switch. The detection signal from Chi-127 is saved without being lost.

[0109] After that, the process of setting the power-on delay timer is performed (step S11). In the process, by setting predetermined initial values, the game control device 100 which constitutes the main control means Subordinate control means that perform various controls according to their instructions (for example, the dispensing control device 200 and Waiting for the program of the performance control device 300 (or other subordinate control device) to start up normally. A time (for example, 3 seconds) is set. This allows the game control device 10 to be activated when the power is turned on. 0 is raised first, and the command is sent to the subordinate control means before the subordinate control means is raised. This prevents the subordinate control means from missing commands. In other words, the game control system When power is turned on, the device 100 delays the activation of the main control means and waits for the activation of the secondary control means. It provides a waiting means for setting a predetermined waiting time.

[0110] Furthermore, the timing of the power-on delay timer is determined by the validity of the data held in the RAM area. Memory areas that are not subject to checksum calculation (RAM areas or other areas not subject to validity determination) This is done using a GISTA (or similar device). This allows for checking the checksum of the RAM area, etc. When calculating data, there is no need to exclude certain RAM areas from the calculation, so when power is turned on... This prevents the control from becoming complicated.

[0111] The detection signal for the RAM initialization switch 112 is stored in the second register (C register). Although it is intended to be saved, it is saved before the start of the waiting period, thus initializing the RAM. The operation of switch 112 can be reliably saved. That is, RAM initialization after the waiting period has elapsed. If you configure it to read the state of switch 112, it will wait for the waiting time to elapse before initializing the RAM. The RAM initialization switch 112 is operated, or the RAM initialization switch is activated from power-on until the standby time has elapsed. You need to keep manipulating 112. However, you need to read the state before the waiting period starts. Therefore, you can perform operations immediately after powering on without having to go through such troublesome procedures. It will now be detected, and the initialization operation performed when the power is turned on will not be accepted. This can prevent such situations.

[0112] Furthermore, the detection signal of the setting key switch 127 is stored in the second register (C register). Although it is designed to be saved before the start of the waiting period, the setting key switch The operation of 127 can be reliably detected. That is, after the waiting time has elapsed, the setting key switch 12 If you configure it to read the state of 7, it will wait for the waiting time to elapse before setting key switch 127 You can operate the settings key switch 127 or continue operating it from power-on until the standby time has elapsed. It is necessary to read the state before the waiting period starts, thus eliminating this hassle. Without requiring any special operations, detection will occur immediately after power-on. Therefore, setting changes or setting confirmation operations performed when the power is turned on will not be accepted. This can prevent such situations.

[0113] Next, the process of setting the power-on delay timer (for example, about 3 seconds) (step S11) After performing the above, the system will start timing the waiting period and monitoring for any power outages during that time. Perform steps S12 to S16). First, the power outage input from the power supply unit 400 The number of times to read and check the monitoring signal via the port and data bus (for example, 2 times) Set (step S12) and determine whether the power outage monitoring signal is ON or OFF (S Step S13).

[0114] If the power outage monitoring signal is on (step S13; Y), set in step S12 Determine whether the power outage monitoring signal remains ON for the number of checks (Step S1 4) If the power outage monitoring signal is not kept ON for the number of checks (step S14;N) returns to the determination of whether the power outage monitoring signal is ON or OFF (step S13). Also, if the power outage monitoring signal remains ON for the number of checks (step S14; Y) In other words, if it is determined that a power outage has occurred, the power to the gaming machine 10 is shut off. Wait for it to happen. In this way, if the power outage monitoring signal is continuously received for a predetermined period, a power outage will occur. By determining that this has occurred, it is possible to prevent false detection of power outages due to noise, etc., when the power is turned on. It can appropriately address problems in the situation.

[0115] 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 RAM111C will not be available until the waiting period ends. Because this is not permitted and the memory contents from the previous power outage are still being retained, In the event of a power outage here, there is no need to perform backup processing, etc. Therefore, during standby Even if a power outage occurs during operation, there is no need to back up the RAM111C, reducing the control burden. It can be mitigated.

[0116] On the other hand, if the power outage monitoring signal is not on (step S13;N), i.e., a power outage occurs. If not, update the power-on delay timer by "-1" (step S15), Determine whether the current value is "0" (step S16). If the timer value is not 0 If (step S16; N), i.e., if the waiting time has not ended, the power outage monitoring signal is issued. The process returns to setting the number of checks (step S12). Also, the timer value is set to "0 If this is the case (step S16; Y), that is, if the waiting time has ended, RAM11 Access to read / write RWM (Read Write Memory) such as 1C and EEPROM is permitted. Enable (Step S17), and output off data to all output ports (set to a state with no output). Do it (Step S18).

[0117] Next, the serial port (a port pre-installed on the gaming microcontroller 111) (Used for communication with the performance control device 300 and the payout control device 200) Set (Step S19) ).

[0118] In step S20, the timer interrupt in the game microcontroller 111 (clock generator) This process activates the CTC circuit, which generates a signal and a random number update trigger signal (CTC). Now.

[0119] In step S21, the process of setting the RAM error flag is performed. The setting of the permanent flag is temporary and will be used later to check for RAM anomalies. It may be updated in [location].

[0120] In step S22, the value of the power outage test area 1 in RWM is normal. Determine whether it is -1 (for example, 5Ah). If the value in power outage test area 1 is normal, (Step S22; Y) The value of the blackout test area 2 in the RWM is normal. Blackout test area check. Determine whether it is data 2 (for example, A5h) (step S23), and then check the power outage inspection area 2. If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. The checksum calculation process (step S24) is performed.

[0121] In the checksum calculation process, data from the work area for game control and the work area for status display are used. The sum of the data in each region can be used to calculate a checksum, or a workpiece for game control. Checksums are calculated separately from the data in the area and the data in the work area for status display. Alternatively, the checksum may be calculated using only the data from the work area for game control. The work area for skill control is a work area within the RWM memory used for game control. Yes, there is. The status display work area is a part of the memory area within the RWM that is used for displaying the status. It is a business domain.

[0122] Next, check if the checksum calculated in step S24 matches the checksum at the time of power failure. It is determined whether or not (step S25), and if the checksum matches (it is normal) In case (step S25; Y), the RAM abnormality flag that was provisionally set in step S21 is returned. Clear this (Step S26).

[0123] If the checksum is determined not to match (not normal) (step S25; N) skips step S26 and proceeds to step S27, which means that in step S21 The provisionally set RAM anomaly flag becomes definitive. Check data in the power outage test area. If the data is determined to be abnormal (step S22;N or step S23;N) However, by skipping step S26 and proceeding to step S27, a provisional result is obtained in step S21. The RAM anomaly flag that was set to the target becomes definitive.

[0124] In step S27, the second register (C register) is referenced to set the key switch 12 It is determined whether the detection signal of 7 is ON and the detection signal of the RAM initialization switch 112 is ON. Determined. The detection signal of the setting key switch 127 is ON AND the detection of the RAM initialization switch 112 is ON. If the output signal is ON, proceed to step S33, and the detection signal of the setting key switch 127 If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, then step S Proceed to 28.

[0125] Furthermore, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM initialization switch Because the detection signal of key 112 is stored in the second register (C register), the setting key... The detection signal of switch 127 and the detection signal of RAM initialization switch 112 are to be determined simultaneously. This is possible. In addition, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM Because the detection signal of the initialization switch 112 is stored in the second register (C register), Detection signal of the setting key switch 127 and RAM initialization before the RAM validity check is performed. The detection signal from switch 112 can be used as the target for determination.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on or off. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., RAM If the abnormal flag has been cleared, proceed to step S29.

[0127] In step S29, the control unit determines whether the flag indicating setting change mode is on or off. If the flag is on during the setting change mode, the process proceeds to step S48, and the setting change mode If the "Do Not Disturb" flag is not turned on, proceed to step S30.

[0128] Steps S30 to S32 occur when there is a RAM error or when the power is cut off during configuration. This process is executed when the system restarts without the RAM being cleared. Step S3 In case 0, the control unit sends a command for main abnormal error notification to the performance control device 300. As a result, the performance control device 300 responds to the performance system command for main abnormal error notification. To perform the operation. For example, the performance control device 300 receives a command for main abnormal error notification. If you trust it, display a message on the display device 41 instructing you to restart with a RAM clear. The sound output is made from speakers 19a and 19b. In addition, the performance control device 300 is Upon receiving a command to report an abnormal error, the frame decoration device 18, the panel decoration device 46, and the panel display device The main abnormal error is reported by 44.

[0129] In step S31, the control unit displays the 7-segment display data at the time of game stop on the performance display device 135 Output to the performance display device 135. The system can display data. The control unit also confirms the 7-segment display data when the game is stopped. The rate setting value is output to the rate setting value display device 136. At this time, the control unit outputs to the probability setting value display device 136. It can display numbers or characters that are not included in the probability settings. The control unit also displays an L when the game stops. The 7-segment display data, including the ED display data, may be output to the batch display device 50. At this time, the control unit may turn off or turn on all of the combined display devices 50.

[0130] In step S32, the control unit sends the ON data of the security signal to the external information terminal board 71. Output from there. At this time, the control unit outputs other signals that are output from the external information terminal board 71. The force data is turned off. The control unit repeatedly executes steps S31 and S32. The game machine 10 waits for the power to be cut off. In other words, while waiting for the power to be cut off, the external information terminal board A security signal is output from 71. Also, the gaming machine 10 waits for the power to be cut off. The external information terminal board 71 does not output any signals other than security signals.

[0131] The control unit then repeatedly performs steps S31 and S32 until it waits for the power to be shut off. In this row, RAM access is not prohibited. As a result, the gaming machine 10 does not have NMI (No When an n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program crashes. The risk of accidents is reduced. Thus, the control unit waits for the power to be shut off in step S31. The contents of the RAM stored during the repeated execution of step S32 are protected by prohibiting RAM access. However, since clearing the RAM upon restart is a condition for starting game control, the contents of the RAM are... This limits the risk of the contents of the RAM being unprotected. In other words, the gaming machine 10 has limited protection. By accepting a limited number of unprotected risks, we can achieve a reduction in the risk of program malfunction. Furthermore, the control unit repeats steps S31 and S32 until it waits for the power to be shut off. In this row, by not prohibiting RAM access, steps S31 and S32 By making subroutines callable, program efficiency can be improved.

[0132] Steps S33 to S36 are processes related to preparing for configuration changes, and step S In 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This process is executed when the detection signal for item 2 is turned on.

[0133] In step S33, the control unit determines whether the RAM abnormality flag is on or off. If the RAM error flag is on, proceed to step S34, and the RAM error flag is on Otherwise, proceed to step S35.

[0134] In step S34, the control unit, because the RAM abnormality flag is on, clicks the set value. A. Note that the setting value can also be cleared by setting an invalid value as the setting value. Alternatively, from the perspective of preventing fraud, it may be acceptable to set the value that is most unfavorable to the player. .

[0135] In step S35, the control unit performs the process of setting the setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is changing its settings. The setting change mode flag is set when a setting change is in progress, and when a setting change is not in progress. The flag is cleared (reset) while in constant change mode.

[0136] In step S36, the control unit sends a command to the performance control device 300 indicating that the setting is being changed. This allows the performance control device 300 to perform performance control corresponding to the command being changed. For example, the performance control device 300 receives a command to change the settings and changes the settings. A message indicating that it is inside is displayed on the display device 41, and speakers 19a,1 Sound output is generated from 9b. Also, the performance control device 300 receives commands during setting changes. The frame decoration device 18, the panel decoration device 46, and the panel display device 44 will indicate that the settings are being changed. To report.

[0137] Step S37 is performed after the preparation for setting changes (steps S33 to S36), or This process is executed after the setup confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128ms. Therefore, the gaming machine 10 will continue until at least the security signal control timer has timed out. During this time, a security signal is output.

[0138] Steps S38 to S40 are for waiting for the setting change to finish or for the setting confirmation to finish. This is the process related to the following. In step S37, the gaming machine 10 outputs a security signal and sets it. This prevents the execution of processes related to waiting for the configuration change to finish or waiting for the configuration confirmation to finish. This information is made available to the department.

[0139] After enabling the interrupt (step S38), the control unit accesses the second register (C register). By doing so, it is determined whether the detection signal of the setting key switch 127 is off (step S 39) The control unit proceeds to step S5 if the detection signal of the setting key switch 127 is off. Proceed to step 5, and if the detection signal of the setting key switch 127 is not off, proceed to step S40. .

[0140] In step S40, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S41; if no power outage occurs, proceed to step S Proceed to 39. That is, the control unit, with interrupts enabled in step S38, detects a power outage. Until then, wait for the setting key to be turned off.

[0141] If the control unit determines that a power outage has occurred, it will disable interrupts (step S4). 1) Perform the process of outputting off-data to all output ports (step S42). Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step S43 ), save the power outage inspection area check data 2 to power outage inspection area 2 (step S44). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. S45) Process to save the calculated checksum to the checksum area (Step S46) After performing the above, a process to prohibit access to RAM (step S47) is performed. Then, wait for the power to the gaming machine to be cut off. In this way, check data in the power outage inspection area. In addition to saving the data, the checksum at the time of power cut-off is calculated, so that before the power cut-off... When the power is turned on, it can be determined whether the information stored in the RWM has been properly backed up. It can be determined.

[0142] Step S48 is performed when it is determined in step S29 that the flag for setting change mode is on. This is executed when the following occurs. In step S48, the control unit accesses the second register (C register). The control unit then determines whether the detection signal of the setting key switch 127 is ON or OFF. If the detection signal of the setting key switch 127 is on, proceed to step S49, setting key If the detection signal from switch 127 is not on, proceed to step S51.

[0143] Steps S49 and S50 are processes related to preparing for configuration verification. Step S4 In step 9, the control unit performs the process of setting the flag for setting confirmation mode. The "Dochu" flag indicates whether or not the gaming machine 10 is currently checking its settings. Sometimes the "In Settings Confirmation Mode" flag is set, and when not in settings confirmation mode, the "In Settings Confirmation Mode" flag is set. The flag is cleared (reset). In step S50, the control unit checks the frame during setting confirmation. The signal is sent to the performance control device 300. As a result, the performance control device 300 checks the settings. It performs performance control corresponding to the command. For example, the performance control device 300 performs setting confirmation. The display device 41 receives a command from the device and displays a message indicating that the settings are being checked. It displays information and outputs sound from speakers 19a and 19b. Also, the performance control device 3 00 receives a command during configuration confirmation and controls the frame decoration device 18, the panel decoration device 46, and the panel display device The device 44 indicates that the settings are being checked. After this, the control unit proceeds to step S37. nothing.

[0144] On the other hand, in step S48, the control unit is turned on when the detection signal of the setting key switch 127 is ON. If it is determined that there is no such thing, step S51 is executed. In step S51, the control unit determines Referencing register 2 (C register), if the detection signal for RAM initialization switch 112 is ON The control unit determines whether it exists or not. If the detection signal for the RAM initialization switch 112 is not on, proceed to step S52. The process then proceeds to step S58. That is, the gaming machine 10 presses the RAM initialization switch 112. Upon startup detection involving an operation, the process proceeds to execute the RAM initialization (RAM clear) process, R Power outage recovery processing is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.

[0145] Next, we will explain the RAM initialization process performed from step S52 onward. In the process related to AM initialization, the control unit clears the RAM area other than the set value to 0 (zero-clear). a) (Step S52) The initial values ​​at the time of RAM initialization are saved in the area to be initialized. Step S53). For example, the control unit sets the starting address of the RAM when the RAM is cleared. Set the rear starting address 2 and access the storage area of ​​RWM (for example, RAM111C) The data of the area to be cleared (work area for game control) within the area that does not include the prohibited area. Reset to zero.

[0146] Note that the flags for setting change mode and setting confirmation mode are for the area to be cleared. Since it is included in the data, it will be cleared by zeroing out the data in the area to be cleared. .

[0147] In step S54, the control unit sends the RAM initialization command to the performance control device 300. I believe. As a result, the performance control device 300 will perform the performance corresponding to the command during RAM initialization. Control is performed. For example, the performance control device 300 receives a command during RAM initialization. Then, a message indicating that the RAM has been initialized is displayed on the display device 41, Sound output is generated from speakers 19a and 19b. Also, the performance control device 300 is RAM first Upon receiving the initialization command, the frame decoration device 18 and the panel decoration device 4 confirm that the RAM has been initialized. 6. Notification is given by the display device 44.

[0148] Furthermore, the control unit processes (steps) related to waiting for the completion of setting changes or the completion of setting confirmation. After the execution of steps S38 to S40, the detection signal of the setting key switch 127 is off. If a certain event is detected, step S55 is executed. The control unit disables interrupts (S55). After step S55, a notification termination command is sent to the performance control device 300 (step S 56).

[0149] As a result, the performance control device 300 starts the setting change upon receiving a command during the setting change. Configuration verification initiated by notification that changes are being made or by receiving a command indicating that configuration verification is in progress. We will now end the announcement regarding the situation.

[0150] Next, the control unit checks the setting change mode flag to determine whether or not it is in setting change mode. The control unit determines (step S57). If it is in setting change mode, step S5 The process proceeds to step 2, where it executes the RAM initialization process. Meanwhile, the control unit is in setting change mode. If none exists, proceed to step S58 and perform the process related to restoring power.

[0151] In step S58, the control unit executes the power outage recovery process. The power outage recovery process initializes... The initial values ​​upon power restoration are saved in the designated area, and the special feature game is highly likely to be played by referring to the special feature status. It determines whether the probability is high or low, and if the special feature game is high probability, it places a high probability notification flag in the high probability notification area. This process saves the ON information and the ON data of the high-probability notification LED into the segment area. Includes.

[0152] The areas that need to be initialized during the power outage recovery process are the power outage check area and the checksum area. , flags for setting change mode, flags for setting confirmation mode, and areas related to error and malfunction monitoring That is the case. In addition, during the power outage restoration process, it is determined whether the dispensing control device 200 is in a state where it can accept commands. The busy signal status area, which stores the status of the payout busy signal (a signal indicating whether a payout is busy), is also cleared. Therefore, it is considered an indeterminate state, indicating that the status of the payout busy signal has not been determined. Similarly, The touch switch signal status monitoring area, which stores the state of the touch switch signal, is also cleared. This is considered an indeterminate state, indicating that the state of the switch signal has not been determined.

[0153] Next, the control unit sends a command corresponding to the special game processing number for power outage recovery to the performance control board. The signal is sent to the (performance control device 300) (step S59), and the process proceeds to step S60. In the Tepp S59, there are commands for specifying the model, the number of reserved symbols for Special Feature 1, and the number of reserved symbols for Special Feature 2. Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands Send. Depending on the model, in addition to these commands, information on the number of times the effect has been performed and the number of high-probability rounds may also be sent. Numerical information will be sent. Note that the screen-specific commands refer to the Special Feature 1 variation display game and the Special Feature 2 variation. The control status of the displayed game is normally in processing (variation, jackpot (first special game state)), If the state is neither of the following (minor win state (second special game state)), then a customer waiting demo will be displayed. This command instructs the display of the screen; otherwise, it instructs the display of the recovery screen. This is a command.

[0154] In step S60, the control unit performs the process of starting up the random number generation circuit. When the power is turned on, the values ​​of predetermined registers (soft random number registers 1 to n) in the random number generation circuit are extracted. Output, and corresponding various initial random numbers (initial random number for big win symbols, initial random number for small win symbols, initial The initial value (start value) of the random number for the period and the initial value (random number for the winning symbol) is set in a predetermined area of ​​the RWM. After that (step S61), the interrupt is enabled (step S62).

[0155] Next, the control unit updates the values ​​of various initial random numbers to disrupt the regularity of the random numbers. The number update process (step S63) is performed. This initial random number update process updates each initial random number For example, this process updates (increments) each by "+1". 10 continuously updates the initial random number within the main process as time permits, thereby generating random numbers This allows for an increase in randomness.

[0156] Here, the control unit temporarily disables interrupts (step S64) and performs the performance display editing process. Execute (step S65), and after the performance display editing process is executed, allow interrupts (step S66). The performance display editing process is the process related to the calculation and display of the base. The control unit is the performance Because the processing load for the display and editing process is relatively high, interrupts are disabled to provide faster processing results. The machine is preparing to release the game. As a result, the game state of the gaming machine 10 is updated by a timer interrupt. By this point, the derivation of the processing results for the performance display editing process will be guaranteed.

[0157] In step S67, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S41; if no power outage occurs, proceed to step S Proceed to 63.

[0158] In other words, the control unit will proceed from step S63 to step S67 unless a power outage occurs. The process is repeated. For details, the control unit, if no power outage has occurred, will perform the initial The process involves repeatedly updating random numbers, editing performance display, and checking power outage monitoring signals (loop processing). To do.

[0159] Then, before the initial value random number update process (step S63), interrupts are enabled (step S 66) As a result, if a timer interrupt occurs during the initial random number update process, the interrupt processing will be prioritized. This process will now be executed first, and the timer interrupt will be delayed by the initial random number update process. This avoids putting a strain on interrupt handling.

[0160] Similarly, interrupts are disabled before the performance display editing process (step S65) (step S6 4) As a result, the performance display editing process will be executed in priority over timer interrupts. This can prevent performance display editing processing from becoming overloaded.

[0161] Based on the above, the main control means (game control device 100) that comprehensively controls the game, and the main Subordinate control means (dispensing control device 200) that perform various controls according to instructions from the control means. In a gaming machine equipped with a performance control device 300, etc., the main control means, when power is turned on, A predetermined waiting time is set to delay the activation of the main control means and wait for the activation of the subordinate control means. A standby means (game control device 100) that determines the standby time and monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with a means for monitoring power outages (game control device 100).

[0162] Furthermore, it is equipped with a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is powered during a power outage. The system is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control The device 100) will detect if a power outage occurs when it continues to receive a power outage monitoring signal for a predetermined period of time. This means that the system is designed to make a judgment.

[0163] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit Initialization means for initializing data stored in RAM111C based on the operation performed. (Game control device 100) and the operation state of the initialization operation unit before the start of the standby time This means it's set to load.

[0164] Furthermore, the game control device 100 performs initialization processing in case of data abnormality (first initialization processing), and A function that distinguishes and executes the initialization process during the periodization operation (second initialization process) (first initialization process) Because it has a second initialization means, it can perform optimal and efficient initialization processing according to the situation. It can be expressed.

[0165] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, Externally operable setting control unit (setting value change switch 126, setting key switch 12 7) The setting value stored in RAM111C is changed based on the operation of the setting control unit. By providing a means for changing settings (game control device 100), it becomes possible to change settings. Furthermore, by providing a setting display unit (probability setting value display device 136), the setting (setting value) can be confirmed. It is enabled. Also, the main control means (game control device 100) after the waiting time has elapsed, RAM This means you are allowing access to port 111C.

[0166] Furthermore, the main control means (game control device 100) accesses the RAM (RAM 111C) The power outage waiting process prohibits (step S47) and waits for all processes to stop executing. (Loop after step S47) and allow access to RAM (RAM111C) (step RAM abnormality waiting process (step S17) waits for all processes to stop while the execution of all processes is stopped. The loop of step S31 and step S32 is made executable.

[0167] Here, we will explain the waiting process in the event of a power outage and the waiting process in the event of a RAM error. The machine processing is performed after access to RAM is prohibited in step S47 of the main processing. This is a loop process that waits for all processes to stop executing. Also, the waiting process in the event of a power outage is Since it is executed after interrupts are disabled in step S41 of the main process, NMI interrupt Non-interrupts (timer interrupts) are prohibited. Note that the standby process during a power outage is NMI. Since interrupts cannot be disabled, NMI interrupts can occur. Furthermore, since the power outage standby process is a process that is executed when a power outage occurs, the said process The risk of an NMI interrupt occurring during execution is low. Also, the standby process in case of a power outage is abnormal notification. This is a standby process that does not involve power cut-off. As a result, the gaming machine 10 does not process power until the power is cut off. It can be redirected to that. In addition, the gaming machine 10 performs standby processing when a power outage occurs, and access to RAM By disabling the cess, the risk of RAM data being altered due to unstable voltage is reduced. Yes, they are.

[0168] The RAM abnormality waiting process is performed in step S17 of the main process, when accessing RAM (RWM) This is a loop process that is executed after permission is granted and waits for all other processes to stop executing. Furthermore, the RAM abnormality waiting process is implemented after interrupts are disabled in step S1 of the main process. As a result, interrupts other than NMI interrupts (timer interrupts) are prohibited. The standby process during power generation cannot disable interrupts for NMI interrupts, therefore N MI interrupts may occur. The RAM abnormality waiting process is a process that waits for power cut-off. Furthermore, the risk of an NMI interrupt occurring during the execution of this process is greater than that of the power outage standby process. However, the RAM abnormality waiting process does not access RAM even if an NMI interrupt occurs. Since this is permitted, the return address can be stored in RAM, and an NMI interrupt occurs. The risk of program malfunction due to this is small. Also, in step S30, the gaming machine 10 Since a command to notify the performance control device 300 of an abnormal error is sent, when a RAM abnormality occurs During the standby process, the performance control device 300 can simultaneously issue an abnormality notification. This allows for a quick restart of the gaming machine 10.

[0169] [Timer interrupt handling] Next, the timer interrupt processing of the game control device 100 will be explained using Figure 11. Figure 1 Figure 1 is a flowchart of the timer interrupt processing in the first embodiment. Interrupt handling is performed in the main processing described above, from the time interrupt permission is given until interrupts are prohibited. During the interval (from step S38 to step S41, from step S38 to step S55) (And from step S66 to step S64, and from step S66 to step S41) This is the interrupt handling that occurs. Timer interrupt handling is a process executed by CPU111A. .

[0170] Timer interrupt handling is performed by the periodic timers generated by the CTC circuit in the clock generator. The process is initiated when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the system automatically enters an interrupt-disabled state, and the timer interrupt processing... The process begins.

[0171] When the timer interrupt processing starts, first, register bank 1 is specified (step S7). 1) By switching to register bank 1, the specified register (for example, in the main process) The register save process is performed to transfer the values ​​held in the registers being used to the RWM. This is equivalent to the following. Next, the RAM start address is entered into a designated register (for example, register D). The higher address is set (step S72). In step S72, the main process is The same process as in step S4 is performed, but the register bank is different.

[0172] Next, inputs from various sensors and switches, and signal acquisition, i.e., each input port The input process (step S73) reads the state. In step S74, the control unit... This refers to the flags for setting change mode and setting confirmation mode, and during setting change mode... The control unit determines whether it is in setting confirmation mode or setting change mode. If in confirmation mode, proceed to step S75, execute the setting change / confirmation process, and the timer Interrupt processing ends. Meanwhile, the control unit, while in setting change mode or setting confirmation mode... If there is no misalignment, proceed to step S76.

[0173] In step S76, the control unit, based on the output data set in the various processes, Drive of actuators such as solenoids (large prize solenoid 38b, general-purpose solenoid 37c) Executes output processing for control and other purposes.

[0174] Furthermore, if a signal to stop firing is output in step S5 of the main processing, this output processing This process outputs a launch permission signal, and the launch permission signal can be set to the permission state. This state is considered to be the launch permission signal. This launch permission signal is output to the launch control device via the payout control device. In this case, no signal processing or other modifications are performed. Furthermore, the launch permission signal is transmitted to the game control device 1. This is the first signal indicating the launch permission status as seen from 00, and the launch as seen from the payout control device 200. A second signal indicating the permission status (launch permission signal) is also generated within the dispensing control device 200, and the launch is initiated. It is output to the control unit. In other words, two launch permission signals are output to the launch control unit. The system is configured such that the game ball becomes ready to be launched when both parties have permission to launch. It is.

[0175] Next, the control unit receives the commands set in the transmission buffer during various processes from the dispensing control device 20 Disbursement command transmission process that outputs 0 (step S77), random number update process 1 (step S7 8) Then, execute random number update process 2 (step S79). Here, random number update process 1 is initial The random numbers for the winning symbols, minor winning symbols, winning symbols, and winning symbols that are subject to the value random number update process. This process updates the initial value (start value) of the random number generator. Random number update process 2 is: Randomization of the variation pattern to determine the variation pattern in the variation display game of Special Figure 1 and Special Figure 2 This is a process to update the number. Note that this is either random number update process 1, or random number update process 1 plus random numbers Update process 2 may be configured to stop random number updates during configuration changes or to change the update cycle. stomach.

[0176] Next, the control unit has a start port 1 switch 36a, a start port 2 switch 37a, and the gates shown in the diagram. Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, Specific area switch 38 e monitors whether there is a normal signal input, and also monitors for errors (such as when the front frame or glass frame is open). The prize slot switch / status monitoring process (step S80) is performed to check if it has been switched on or not. Now. Also, the start of monitoring the entry of switch 36a for start port 1 and switch 37a for start port 2. The starting port switch monitoring process (step S81) is performed. This is the starting prize slot 36 which forms the first starting prize slot, or the normal variable prize slot which forms the second starting prize slot. When a game ball enters slot 37, various random numbers (such as jackpot random numbers) are extracted, and the special symbol changes. Pre-determining the game result based on the winnings displayed before the game begins. Make a judgment.

[0177] Next, the control unit performs processing related to the Special Feature 1 Variable Display Game (S Step S82), Special Feature 2 Game Processing (STE) which performs processing related to the Special Feature 2 Variable Display Game. Following step S83, the process for so-called two-type games is performed (S Step S830 is executed, and then processing related to the regular graph fluctuation display game is performed. The process (step S84) is executed.

[0178] Next, the gaming machine 10 is equipped with a special feature display that shows the game and various information related to the game. The segment LEDs that indicate the display (for example, the LEDs in the design display section 53 of the collective display device 50, as shown in Figure 1) D) Segment LED editing process to drive to display the desired content (step S85) ), the system checks the detection signal from the magnetic sensor 61 to determine if there are any abnormalities. Magnet fraud monitoring process (step S86): Check the detection signal from the panel radio wave sensor 62. The system performs a panel radio wave interference monitoring process (step S87) to determine if there are any abnormalities. Then, the external information editing process sets the signals to be output to various external devices into the output buffer. The timer is controlled (step S88) and the performance display device control process (step S89) is performed. The interrupt handling process will be terminated.

[0179] In the first embodiment, the process of restoring the interrupt-disabled state (i.e., enabling interrupts) is performed. Processes to enable (or process to restore the register bank specification (i.e., register bank 0) The specified process will be performed automatically upon interrupt return (at the end of the timer interrupt process). It will be done. Depending on the CPU used, the process of restoring the interrupt disable state or registers may be required. Some gaming machines require an instruction to execute a process to restore the specified rank.

[0180] [Main process] Next, the main processing of the performance control device 300 will be explained using Figure 12. Figure 12 shows the first This diagram shows a flowchart of the main processing in the performance control device of the embodiment.

[0181] The main process involves controlling the performance control device 300 when the power supply to the pachinko machine 1 is started. This is a process executed by the CPU311. [Step D11] The control unit disables interrupts.

[0182] [Step D12] The control unit performs the initial setup of the CPU 311. [Step D13] The control unit performs the initial setup of the VDP312. [Step D14] The control unit enables the interrupt.

[0183] [Step D15] The control unit permits the generation of display data. That is, the control unit V The display circuit within DP312 (not shown) accesses the VRAM (not shown) within VDP312. Allow the system to perform the operation and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is done, for example, by the srand function. This is a process that sets a sequence of pseudorandom numbers using numbers. Here, the control unit performs the srand function You can use a fixed value such as 0 (zero) as an argument to the number, or it may differ depending on the gaming machine. You may use values ​​created based on the ID values ​​of the CPU, etc.

[0185] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. Area to be initialized in (for example, the performance flag area (the performance control device 300) The initial values ​​at power-on are set in the memory area used as various flags in the processing described later. To move.

[0186] [Step D18] The control unit clears the WDT (Watchdog Timer). [Step D19] The control unit executes the performance button input process. The performance button input process is Editing occurs when the effect button 25 (effect button switch 25a) is enabled. This is the current process. Note that the effect buttons are not turned on and off at high speed, so the control unit is the effect button The process for sensing the input may be performed within the performance button input process, or short (not shown) This can also be done within a periodic timer interrupt.

[0187] [Step D20] The control unit executes the hall / player setting mode processing. The operator setting mode processing involves setting the adjustable range of brightness, volume, etc. of the LEDs and display device 41, This process accepts operations from the player, such as changing the brightness and volume of the LEDs and display device 41. .

[0188] [Step D21] The control unit executes a random number update process. The random number update process is, for example, r The AND function is used to update the pseudorandom number at least once during each control cycle of the main process. This is the current process. The rand function recalculates based on the specified generation sequence each time a recalculation is performed. Since random numbers are generated, the control unit can obtain random numbers simply by executing the rand function. Furthermore, the counter that increments by "1" like the main board (game control device 100) You may use "Ta" as a random number.

[0189] [Step D22] The control unit performs a received command check process. The check process is a process that analyzes commands received from the game control device 100 in predetermined units. be.

[0190] [Step D23] The control unit executes the performance display editing process. The performance display editing process is V Various commands and parameters for instructing DP312 on the content to be drawn on the display device 41. This is the process of setting the parameters. For example, the control unit processes the output display editing process, and commands Set it up in a table shape.

[0191] [Step D24] The control unit executes the drawing command preparation completion setting. The end-of-preparation setting is the preparation of all commands to VDP312 that are set during the performance display editing process. This process sets the status as complete.

[0192] [Step D25] The control unit determines whether or not it is frame switching timing, and If it is a frame switching timing, proceed to step D26; otherwise, Wait for the frame switching timing. Here, the frame switching timing is the V-blank interrupt ( The processing cycle (also called a V-sync interrupt) is created based on the period (for example, 1 / 60 seconds). For example, this timing occurs at a time interval equivalent to 1 / 30th of a second (≒ 33.333 ms). The V-blank interrupt is triggered by the VDP312 during a single run of the entire screen for drawing. It occurs each time the inspection is completed. The occurrence period of this V-blank interrupt is, as mentioned above, for example For example, 1 / 60th of a second. In this embodiment, the same drawing is repeated twice, triggering a V-blank interrupt. When this occurs twice, a frame switch takes place, and the frame switch timing cycle is Vbra Twice the period of the link interrupt (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms) ) However, this is not the only possible configuration, and the frame switching timing can be changed as appropriate. Yes, for example, you can switch frames (update images) at intervals of 1 / 30th of a second or longer. Alternatively, frame switching may be performed at intervals of less than 1 / 30th of a second.

[0193] The frame switching timing determination process determines the subsequent processing (step D26 to Step D30, and subsequent steps D18 through D24, are performed on this frame. This is executed at each of the above processing cycles at the switching timing. Note that it needs to be synchronized with the performance content. Time management is performed in units of these frames (i.e., the processing cycles mentioned above). If the interval is 1 / 30th of a second, then for example, 3 frames would be 100ms. This is because the main base This is similar to how the board (game control device) manages time values ​​in 4ms units of the timer interrupt cycle. ru.

[0194] [Step D26] The control unit will operate according to the command set in Step D23, VDP3 The control unit instructs 12 to draw the screen. For example, the control unit sequentially executes the commands set in a table. Send the message to instruct the VDP312 to draw on the screen.

[0195] [Step D27] The control unit executes sound control processing. The sound control processing is performed by This is a process related to controlling the volume of audio from the speakers (upper speaker 19a, lower speaker 19b). ru.

[0196] [Step D28] The control unit executes the decoration control process. The decoration control process is performed by the panel decoration device. This process controls various LEDs, such as those in the 46 and frame decoration device 18. [Step D29] The control unit executes the movable body control process. The movable body control process involves various modes Process for controlling a movable body (for example, a control panel display device 44) that includes a data controller or solenoid. That is the case.

[0197] [Step D30] The control unit executes launch information control processing. Launch information control processing is performed Based on the firing status flag, firing-related information is set, and the special rotation status (predetermined amount) is also set. The mode adjustment of the performance is performed according to the number of special symbol variations per minute (i.e., the predetermined number of balls dispensed) of gameplay. This is a current process.

[0198] [Step D31] The control unit performs information disclosure processing. The information disclosure processing is performed for the player. This process involves disclosing performance information related to game performance. The control unit returns to step D18 after executing step D31, and thereafter, step D1 The process from step 8 to step D31 is repeated. That is, from step D18 to step D 31 is a loop process that is repeatedly executed at the above processing cycle after the activation of the performance control device 300. This constitutes the main loop process (which may be called the main loop in some cases).

[0199] Furthermore, the control unit performs steps D27 to in the main loop processing in order to match the on-screen effects. The process in step D29 is being executed, but the signals generated or set in these control processes and The process of actually outputting data (especially signals for driving and controlling various LEDs and motors) to a port. This is done within a short-period timer interrupt, which is not shown in the diagram. However, the control of various devices If a specialized IC is used, simply giving instructions via serial communication, etc., will trigger a timer interrupt. In some cases, no signals or other outputs are produced.

[0200] Next, the gameplay of the gaming machine 10 will be explained using Figures 13 and 14. Figure 13 This figure shows an example of the state transitions in the game state of the first embodiment. Figure 14 shows the first embodiment. This diagram shows an example of the game performance of a particular type of machine.

[0201] The game state of the gaming machine 10 is determined by the game state during the win-generating process and the game state for each win. Includes. The game states in the winning deduction process are game state A, game state B, game state C, and game state This includes state D. The game state for each win includes Special Feature 1 win, Special Feature 2 win, and V win.

[0202] The gaming machine 10 consists of two special symbol variation display games: Special Symbol 1 game and Special Symbol 2 game. As a result, it is possible to create a jackpot game state (special game state: Special Symbol 1 win, Special Symbol 2 win). In addition, as a result of the special symbol variation display game, a small win leads to a prize being awarded in the specific area 96. It is possible to generate a jackpot game state (special game state: V-win). In other words, the game machine 10 It falls under the category of amusement machines that have a gameplay structure consisting of one type and two types.

[0203] Furthermore, the gaming machine 10 executes Special Feature 1 game and Special Feature 2 game without probability changes. The gaming machine 10 has the following game states: time reduction a (game state D), time reduction b (game state B), and time It is possible to transition to one of three time-saving states, including short-time state C (game state C).

[0204] Note that time reduction a (game state D) is a time reduction triggered by a win, and continues until the termination condition is met. This is a continuation of the time reduction. Also, time reduction b (game state B) is triggered by a predetermined low probability state. This is a time-saving measure that reduces the number of times a game is played, and continues until the termination condition is met. Short C (Game State C) is triggered by the derivation of a predetermined result in a low probability state (derivation of a predetermined symbol). This is a time-saving measure that continues until the termination condition is met.

[0205] Game state A is a game state without time reduction, and is generally referred to as the normal game state. Yes. Game state A is a game state that is not advantageous (disadvantageous) for the player. Therefore, In this case, the player starts the game from game state A and ends the game in game state A. State B is a shortened game state. Compared to game state A, game state B is for the player This is a favorable game state. Game state C is a game state with reduced play time. Game state C is a game state Compared to state A, this is a game state that is more advantageous for the player. Game state D is a game state with reduced playtime. Therefore, game state D is a game state that is more advantageous to the player compared to game state A.

[0206] Special Feature 1 game has a big win probability of 1 / 199, a small win probability of 0, and a time-saving mode The probability of success is 0, the condition for the b time reduction is that 500 games have been played since the previous big win, and c time The probability of a short time occurring is 1 / 199. The b time reduction that occurs in Special Feature 1 game is 1000 games. The game continues, and the time-saving feature that occurs in Special Feature 1 will continue for 6 games.

[0207] Special Feature 2 game has a big win probability of 1 / 199 and a small win probability of 1 / 7, and a time reduction The probability of this occurring is 1, and due to the constraint that start memory only occurs during time reduction, the settings for time reduction b and time reduction c are... There is no fixed rule. The time reduction (a) that occurs in Special Feature 2 game will last for 100 games.

[0208] The two types of games are based on the combination of symbols that result in a small win as a result of the variable display in Special Feature 2 Game. In order to make it possible to trigger a win (jackpot) by entering a specific area 96 after derivation, Due to the constraint that start memory only occurs during short play, there are no settings for b-time shortening or c-time shortening. The probability of a time-saving feature occurring after a big win caused by Mu is 1, and it occurs in two types of games. The shortened playtime will continue for 16 games.

[0209] Each game state obtains an opportunity to transition to another game state with each execution of the game (special symbol game). If the predetermined transition conditions are not met, the game remains in that state. The game machine 10 is in a state other than during the time-saving mode. There is no opportunity to win a prize in the normal variable prize winning device 37, and therefore the start memory for the special feature 2 game cannot be generated. Therefore, in game state A, which does not involve time reduction, an opportunity to enter the starting prize slot 36 is obtained, as shown in Special Figure 1 The game guides the player to hit the ball to the left, which can trigger the game's start memory. The game machine 10 is normally changed during the time-saving mode. Since it is possible to obtain an opportunity to win a prize in the moving prize-winning device 37 and generate a start memory for the special feature 2 game, time reduction In game states B, C, and D, which involve this, the player is instructed to shoot to the right. In other words, in game state A, as a general rule, This is a game state in which the game progresses mainly through special feature 1 game by hitting left-handed, In states B, C, and D, the game is primarily played by hitting the right side of the screen, mainly through the special feature 2 game. Currently in game mode.

[0210] Game state A allows for big wins but does not allow for small wins, therefore The opportunity arises from deriving the symbol combinations that result in a special symbol 1 win (jackpot) as a result of the variable display game. Yes. Special Feature 1 does not generate a time reduction, so the game state after Special Feature 1 ends is game The game enters state A. Game state A is reached after 500 rounds of the variable display game, also known as reaching the ceiling. A time reduction occurs and the game transitions to game state B. Also, in game state A, the variable display game is specific As a result, the so-called time-saving symbol is derived, causing a time-saving effect and transitioning to game state C.

[0211] Game state B allows for both big wins and small wins, so the chances of winning are displayed in a variable display game. The result of the game involves deriving the symbol combinations that result in a special feature 2 win (jackpot) and the result of the variable display game. This results in a win in a specific area 96 after deriving a combination of symbols that results in a minor win. Game state B is If the b time reduction ends without generating a special feature 2 win or a V win, the game transitions to game state A. Also, in game state B, after the end of the special symbol 2 win and V win, a time reduction occurs. Therefore, the game state becomes D.

[0212] Game state C allows for both big wins and small wins, so the chances of winning are displayed in the variable display game. The result of the game involves deriving the symbol combinations that result in a special feature 2 win (jackpot) and the result of the variable display game. This results in a win in a specific area 96 after deriving a combination of symbols that results in a minor win. Game state C is If the time-saving mode ends without generating a special feature 2 win or a V win, the game transitions to game state A. Also, in game state C, after the end of a special symbol 2 win and a V win, a time reduction occurs. Therefore, the game state becomes D.

[0213] Game state D allows for both big wins and small wins, so the chances of winning are displayed in the variable display game. The result of the game involves deriving the symbol combinations that result in a special feature 2 win (jackpot) and the result of the variable display game. This results in a win in a specific area 96 after deriving a combination of symbols that results in a minor win. Game state D is If the time-saving mode ends without generating a special feature 2 win or a V win, the game transitions to game state A. Also, in game state D, the game state after the end of a special symbol 2 win and a V win is a time reduction. Therefore, the game returns to state D.

[0214] As a result, the gaming machine 10 generates a special symbol win during the game progression of special symbol 1 game. The first gameplay involves generating a time-saving feature (time-saving b, time-saving c) in the first special feature game to trigger the second special feature game. The game progresses to the next stage, and during the gameplay of Special Feature 2, a V-win occurs accompanied by a time-saving feature a. Furthermore, it has a second gameplay feature that loops the gameplay progression of Special Feature 2. In the gameplay of Special Feature 2, it is also possible to hit Special Feature 2 accompanied by a time reduction a, and Special Feature 2 The number of consecutive short-time bonus rounds differs between a regular win and a V-win to create a sense of excitement.

[0215] Furthermore, in the game machine 10, the starting memory is "1" or more in both the special feature 1 game and the special feature 2 game. In such cases, the special figure 2 game may be executed in priority over the special figure 1 game, or the special figure 1 If there is a start memory of "1" or more in both the main game and the special feature 2 game, is it special feature 1 game? Regardless of whether it is a Special Feature 2 game, the execution may be carried out according to the order in which the start memory is generated.

[0216] Next, the game display screen when time reduction occurs will be explained using Figures 15 to 19. Figure 15 shows an example (part 1) of the game display screen of the first embodiment. Figure 16 shows This figure shows an example (part 2) of the game display screen of the first embodiment. This figure shows an example (part 3) of the game display screen in the implementation form. Figure 18 is the first embodiment. This figure shows an example of a game display screen (part 4). Figure 19 shows the game table of the first embodiment. This figure shows an example of a display screen (No. 5).

[0217] The display screen 500 shown in Figure 15(1) is the display screen when the symbols are stopped, and special feature 1 game ( After the variable display ends in the variable display game (when the conditions for a time reduction are met), the variable display game begins. Before starting, the symbols representing the result of the variable display game are displayed in a paused state for a predetermined period of time. Display screen 500 is an example of a display screen in game state A (normal game state). Screen 500 shows the large decorative pattern group 501 and the small decorative pattern group 502 And, Special Feature 1 Reserved Count Display 503, Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserve Clear Display the formatting 506.

[0218] Note that in Special Feature 1 game or Special Feature 2 game, this special feature is displayed on the integrated display device 50 as Special Feature 1 The symbols (LED lighting patterns) displayed in the symbol display unit 53 or the symbol display unit 54 of special figure 2 are Furthermore, the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to this special feature. However, the game machine 10 uses the following symbols in the special feature 1 game or special feature 2 game: Without distinguishing between the outcome modes of the game, the fluctuating state and the stopped state are shown, for example, with an LED. It has a fourth design that is indicated by flashing and solid illumination.

[0219] The large symbol group 501 is responsible for game effects in order to enhance the entertainment value. Therefore, the large symbol group 5 01 is displayed largely by setting a variable display area approximately in the center of the display device 41. Large Symbol Group 501 includes the left, middle, and right symbols.

[0220] On display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol is The symbol on the right indicates that the symbol has stopped at "5", and the symbol on the right indicates that the symbol has stopped at "7". This indicates that, on display screen 500, the large symbol group 501 is in a stopped state in the special symbol variation display game. This indicates that the symbols are currently stopped.

[0221] Note that the large symbol group 501 and the small symbol group 502 are determined at the same time (predetermined at the start of the variation). The timing is determined based on the reception of a command indicating the end of the variation. Stop display (ring).

[0222] The small symbol group 502 is designed to improve the ease with which players can understand the game state by displaying the fluctuating display state. It is responsible for the information. Therefore, the small symbol group 502 does not interfere with the display effects of the large symbol group 501. To ensure visibility, it is displayed in small size on the periphery of the display device 41. The small pattern group 502 is It includes the left symbol, the middle symbol, and the right symbol. On the display screen 500, the left symbol constitutes the small symbol group 502. The pattern, the middle symbol, and the right symbol all indicate that the corresponding special symbol variation display game is in a stopped state. vinegar.

[0223] Furthermore, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display). ) and displays a stop without a temporary stop at the end of the variation. Note that the small symbol group 502 is a stop table The display may include a predetermined acceleration fluctuation period from the initial indication to reaching the predetermined speed, or it may not include such a period. It may also be displayed. Furthermore, the small symbol group 502 is displayed in the time between the constant speed fluctuation display and the stop display. The display may include a set period for deceleration fluctuations, or it may not include one.

[0224] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position itself It has a high degree of freedom, and its display mode can be changed significantly. Conversely, the small pattern group 502 is large Compared to pattern group 501, it is displayed smaller and has less flexibility in its display position (for example, fixed position). ).

[0225] The Special Feature 1 Reserve Count Display 503 displays the number of reserved balls for Special Feature 1 game. Display screen 500 The special feature 1 reserve count display 503 indicates that the number of reserved memories for special feature 1 game is "0". The Special Feature 2 Reserved Count Display 504 displays the reserved count for the Special Feature 2 game. Display screen 500 The special feature 2 reserve count display 504 indicates that the number of reserved memories for the special feature 2 game is "0".

[0226] The hold display (standby hold display) 505 indicates the number of holds for Special Feature 1 game and Special Feature 2, depending on the game state. The number of pending games, specifically one of the pending game counts, will be displayed using the pending icon 507. The display screen 500 shows the number of reserved balls in Special Feature 1 game by displaying reserved ball icons. The display of the "Gathering / Pending" indicator (Gathering / Pending) 506 indicates that the special game is changing based on the display of the pending / gathering icon. This is a display screen for the game state (Game State A) that indicates the state. Display screen 500 is the hold table. According to indication 505, if the number of reserved memories for Special Feature 1 game or Special Feature 2 game is "0" This indicates that there is a certain thing. Also, the display screen 500, by the pending consumption display 506, specifically indicates pending consumption. The absence of a hold-over icon on the base indicates that either Special Feature 1 or Special Feature 2 will vary. It indicates that it is not inside.

[0227] The display screen 510 shown in Figure 15(2) indicates that the conditions for a time reduction have been met (for example, the previous jackpot or This is the display screen after starting a variable display game (which will run for 500 games). 510 is the screen that follows display screen 500 and shows the screen during a variable display (three symbols changing). Note that display screen 510 is an example of a display screen in game state A (normal game state). On the display screen 510, the left, middle, and right symbols of the large symbol group 501 are changing. This indicates that the special feature variation display game is currently in a variation display state. Also, on display screen 510, the small symbols The left, middle, and right symbols of group 502 are changing, and the special symbol change display game is currently showing a change. This indicates that...

[0228] On display screen 510, the Special Feature 1 Reserved Count Display 503 shows that the number of reserved balls for Special Feature 1 game is "0". This indicates that the number of reserved items in Special Figure 2, display 504, is "0". This indicates that the hold display 505 is a game state that shows the number of holds for special figure 1 game, and This indicates that the number of reserved memories in the figure variation display game (special figure 1 game) is "0". On screen 510, the pending consumption display 506 displays the pending memory display during consumption, and the special symbol variation display This indicates that the game is currently displaying a variable status.

[0229] Note that display screens 500 and 510 include background displays, character displays, and text displays that are not shown in the illustration. It may include visual effects such as text display, and these visual effects may also be animated. It may also be possible to create displays with movement through such means.

[0230] Additionally, the pending consumption display 506 corresponds to the pending consumption icon 50 in the special feature game. This shows how the number 8 is displayed. The pending item icon 508 is, for example, spherical in shape, and pending. The digestion icon 508 also features animation (for example, deformation, color change, up and down movement, etc.). It is possible to create displays that include movement.

[0231] The hold indicator 505 is determined by its display mode (the hold memory indicator displayed on the hold indicator 505), The number of reserved memories in the special feature variation display game is clearly indicated, and the game results for each reserved memory are shown. It can notify the expected level. Note that the number of reserved or reserved memory refers to the number of special feature variation display games that have not yet been played. This refers to the number of execution-based startup memories.

[0232] The pending display 506 indicates, depending on its display mode, that the special feature variation display game is in a variation display state. It can indicate whether or not to proceed, and also inform the expected outcome of the game. Display screen 500 is The remaining consumption display 506 shows the frame as blank, indicating that the special feature variation display game is stopped. This indicates that... After this, the gaming machine 10 will determine the number of reserved memories for Special Feature 1 or Special Feature 2. The display of the variable value starts when the number of reserved memories reaches 1 or more.

[0233] The display screen 512 shown in Figure 15(3) is the display screen during the symbol stop after the display screen 510. Yes. Display screen 512 shows the result after the end of the variation display in Special Feature 1 game (when the conditions for the shortened time are met). At the end of the variable display game, the symbols representing the result of the variable display game are displayed in a paused state for a predetermined period of time. Furthermore, the display screen 512 is displayed in both Special Feature 1 game and Special Feature 2 game. The number of reserved memories is also set to "0". Note that display screen 512 is game state A (normal game state) This is an example of the display screen before transitioning from ) to game state B (b time reduction). Note that the game machine 10 is After a predetermined time has elapsed since the symbols stopped, the game state changes from A (normal game state) to B (b time reduction). It transitions to [this].

[0234] Display screen 512 shows that the left symbol is stopped at "2", and the middle symbol is The pattern indicates that it has stopped at "4," and the right pattern indicates that the pattern has stopped at "1." In other words, the display screen 512 shows the large symbol group 501 and the small symbol group 502 indicating that the b time reduction mode is being considered. The special combination of symbols inside indicates that the symbols are stopped (symbols are stopped). The special stop symbol combinations that guide you into the bonus round are exclusive symbols (for example, when the large symbol group 501 is all...) It is also acceptable to use "b time reduction". In this case, the small symbol group 502 and the large symbol group 501 Similarly, it is also acceptable to use special symbols, but a special set of stop symbols corresponding to the special symbols may be used. It is desirable that they match. In this way, the gaming machine 10 will trigger b time reduction by special symbols. While making it easy for players to understand that the conditions for success have been met, special symbols are generated by special combinations of stopping symbols. The player can be informed that the game has produced a predetermined result (for example, a loss).

[0235] Furthermore, in both Special Feature 1 and Special Feature 2, the number of reserved memories in the game machine 10 is Since the value is "0", the screen will be displayed for a predetermined period of time before the customer waiting animation begins. Then, in the special feature 2 game, when the number of reserved memories becomes "1" or more, the game machine 10 will... The display of the 2nd game's variation begins, and in the 2nd special feature game, the number of reserved memories is "0" and the 1st special feature game When the number of reserved memories in the game reaches "1" or more, the display of the special feature 1 game's variation begins.

[0236] The display screen 514 shown in Figure 16(1) is the display screen during the customer waiting animation after the display screen 512. The display screen 514 includes the performance display 515, the playing instructions display 516, and the small symbol group 50 The display content includes 2, the number of reserved symbols for Special Feature 1 (503), and the number of reserved symbols for Special Feature 2 (504).

[0237] Display 515 is a display screen that informs the player that the machine is currently waiting for customers. In the waiting sequence, movie sequences and the like may be executed repeatedly. Display 515 may also include a notice that a time-saving measure (b) is currently in effect.

[0238] The playing instructions display 516 indicates the playing method (right-handed play) during b-time reduction (b-time reduction mode). This is a sign intended to guide people, and is displayed in the required format, including messages and pictograms. For example, the hitting instruction display 516 displays the message "Hit to the right."

[0239] The display screen 518 shown in Figure 16(2) indicates that the number of reserved memories in Special Feature 2 game is "1" or more. After that, the display screen started showing the changes based on the reserved memory. Screen 518 is an example of a display screen after transitioning to game state B (b time reduction). In the game machine 10, since a hold memory occurs in the special feature 2 game, the player shoots to the right. It can be considered that they are playing the game.

[0240] Display screen 518 is the display screen during the variation display of Special Feature 2 game. Display screen 518 is, The performance display 519, the instructions on how to play 516, the large symbol group 501a, the small symbol group 502, The display content includes the number of reserved symbols for Special Feature 1 (503) and the number of reserved symbols for Special Feature 2 (504). On screen 518, the hold display 505 and the hold consumption display 506 are hidden, and the effect display 515 is displayed. The aim is to improve the visual effects, but it will always display the pending display 505 and the pending consumption display 506. It may be either one of them, or it may be displayed when a predetermined condition is met. It may also be done in the following cases: When the predetermined conditions are met, for example, when the pre-announcement effect is executed, This may occur when the player makes a selection or operation.

[0241] The display 519 is, for example, a display screen that shows the b time-saving mode, and is intended for the player. This is a screen that indicates that the b time-saving mode is active. It may be a system that executes an independent animation for each fluctuation display, or a system that spans multiple fluctuations. It may also be used to perform effects such as bee-related performances.

[0242] Large symbol group 501a is a decorative symbol that is displayed in place of large symbol group 501, and is used for performance display. 515 is designed to produce a visual effect and is displayed in a smaller display area than the large symbol group 501. Furthermore, both the large pattern group 501 and the large pattern group 501a are one form of decorative pattern. The large symbol group 501 is sometimes referred to as the large decorative symbol, and the large symbol group 501a is sometimes referred to as the small decorative symbol. Additionally, the decorative symbols and large symbol group 501a displayed during non-movie sequences are also used. Sometimes, these are used as decorative patterns during the show to distinguish them.

[0243] The display screen 512a shown in Figure 17(1) is the display screen during the symbol stop after the display screen 510. This is another example. Display screen 512a shows the end of the variation display in Special Feature 1 game (b time reduction occurs). At the end of the variable display game when the conditions are met, the symbols representing the result of the variable display game are displayed for a predetermined period. This displays a stop. Also, the display screen 512a shows the number of reserved memories for Special Feature 1 game as "1 This sets the number of reserved memories for Special Feature 2 game to "0". Note that display screen 512a is, An example of the display screen before transitioning from game state A (normal game state) to game state B (b time reduction) Yes. Furthermore, the gaming machine 10 enters game state A (normal game state) after a predetermined time has elapsed since the symbols stopped. The game then transitions to game state B (b-time reduction).

[0244] Furthermore, the gaming machine 10 sets the number of reserved memories for special feature 1 game to "1" or more, and special feature 2 game Since the number of pending memories is set to "0", the screen will be displayed for a predetermined period of time before the mode is activated. The transition animation begins. Then, when the spinning of special symbol 1 game ends, the game of special symbol 2 game will begin. When the number of reserved memories is "1" or more, the display of the special feature 2 game variation will begin. The b time-saving mode sequence will now begin.

[0245] Furthermore, the hold display 505 corresponds to the current game state (for example, normal game state) and the special symbol This shows how 507 hold icons are displayed, corresponding to the number of holds in one game. For example, icon 507 is spherical, and the hold icon 507 is also animated. For example, it is possible to create displays with movement through deformation, color changes, vertical movement, etc.

[0246] Note that the hold display 505 indicates the number of holds for Special Feature 1 and Special Feature 2, depending on the game state. The number of either one of the remaining numbers will be displayed using the remaining number icon 507, as shown in Figure 1. The total number of reserved games (game reserved games + special feature 2 game reserved games) is displayed by the reserved icon 507. It may be something else.

[0247] The display screen 520 shown in Figure 17(2) is the display screen that follows the display screen 512a, and is a specially designated display screen. In game 2, the number of reserved memories is "0", and in special feature game 1, the number of reserved memories is "1". After that, the display screen started showing the changes based on the reserved memory. Screen 520 is an example of a display screen after transitioning to game state B (b time reduction). In the second game of the special feature, the number of reserved balls in the machine 10 is "0", so the player should shoot to the right. This can be considered as before playing the game.

[0248] Display screen 520 is the display screen during the variation display of Special Feature 1 game. Display screen 520 is, The display 521, the instructions on how to play 516, 522, the viewing instructions 523, and the large symbols group. 501a, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504 The display content includes the following. Note that the display screen 520 includes the hold display 505 and the hold completion display 506. The aim is to improve the effect of the visuals by hiding the visuals display 521, but the reserved display 505 and reserved consumption Display 506 may always be displayed, or either one of them may be displayed. It may also be displayed when a predetermined condition is met. Examples include when a pre-announcement effect is executed, or when the player's selection operation is accepted.

[0249] The display 521 is a display screen that shows, for example, the transition to the b time-saving mode, and the player This is a screen that indicates that the user is in b time-saving mode. This enables the execution of movie sequences and other effects that span multiple fluctuations.

[0250] The large symbol group 501a will be displayed in the same manner as the small symbol group 502 during the mode transition animation. In other words, the large symbol group 501a fluctuates at a predetermined speed during the fluctuation display. As a result, the gaming machine 10 does not allow the large symbol group 501a to interfere with the performance display 521, and the game is played. The viewer's attention can be directed to the display 521. Also, the display mode of the large symbol group 501a is Since it does not coordinate with the mode transition animation, the mode transition animation will be displayed in the same manner as the large symbol group 501a. Regardless, the predetermined performance will be carried out.

[0251] The playing instructions display 522 guides the player on how to play (right-handed play) in the b time-saving mode. It is a display, and is shown in the required display manner, accompanied by messages and pictograms. For example, The hitting instruction display 522 displays the message "You can hit to the right."

[0252] The instructions for playing (display 516) clearly guide players on how to play to prevent them from suffering unforeseen disadvantages. Although it is a display, the instructions for playing (display 522) are intended to clarify the playing method in order to improve the visual effect. This is a sign that provides directions.

[0253] The hitting instruction display 522 indicates the hitting instruction when it is not necessary to change the hitting method immediately. Displayed in a different manner than display 516. Note that the playing instructions display 5 on display screen 520 If 16,522 is considered as a single instruction display, the instruction display on screen 514 Display 516 and the instructions 516 and 522 on the display screen 520 are different display states. It can be said that it is like that.

[0254] Viewing instructions 523 are viewing instructions intended to improve the effects of the production instructions 521. Yes. Viewing instructions 523 are the conditions and instructions for viewing all of the performance instructions 521. A display explaining both or either of the conditions for canceling viewing of 521. For example, when the performance display 521 is a movie performance that spans multiple variations, the special symbol In game 2, if the number of reserved memories becomes "1" or more, the special feature 2 game variation display will start. As a result, the performance display 521 is interrupted, and the performance display 515 is executed in its place. In such cases, the gaming machine 10 will receive the performance display 521 from the player who wishes to view it. This would deprive the viewer of display 521. Furthermore, the gaming machine 10 does not want the viewer to see the display 521. This would mean fulfilling the expectations of players who did not want to.

[0255] Viewer instruction display 523 is designed to meet these two requirements, and all of the effects display 521 are included. As a condition for viewing the video, you will be instructed to wait for the right-hand button to appear, and then you will be instructed to view the video display 521. As a condition for cancellation, they instruct you to immediately hit the ball to the right. For example, visual The audio explanation display 523 is a message instructing you to wait for the right-handed shot to be performed: "Wait for the right-handed shot for a special performance" The message "Let's watch!" is displayed, and the message "Special performance with right-handed hitting" is displayed as guidance to immediately hit to the right. It displays "You can cancel the action!".

[0256] Furthermore, in the case where the game machine 10 performs a mode transition animation across two or more special feature games In addition, if the number of reserved memories for Special Feature 1 does not increase, the mode transition animation will be terminated. Alternatively, instead of a customer waiting animation, a mode transition animation could be performed.

[0257] The display screen 512b shown in Figure 18(1) is the display during the time when the symbols stop after the display screen 512a. This is the display screen, and in Special Feature 1 game and Special Feature 2 game, the number of reserved memories is "0". Note that display screen 512b is an example of a display screen before transitioning to game state B (b time reduction). .

[0258] When the gaming machine 10 transitions to game state B (b time reduction) after waiting for the symbol stop time to elapse, The guidance display 516 is performed after the transition to game state B (b time reduction). Also, the symbol stop time It is also possible to transition to game state B (b time reduction) without waiting for the process to complete, in which case the player Directional display 516 may be displayed during the time the symbols are stopped.

[0259] The display screen 520a shown in Figure 18(2) is the display screen after transitioning to game state B (b time reduction). This is just one example, and it is the display screen during customer waiting after display screen 512b, and special feature 1 game and In Special Feature 2 game, the number of reserved memories is "0". Display screen 520a is the performance display. 521, the instructions for playing 516, 522, the viewing instructions 523, and the small symbol group 502 The display content includes the number of reserved symbols for Special Feature 1 (503) and the number of reserved symbols for Special Feature 2 (504).

[0260] Note that display screen 520a shows the machine waiting for customers, but it transitions to game state B (b time reduction) before the customer waiting state is reached. This displays a mode transition animation (animation display 521) instead of the usual animation. In the game 10, the waiting time until the number of reserved memories is generated in the special feature 2 game is determined by the mode transition. This can be effectively used as entertainment time, allowing players to enjoy themselves without being conscious of the waiting time. It contributes to improvement.

[0261] Furthermore, the gaming machine 10 performs a mode transition animation (performance) after a predetermined time has elapsed since the symbols stopped in the first game of the special feature. The display (521) may be started, and the predetermined time is not limited to the symbol stop time. Even if you make it so that the mode transition animation (animation display 521) starts without waiting for the symbols to stop, Okay, make sure the mode transition animation (animation display 521) starts after the symbol stop time has elapsed. You may do so.

[0262] Furthermore, even if the symbol changes for the special feature 1 game start again in the gaming machine 10, Even if the mode transition animation (animation display 521) continues and it becomes "waiting for customers" again, the mode transition will not occur. The transition animation (animation display 521) can be continued. However, the symbol change in Special Feature 1 game If it is initiated and the mode transition animation (animation display 521) continues, the display screen By displaying the large symbol group 501a as in 520, the variation display for Special Feature 1 game opens up. This makes it even clearer that it has begun.

[0263] Furthermore, the gaming machine 10 continues to display mode transition effects (effect display 521) while the waiting period for customers continues. Furthermore, it is also possible to prevent the game machine 10 from returning to the customer waiting animation. The start of the payout process helps to mitigate the disadvantage of players forgetting about the transition to game state B (b time reduction). ru.

[0264] The display screen 520b shown in Figure 18(3) is the display screen displayed while waiting for customers after display screen 520a. Therefore, the number of reserved memories is "0" in both Special Feature 1 game and Special Feature 2 game. The display screen 520b includes a performance display 521, a playing instructions display 516, a group of small symbols 502, and special The display content includes Figure 1 (Reserved Count Display 503) and Special Figure 2 (Reserved Count Display 504). Display screen 520 b is the display screen after the performance display 521 for a predetermined period, and the playing instructions display 52 Hide item 2 and the viewing instructions display 523 to simplify the display screen.

[0265] The predetermined period is, for example, the period during which a series of mode transition effects (effect display 521) can be viewed. This is the period until the second mode transition animation (animation display 521) becomes viewable. Oh, the gaming machine 10, conversely, displays screen 520b for a predetermined period, and after the predetermined period has elapsed... The display screen 520a may also be displayed. In such a game machine 10, while waiting for customers... The mode transition animation (animation display 521) can be viewed in a manner suitable for the player.

[0266] The display screen 512c shown in Figure 19(1) is the display screen during the symbol stop after the display screen 510. This is another example. Display screen 512c shows the end of the variation display in Special Feature 1 game (b time reduction occurs). At the end of the variable display game when the conditions are met, the symbols representing the result of the variable display game are displayed for a predetermined period. This is a stop display. Also, the display screen 512c shows the number of reserved memories for Special Feature 1 game as "2 This sets the number of reserved memories for Special Feature 2 game to "0". For example, the reserved memories for Special Feature 1 game The memory retention count of "2" occurs when a mode transition sequence is performed across two or more special feature games. As an example of a sufficient number of reserved memories, mode transitions occur across two or more special feature games. In such cases, a sufficient number of reserved memories may be "3" or "4". Note that display screen 5 12c is the display image before the transition from game state A (normal game state) to game state B (b time reduction). This is an example of a face. The game machine 10 enters game state A (normal) after a predetermined time has elapsed since the symbols stopped. The game transitions from the current game state to game state B (b time reduction).

[0267] Furthermore, the gaming machine 10 sets the number of reserved memories for special feature 1 game to "1" or more, and special feature 2 game Since the number of pending memories is set to "0", the screen will be displayed for a predetermined period of time before the mode is activated. The transition animation begins. Then, when the spinning of special symbol 1 game ends, the game of special symbol 2 game will begin. When the number of reserved memories is "1" or more, the display of the special feature 2 game variation will begin. The b time-saving mode sequence will now begin.

[0268] The display screen 524 shown in Figure 19(2) is a display screen that follows display screen 512c, and is a specially designated display screen. In game 2, the number of reserved memories is "0", and in special feature game 1, the number of reserved memories is "2". After that, the display screen started showing the changes based on the reserved memory. Screen 520 is an example of a display screen after transitioning to game state B (b time reduction). In the second game of the special feature, the number of reserved balls in the machine 10 is "0", so the player should shoot to the right. This can be considered as before playing the game.

[0269] Display screen 524 is the display screen during the variation display of Special Feature 1 game. Display screen 524 is, The display 521, the instructions on how to play 516, 522, the viewing instructions 523, and the large symbols group. 501a, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504 Include this in the displayed content.

[0270] The large symbol group 501a on the display screen 524 is a modified example, and during the mode transition animation... The display pattern is different from that of the small symbol group 502. Also, the large symbol on the display screen 524 Group 501a does not perform constant speed fluctuations at a predetermined speed during mode transition performance, b The temporary stop display will continue with a special combination of stopping symbols that signals the start of a time-saving mode.

[0271] Furthermore, the temporary stop display for special stop symbol combinations in the large symbol group 501a is shown in Figure 19(3 As shown in display screen 526, it continues across multiple fluctuation displays. Note that the gaming machine 1 0 indicates that a temporary stop is displayed for a special stop symbol combination in the large symbol group 501a. When the small symbol group 502 displays a stop, it may display a stop, or it may continue to display a temporary stop. This is also acceptable. As a result, the game machine 10 displays the large symbols group 501a together with the performance display 521. This also indicates the start of the b time reduction. In addition, the display pattern of the large symbol group 501a is a mode transition performance. Since it is not linked to the output, the mode transition effect is predetermined regardless of the display mode of the large symbol group 501a. Execute the performance.

[0272] As a result, the gaming machine 10 can communicate with players who wish to watch the mode transition animation, and the mode transition animation This can satisfy the expectations of both players and those who do not wish to watch the game. This allows for diversification of gameplay while enhancing the enjoyment of a wide range of players.

[0273] Next, the presentation flow of the mode transition effect will be explained using Figures 20 and 21. Figure 20 This figure shows an example of the presentation flow of the mode transition presentation in the first embodiment. Figure 21 shows the first This figure shows an example of the mode transition animation time and minimum guaranteed time in one embodiment.

[0274] The mode transition sequence begins with the start of the gameplay guidance sequence, followed by a blackout sequence, and then the main sequence. The sequence proceeds as follows: mode title announcement, gameplay guide switching, and gameplay guide loop. The game has a sequence of events where, once the "How to Play" instruction loop sequence is reached, the game repeats this sequence.

[0275] The "How to Play" instruction start animation is an animation that guides the player on how to play, with the animation duration set to t1. The guidance start animation is, for example, if the symbols are stopped, the display screen showing instructions on how to play will appear. 16 is superimposed and displayed, and if a customer waiting animation is in progress, the customer waiting animation screen displays the instructions 516. The display is superimposed. This prevents the game machine 10 from causing the player to make a mistake in how they play. Please note that the introductory animation for how to play may be considered unnecessary by some players. To accommodate players like that, in addition to the playing instructions display 516, a viewing explanation display 523 is displayed. It may be done in this way. Note that the starting animation for the instructions on how to play is the large symbol group 501a and the small symbol group 5 The display content includes 02, Special Feature 1 Reserved Count Display 503, and Special Feature 2 Reserved Count Display 504. It's okay to have it.

[0276] The blackout effect is defined as an effect duration of t2, and the effect is switched by displaying a blackout. This is a visual effect used to guide the player. The blackout effect is used, for example, on the display screen when the symbols are stopped or when the customer is watching. The waiting screen is blacked out and the instructions for playing (516) are displayed. Machine 10 first prevents the disadvantage caused by the player making a mistake in how they play. Furthermore, the blackout effect is... Some players may consider certain effects unnecessary, and in order to address this, the way of playing has been modified. In addition to the guidance display 516, the viewing instruction display 523 may also be displayed. The "Catch Out" animation consists of the large symbol group 501a, the small symbol group 502, and the special symbol 1 reserve count display 503. The display content may include the special feature 2, the number of reserved symbols 504.

[0277] The main effect is to play a movie with a duration of t3. This is a visual effect designed to stimulate the player's interest in watching, and involves playing a predetermined movie. Alternatively, the presentation may involve playing one movie selected from two or more options. It may be included. However, the main presentation may be deemed unnecessary by the player. To accommodate players like that, in addition to the playing instructions display 516, a viewing explanation display 523 is displayed. It may be done in this way. The main effects consist of the large symbol group 501a and the small symbol group 502, The display content includes the number of reserved symbols 503 for Special Feature 1 and the number of reserved symbols 504 for Special Feature 2. Furthermore, the main presentation can be designed to strongly motivate players to watch it. In other words, dedicated effects that are not shared with other effects, or premium rare effects that are shared with others. It is desirable that it be an origin.

[0278] The mode title guidance animation is the title of the transition mode, with an animation duration of t4 (for example, This is a presentation that guides players to the time-saving mode (more specifically, "Super RUSH," etc.). The mode title guidance animation may be considered unnecessary by some players, and in this way... To accommodate players, in addition to the playing instructions display 516, we will also display the viewing instructions display 523. You may do so. Note that the mode title guidance animation is for the large symbol group 501a and the small symbol group 50 The display content includes 2, Special Feature 1 Reserved Count Display 503, and Special Feature 2 Reserved Count Display 504. That's fine.

[0279] The playing method guidance switching animation is an animation that switches the type of playing method guidance, with an animation duration of t5. For example, the method of playing guide switching effect is performed in addition to the method of playing guide display 516, or the method of playing Instead of the guidance display 516, use an animation that shows, for example, hitting a game ball into the target area. Instructions on how to play will be provided. Note that the switching animation for the instructions on how to play may be deemed unnecessary by the player. In some cases, this may occur, and in order to accommodate such players, in addition to the playing instructions display 516, viewing You may also choose to display explanation display 523. 01a, the small symbol group 502, the special symbol 1 reserve count display 503, and the special symbol 2 reserve count display 504 It is acceptable to include it in the displayed content.

[0280] The "How to Play" loop animation is an animation that provides instructions on how to play the game, with a duration of t6. The "How to Play" loop animation is different from the "How to Play" switch animation and features the game's image character. This is a performance that displays the character while providing instructions on how to play. The instructions loop performance is during the performance. After t6 has elapsed, the process is repeated, waiting for the b time-saving mode to be activated.

[0281] In other words, the mode transition sequence takes (t1+t2+t3+t4+t5+t6) time to complete a series of events. The performance becomes observable, and after (t1+t2+t3+t4+t5+t6) time has elapsed, t6 hours The loop animation showing instructions on how to play becomes repeatedly observable.

[0282] When the gaming machine 10 derives a jackpot in special feature 1 game, or in special feature 2 game When the variable display starts, the mode transition animation switches to the b time-saving mode animation. b time-saving mode The presentation begins with the instruction on how to play, then progresses to the main presentation, and when the main presentation is reached... It has a presentation flow that repeats the main presentation. Furthermore, it includes a presentation that starts the gameplay guide for mode transitions. The main presentation and the b time-saving mode presentation are different from the start presentation and the main presentation. be.

[0283] The "How to Play" instruction start animation for the time-saving mode is an animation that guides the player on how to play for a predetermined amount of time. Yes. The instruction start animation is displayed by superimposing the instruction display 516 onto a predetermined display screen. This prevents the player from making a mistake in how they play. The announcement to start the game involves the large symbol group 501 or large symbol group 501a and the small symbol group 502, The display content includes the number of reserved symbols 503 for Special Feature 1 and the number of reserved symbols 504 for Special Feature 2. Also, the b time-saving mode performance start animation is the mode transition performance start animation You can use both a common and uncommon style, or you can make them uncommon and set up dedicated styles for each. That's fine.

[0284] The main presentation is a presentation that plays a movie for a predetermined amount of time. The main presentation is a presentation that plays during gameplay. This is a technique designed to stimulate the viewer's desire to watch, and involves playing a predetermined movie. Alternatively, the presentation could involve playing one movie selected from two or more options. This is acceptable. Furthermore, the main presentation is subordinate to and interrupted by the variable display presentation in Special Feature 2. It may also be the case. The main effect is the large symbol group 501 or the large symbol group 501a and the small The display content includes the pattern group 502, the special symbol 1 reserve count display 503, and the special symbol 2 reserve count display 504. It is acceptable for it to be such. Also, the main effect of the b time-saving mode effect is the main effect of the mode transition effect. You can use both a common and uncommon style, or you can make them uncommon and set up dedicated styles for each. That's fine.

[0285] Furthermore, the main effects for the b time-saving mode and the main effects for the mode transition are video effects. This includes not only decorative effects using light-emitting parts, movable effects using movable parts, and sound output including music and voices. Sound effects at night are also acceptable, or a combination of these. Also, b Time-saving mode This applies not only to the main effects of the performance and the main effects of the mode transitions, but also to the b time-saving mode performance. The same applies to other effects and other effects in mode transition effects.

[0286] Furthermore, when the gaming machine 10 derives a jackpot in Special Feature 1 game, or in Special Feature 2 game The system was supposed to switch from the mode transition animation to the b time-saving mode animation when the display of the system's fluctuations began. Alternatively, a predetermined delay period may be set before switching.

[0287] For example, the minimum guaranteed time shown in Figure 21(2) is the minimum value of the mode transition animation animation time. This is guaranteed. The minimum guaranteed time is when switching from the mode transition animation to the b time-saving mode animation. This can be achieved by setting a delay time at that time.

[0288] The gaming machine 10 may have a predetermined delay time of one value, or it may have two or more options. It is also acceptable to choose only one. Pattern p1 has a minimum guaranteed time t10 (=0) This corresponds to not allowing any delay time whatsoever. Pattern p2 has a minimum guaranteed time t20( =t1) and a delay time sufficient to allow the mode transition animation to start the gameplay guidance animation to be executed is set. This corresponds to the case where... Pattern p3 is the minimum guaranteed time t30 (= t1 + t2 + t3 + t4 +t5) and is capable of executing a series of mode transition sequences excluding the play guide loop sequence. This corresponds to the case where a delay time is set. Pattern p4 is the minimum guaranteed time t40 (= t1 + t2 (+t3+t4+t5+t6) and a delay time sufficient to execute a series of mode transition effects. This corresponds to the case where a system is established.

[0289] Note that the delay time can be set arbitrarily, not limited to breaks in the performance flow during mode transitions. The delay time may be set. The gaming machine 10 allows the player This reduces the risk of accidentally canceling the mode transition animation. Also, the gaming machine 10 is By setting a delay time, it is possible to provide minimal warning during mode transition animations. ru.

[0290] Furthermore, when the gaming machine 10 recovers from a power outage that occurred during a mode transition sequence, the mode transition The b time-saving mode sequence begins without returning to the main sequence. This prevents power outages during gameplay. This allows for quick guidance to the player regarding the transition to game state B (b time reduction). When the gaming machine 10 recovers from a power outage and starts the b time-saving mode performance, the playing instructions start performance You can start from the beginning, or you can skip the instruction start animation and start from the main animation. You may do so.

[0291] Next, the conditions for switching between performance modes will be explained using Figure 22. Figure 22 shows the first implementation. This is a diagram showing an example of the conditions for switching the performance mode. In the special feature 1 game, the game is When a win is determined, or when the variation display for Special Feature 2 begins, the mode transition animation is performed. Although it was decided to switch to the time-saving mode, as shown in Figure 22(1), player operation was detected. It may also be a system that switches from a mode transition animation to a time-saving mode animation. For example, The game machine 10 cancels the mode transition animation when the performance button 25 (push button) is operated. This operation can be detected and used to switch from the mode transition animation to the b time-saving mode animation. At that time, the gaming machine 10 provides instructions for operating the performance button 25 within the minimum guaranteed time for the mode transition performance. It may be done in this way. In such a gaming machine 10, if the player accidentally triggers a mode transition animation This reduces the risk of cancellation and also helps to understand the player's intention to cancel the mode transition animation. It can be clarified and reflected.

[0292] Furthermore, as shown in Figure 22(1), the gaming machine 10 detects when a customer queue occurs and transitions to a different mode. Instead of switching from the performance to the customer waiting performance, switch from the mode transition performance to the b time-saving mode performance. It can be replaced. Furthermore, as shown in Figure 22(2), the gaming machine 10 can prevent customer waiting from occurring. Detect and set the customer waiting animation without switching from the mode transition animation to the customer waiting animation. That is also acceptable.

[0293] Next, Figure 23 will explain a modified example of switching from the mode transition animation to the customer waiting animation. Figure 23 shows an example of switching the display area of ​​a modified version of the first embodiment. The game machine 10 has a sub-display device 41a in addition to the display device 41 on the game board 30 or front frame 12, etc. It is provided in Figure 23(1) shows the display device 41 displaying the mode transition effect 522, and sub This shows how the sub-effect 530 is displayed on the display device 41a. Note that the sub-effect 530 is This could be a visual display that assists the mode transition animation 522, or it could be game history information or gameplay information. It may also be a visual display that provides instructions on how to do it.

[0294] Here, the game machine 10 switches the performance mode from the mode transition performance to the b time reduction mode performance. Then, as shown in Figure 23(2), the display device 41 displays the b time-saving mode effect 519. In the sub-display device 41a, the mode transition animation 522 is displayed instead of the sub-animation 530. As a result, the gaming machine 10 switches between the mode transition animation and the b time-saving mode animation. Even if there is a replacement, the mode transition animation 522, which changes the display position, will be made viewable by the player. ru.

[0295] Furthermore, as shown in Figures 23(3) and (4), the gaming machine 10 displays a motion in the display device 41. When the mode transition animation 522 is displayed, the animation transition from the mode transition animation to the b time-saving mode animation will be displayed. If there is a code switch, even if a sub-display device 41a is provided in Figure 23, or sub-display Even without providing display device 41a, the main display area of ​​the display device 41 can display the b time-saving mode effect 51 The 9 is displayed, and the mode transition animation 522 is displayed in the subordinate display area of ​​the display device 41. Yes, it is possible. This allows the gaming machine 10 to transition from the mode transition animation to the b time-saving mode animation. Even if there is a mode switch, the player can still view the mode transition animation 522, which changes the display position. Make it Noh.

[0296] The execution period for the mode transition animation will be explained using Figures 24 to 27. Figure 24 shows the first This figure shows an example (part 1) of the timing chart for the execution period of the mode transition effect in the embodiment. Yes. Figure 25 is an example of a timing chart for the mode transition animation execution period in the first embodiment. Figure (2) is shown. Figure 26 shows the time of execution of the mode transition effect in the first embodiment. This figure shows an example of a mode transition chart (part 3). Figure 27 shows the mode transition of the first embodiment. This figure shows an example (part 4) of a timing chart for the execution period of the relocation / performance.

[0297] The timing chart for the mode transition animation execution period shown in Figure 24 is for 500 of the special feature 1 game. Upon reaching the ceiling (the so-called "ceiling"), a time reduction (b) is triggered, and the game transitions from game state A to game state B. This shows how the mode transition animation is performed when Special Feature 1 game is executed in game state B. vinegar.

[0298] For example, in the game machine 10, after 500 executions of the special feature 1 game, the game state changes from game state A to game state B. The game transitions to state A. The game machine 10 remains in game state A until it has completed 500 rounds of special feature 1 game. Therefore, the performance type is set to normal performance. The game machine 10 is executed for the 501st time of special symbol 1 game. The mode transition sequence is executed from the start, and during the 501st execution of Special Feature 1 game, the actual Special Feature 2 game Since no trigger was obtained, when the trigger for execution occurred on the 502nd time in Special Feature 1 game, Special Feature 1 game The 502nd execution of the mode is performed. The game machine 10 continues to run mode even during the 502nd execution of special feature 1 game. The transition animation continues to run. The game machine 10, during the 502nd execution of special feature 1 game, Even if the trigger for executing the game in Figure 2 is obtained, and there is a trigger for executing the special figure 1 game for the 503rd time, Without executing the 503rd Special Feature 1 game, the total number of Special Feature 1 games is 503. The special feature 2 game is executed. Game machine 10 is the 503rd time for special feature 2, in total, following special feature 1 game. The b time-saving mode sequence is executed from the start of the game.

[0299] Furthermore, if the gaming machine 10 obtains an opportunity to execute Special Feature 2 game while the mode transition animation is being performed, The transition animation will switch from the b time-saving mode animation, but the switching conditions will be as follows: This is also acceptable. For example, instead of obtaining an opportunity to execute Special Feature 2 Game, execute Special Feature 2 Game. When the opportunity to execute the Universal Map Game is obtained (by passing through the Universal Map Gate), the Universal Map Game is executed. It may also be done in this way. For example, the game machine 10 obtains an opportunity to execute the game by changing the switching conditions. By defining it as when (passing through the general diagram gate) or when playing the general diagram game, It is possible to switch to the b time-saving mode performance very quickly. Also, the gaming machine 10 is By changing the condition to obtaining the trigger for executing Special Figure 2 game, a predetermined delay occurs from the execution of the regular figure game. It is possible to set a delay, and by setting the switching condition to the execution of Special Feature 2 game, the delay can be further extended. A delay time can be set. Such a gaming machine 10 contributes to the setting of various effects. It can be offered.

[0300] As a result, the gaming machine 10 performs mode transitions while there is an opportunity to execute Special Feature 1 game. This ensures that the execution period is secured, and as a result of changing the playing method, it triggers the execution of Special Feature 2 game. The mode transition animation can be canceled by the player's intention to obtain a specific outcome.

[0301] The timing chart for the mode transition animation execution period shown in Figure 25 is for 500 of Special Feature 1 game. Upon reaching the ceiling (the so-called "ceiling"), a time reduction (b) is triggered, and the game transitions from game state A to game state B. When this happens, a mode transition animation occurs during the execution of Special Feature 1 game in game state B, prior to reaching the ceiling. This shows how it is executed.

[0302] For example, in the game machine 10, after 500 executions of the special feature 1 game, the game state changes from game state A to game state B. The game transitions to state A. The game machine 10 remains in game state A until it has completed 500 rounds of special feature 1 game. However, the normal presentation type is only used for 499 executions of Special Feature 1. The machine 10 executes a mode transition animation from the start of the 500th execution of Special Feature 1 game, Special Feature 1 Since no opportunity to execute Special Feature 2 game was obtained during the 501st execution of the game, Special Feature 1 game When the 502nd execution trigger occurs, the 502nd execution of Special Feature 1 game is performed. 0 means that the mode transition animation will continue to run even during the 502nd execution of Special Feature 1 game. 10 If the opportunity to execute Special Feature 2 is obtained during the 502nd execution of Special Feature 1 game, Special Feature 1 Even if there is an opportunity to execute the game for the 503rd time, it will not execute the 503rd time of Special Feature 1 Then, the special feature 1 game and the special feature 2 game, which will be the 503rd time overall, will be executed. From the start of the execution of Special Feature 1 game and Special Feature 2 game, which is the 503rd time overall, the b time reduction mode performance begins. Execute the following. Note that the 500th time in Special Feature 1 game is not yet in game state B, so the instructions for playing will be displayed. Even if the action is not performed, it is acceptable to display a notice informing that there will be a change in the playing method. stomach.

[0303] As a result, the gaming machine 10 performs mode transitions while there is an opportunity to execute Special Feature 1 game. This allows for a more sufficient execution period, and as a result of changing the playing method, Special Feature 2 game The mode transition animation can be canceled by the player's will to obtain the trigger for execution.

[0304] The timing chart for the mode transition animation execution period shown in Figure 26 is for Game 501 of Special Feature 1. The time for the first variation display is set to be sufficient time in advance to execute the mode transition animation. This shows how the mode transition animation is performed when playing Special Feature 1 in state B.

[0305] For example, in the game machine 10, after 500 executions of the special feature 1 game, the game state changes from game state A to game state B. The game transitions to state A. The game machine 10 remains in game state A until it has completed 500 rounds of special feature 1 game. Therefore, the performance type is set to normal performance. The game machine 10 is executed for the 501st time of special symbol 1 game. The mode transition animation is executed from the start. At this time, the 501st variation display time of Special Feature 1 game This is determined in advance so that the time t100 (= t1 + t2 + t3 + t4 + t5 + t6) is set. Keep this in mind. Note that the display time for the 501st variation in Special Feature 1 game is not limited to time t100. It may also be a value.

[0306] As a result, the gaming machine 10 will perform a motion over the 501st variation display time of the special feature 1 game. This allows for a more sufficient execution period for the transition sequence, and also provides an opportunity to trigger the execution of Special Feature 2 game. This allows for a gap to be created. Also, as a result of changing the playing method, the game machine 10 executes the special feature 2 game. With the player's intention to seize an opportunity, the mode transition animation's instruction loop animation is canceled. It can be created in a cell.

[0307] Note that the pre-set time for the 501st variation display in Special Feature 1 game is for Special Feature 1 game Only if the number of executions can be reliably determined, and only if the number of executions of Special Figure 1 game cannot be reliably determined. In some cases, it may be omitted. For example, the game machine 10 has been When counting the number of times Special Feature 1 game is executed without including power cuts, the 5th Special Feature 1 game The first variation display time is set in advance, and even if there is only one jackpot after power-on, When not running, please set the default display time for the 501st variation in Special Feature 1 game. It won't work. Also, please set the time for the 501st variation display in Special Feature 1 game in advance. Whether or not this is the case may be determined by other conditions.

[0308] Furthermore, the gaming machine 10 is designed to ensure a more sufficient period for executing mode transition effects, and the special feature The time for the 501st variation display in one game is predetermined, but the start of the first special feature game To facilitate the rapid processing of dynamic memory, a shorter-than-usual display time for fluctuations should be predetermined. It is also possible. At this time, the game machine 10 stores the start memory for special feature 1 game and the start memory for special feature 2 game. When all the money runs out and the place is left waiting for customers, instead of putting on a performance to entertain customers Alternatively, in addition to the customer waiting animation, a mode transition animation may also be implemented.

[0309] Furthermore, the gaming machine 10 has a predetermined time for the 501st variation display in the special feature 1 game. Furthermore, in preparation for the display of variations from the 502nd time onwards in Special Feature 1, the 502nd time in Special Feature 1 The display time for subsequent fluctuations may be predetermined.

[0310] Furthermore, the gaming machine 10 executes a mode transition animation during the 501st variation display time of the special feature 1 game. The period will be made longer to allow for sufficient time, and the display time of the variation from the 502nd time onwards in Special Feature 1 The time may be shorter than usual. Also, when the gaming machine 10 is in a customer waiting state, Instead of performing a waiting animation, or in addition to a customer waiting animation, perform a mode transition animation. In this case, the 501st variation display time of Special Feature 1 game will trigger the mode transition animation execution period. It is also acceptable if it does not allow sufficient time for it.

[0311] Note that the shorter-than-usual display time for fluctuations is the minimum time that can be set in normal gameplay. It may be the minimum time that can be set in the time-saving game state, or it may be the minimum time that can be set in Special Feature 1 game This is an arbitrary time set to be shorter than normal for the purpose of using up the number of startup memories of the device. That's good too.

[0312] The timing chart for the mode transition animation execution period shown in Figure 27 is for Game 501 of Special Feature 1. This demonstrates how the mode transition animation continues to run even after the initial execution, while the system is in a waiting state for customers. For example, in the game machine 10, after 500 executions of the special feature 1 game, the game state changes from game state A to game state B. The game transitions to state A. The game machine 10 remains in game state A until it has completed 500 rounds of special feature 1 game. Therefore, the performance type is set to normal performance. The game machine 10 is executed for the 501st time of special symbol 1 game. The mode transition sequence is executed from the start, and during the 501st execution of Special Feature 1 game, Special Feature 1 game, In Figure 2, neither game triggers an action, resulting in a waiting state. Gaming machine 10 is in a waiting state. Mode transition effects continue to be executed during the state. Gaming machine 10 plays two special symbols while in the customer waiting state. When the trigger for execution is obtained, Special Feature 1 game and Special Feature 2 game, which will be the 502nd time overall, will be executed. Game machine 10 starts executing Special Feature 1 game and Special Feature 2 game, which is the 502nd time overall, at time b The short mode animation will be executed.

[0313] As a result, the gaming machine 10 will execute the special feature 2 game even if there is no trigger for executing the special feature 1 game. This ensures that a period for executing mode transition effects is secured until the machine is activated, and also the playing method The player's intention is to obtain an opportunity to execute Special Feature 2 game as a result of changing the mode The transition animation can be canceled.

[0314] The gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect It has the following characteristics. However, conventional gaming machines have lacked consistency due to the diversification of gameplay. The diversification of the game had limited contribution to improving its appeal. The first embodiment of the game machine 1 0 provides gaming machines that can enhance entertainment value through diverse gameplay.

[0315] (1) The gaming machine (for example, gaming machine 10) has performance means capable of executing predetermined performances (for example , display device 41, speakers 19a, 19b), and mainly the first game (for example, Special Figure 1 From a first game state (for example, game state A) that makes the game playable, a predetermined condition is met ( For example, the second game (for instance, Special Feature Game 2) is mainly executed due to the trigger for the time reduction (b). Control means that enable a transition to a second game state (for example, game state B) For example, the game control device 100, the performance control device 300), and the control means, immediately after the transition When the first game is played in the second game state without obtaining an opportunity to play the second game, two or more first This allows state transition effects (for example, mode transition effects) to be executed across games using various visual effects. When the opportunity to execute the second game is obtained, the state transition animation being performed will be displayed as the second game state. It is possible to switch to a different in-game animation depending on the state (for example, the b time-saving mode animation) (Figures 20 and 24). (See Figure 27).

[0316] (2) The control means of (1) controls the state transitions being performed by the performance means at the start of execution of the second game. The presentation is switched to a state-specific presentation corresponding to the second game state (Figures 24 to 27). (3)(2) The gaming machine has auxiliary display means (for example, sub display device 41a, display device 4 It includes a secondary display area (1) and continues the state transition effect using auxiliary effect means (Figure 23).

[0317] (4) The performance means in (2) includes the first display device, and the auxiliary performance means is different from the first display device. This includes a second display device (for example, a sub-display device 41a) (Figure 23). (5)(2) The performance means includes the first display area of ​​the first display device, and the auxiliary performance means is the A second display area of ​​the first display device that is different from the first display area (for example, a secondary display area of ​​the display device 41) (Including the indicated region) (Figure 23).

[0318] (6)(1) The control means executes the state transition animation for a predetermined time, and then the animation means executes The state transition animation is switched to an animation corresponding to the second game state (Figure 21(2)). (7) The predetermined time in (6) is the execution time of the state transition animation that is prepared in advance (for example, This is pattern p4) (Figure 21(2)).

[0319] (8) The predetermined time in (6) is shorter than the execution time of the state transition animation prepared in advance. For example, patterns p1 to p3) (Figure 21(2)). (9)(6) The state transition animation is an animation that loops in the first time (for example, t40) The predetermined time is the first hour (Figure 21(2)).

[0320] The state transition animation in (10)(6) is an animation that loops in the first hour, and the predetermined time is the This is a time period shorter than one hour (Figure 21(2)). (11)(6) The state transition animation is executed when the first animation is performed at the first time (for example, t30). After that, a second sequence, different from the first sequence, loops for two hours (for example, t6 ) and the predetermined time is the first hour (Figure 21(2)).

[0321] (12) The prescribed time in (11) is the first time (for example, t30) and the second time (for example It is the sum of t6) (for example, t40) (Figure 21(2)). The prescribed time in (13)(11) is greater than the first hour and less than the sum of the first and second hours. (Figure 21(2)).

[0322] (14)(1) The gaming machine has detection means capable of detecting the player's actions (for example, the performance button The control means includes a push button (25), and the control means detects the operation by the detection means and performs The current state transition animation is switched to a state animation corresponding to the second game state (Figure 22). .

[0323] (15)(1) The control means in (1) is that the first game has a predetermined result before the opportunity to execute the second game is obtained. (For example, when deriving a jackpot), the state transition animation being performed by the animation means is the second game state The system can switch to different in-game animations depending on the state (Figure 23).

[0324] (16) The control means of (1) enables the execution of state transition effects by the effects means from before the transition. Figure 25). (17) The control means in (1) does not obtain an opportunity to execute the second game in the second game state immediately after the transition. When the first game is executed, the display time of the variation of the first game is set to the execution contract of the first game. Make the decision before the opportunity arises (Figure 26).

[0325] (18)(17) The control means executes the state transition performance for a predetermined time and then the performance means implements The state transition animation during a game can be switched to a state animation corresponding to the second game state, and the game The display time for the fluctuation is a predetermined time (Figure 23).

[0326] The control means in (19)(17) will continue the game until the first hit after power-on is determined. The display time for the fluctuations is not determined before the trigger for the game is obtained (Figure 23). (20)(1) State transition animation is a guide display that shows how to play (for example, playing instructions) (Including displays 516, 522) (Figures 17 to 19).

[0327] The effects during state (21)(20) include the guidance display and instructions 516 (Figure 16). (22)(21) The guidance display included in the state transition animation is the guidance table included in the state transition animation. This includes display modes that differ from the above (for example, display modes 516, 522 for instructions on how to use the machine) (Figures 17 to 17). 19).

[0328] The control means of (23)(22) executes the state transition performance for a predetermined time and then implements the performance means The state transition animation during a row can be switched to a state transition animation corresponding to the second game state, and the state transition animation The guidance display included in it is in the first display mode until a predetermined time has elapsed, and from the predetermined time elapsed onwards it is in the first display mode. This is a second display mode, which differs from the first display mode.

[0329] (24) The control means of (1) prioritizes the state transition animation over the customer waiting animation (Figure 18). (25) The control means of (1) enables the execution of the second game in priority to the first game (Figure 13).

[0330] (26)(1) The control means executes the first game or the second game in the order in which it obtains the execution opportunity. Make it possible to create rows (Figure 13). (27)(1) The control means of the second game is in the second game state after transitioning from the first game state. When the first game is executed without obtaining an execution trigger, before obtaining the execution trigger for the first game, Determine the display time for the first game's fluctuations (Figure 26).

[0331] (28) A gaming machine (for example, gaming machine 10) has performance means capable of executing a predetermined performance (for example For example, a display device 41, speakers 19a, 19b, and a first game (for example, special illustration From a first game state (for example, game state A) that makes 1 game playable, a predetermined condition is met ( For example, the second game (for example, Special Feature Game 2) is mainly implemented due to the trigger for the time reduction (b). Control means that control the game so that it can transition to a second game state (for example, game state B) For example, the game control device 100, the performance control device 300), and the control means, immediately after the transition When the first game is played in the second game state without obtaining an opportunity to play the second game, two or more It is now possible to execute state transition effects (for example, mode transition effects) across a single game using the provided visual effects. Furthermore, if the system enters a customer waiting state while a state transition animation is being performed by the performance mechanism, The state transition animation continues (Figures 20, 24 to 27).

[0332] (29) A gaming machine (for example, gaming machine 10) includes a performance means capable of executing a predetermined performance, and a main From the first game state, which enables the execution of the first game, the second game is mainly initiated when predetermined conditions are met. The control means includes a control means that controls the transition to a second game state that enables execution of the game, and the control means When the first game is executed in the second game state immediately after the transition without obtaining an opportunity to execute the second game, The system enables state transition effects to be executed across two or more first games, and the second game is then implemented. When performing this action, the state transition animation currently being executed by the animation means is switched to a state animation corresponding to the second game state. Make them replaceable (Figures 20, 24 to 27). Also, the gaming machines (28) and (29) are also ( Similar to the gaming machine in (1), (2) through (27) can be applied.

[0333] [Second Embodiment] Next, a second embodiment will be described based on the drawings. The gaming machine 10 of the second embodiment is The manufacturer's logo will be displayed during a win and while waiting for a customer. However, the manufacturer's logo will be displayed during a win and while waiting for a customer. The players who observe the manufacturer's logo during a win may differ from those who observe it during a win. The display of the manufacturer's logo during a win is a game that It is highly likely that it will be observed by the players inside, and the manufacturer's logo will be displayed while the machine is not in use. It is highly likely that this will be observed by the players. Therefore, the performance required during the display of the manufacturer's logo is The content should ideally differ depending on the target player, but conventional gaming machines It cannot be said that they were responding to such requests.

[0334] Therefore, the gaming machine 10 of the second embodiment targets the content of the performance while the manufacturer's logo is displayed. To enhance the appeal of displaying the manufacturer's logo, which may vary depending on the technician, The purpose is to make the on-screen effects responsive to the player's requests. Therefore, the second The gaming machine 10 of this embodiment includes a performance accompanying the display of the manufacturer's logo during a win, and during the waiting period for customers. The presentation accompanying the display of the manufacturer's logo is different.

[0335] First, the presentation methods for the customer waiting process will be explained using Figures 28 to 30. Figure 28 is This figure shows an example (part 1) of the timing chart for the customer waiting performance in the second embodiment. Figure 29 shows an example (part 1) of the customer waiting screen in the second embodiment. Figure 30 shows an example (part 2) of the customer waiting screen in the second embodiment.

[0336] Furthermore, unless otherwise stated, the gaming machine of the second embodiment is the same as the gaming machine of the first embodiment. It has a similar configuration. In the description of the second embodiment, it has a height similar to that of the first embodiment. In some cases, the same sign may be used and the explanation omitted.

[0337] The game state when performing a customer waiting sequence is "customer waiting". The game state "customer waiting" is, In both Special Feature 1 game and Special Feature 2 game, the starting memory count is "0". (Gaming machine 1) 0 indicates a predetermined symbol stop period and customer waiting period after the end of the variation display in Special Feature 1 or Special Feature 2. After the transition period has elapsed, the number of starting memories for both Special Feature 1 game and Special Feature 2 game will be set to "0". If the state is "", the game state will be "waiting for customers". Note that the waiting period is "0". That's fine.

[0338] The customer waiting presentation includes a movie display period, a logo display period (manufacturer logo display period), and a warning message. This includes the start display period. The customer waiting period further includes other periods such as the machine name display period. It may also be the case that the customer waiting animation consists of a movie display period, a logo display period, and a warning. The period TK, including the alert display period, is considered one cycle and is repeated until the end of the game state "waiting for customers". It will be executed. Note that the game state "waiting for customers" is either Special Feature 1 game or Special Feature 2 game. The game ends when the number of starting memories reaches "1" in any of the cases, and the variable display game based on that starting memory continues. The program transitions to the execution state.

[0339] The customer waiting animation is a designated movie display screen that guides the player through the game during the movie display period. The information is displayed on the display device 41. In addition, the customer waiting animation promotes the manufacturer's name during the logo display period. The manufacturer's logo screen is displayed on the display device 41. It can be a still image, an animated image, or a pre-prepared movie image. It is acceptable. Furthermore, the waiting-for-customers display should serve to alert players during the warning display period. A warning screen is displayed on the display device 41. The warning to the player is: Don't forget your card. Other issues include excessive engrossment in games, leaving children unattended in cars, and strong stimuli from light and sound. However, this is not limited to these, as long as it serves to alert players to potential dangers.

[0340] Furthermore, the warning signs displayed during the customer waiting area are logos designed to easily attract the attention of players. Because it is displayed immediately after the display period ends, it can continuously attract the attention of players and has a high level of alertness. A positive effect can be expected.

[0341] The customer waiting animation involves hiding the large symbol group 501 on the TK display device 41 during that period, and the small The pattern group 502 is displayed. As a result, the gaming machine 10 changes the player at the start of the game. The position of the small symbol group 502 can be guided even before the game is played. 0 represents the game's nature as a variable display game for the player at the start of the game, using the display of the small symbol group 502. It can be guided from the display. Also, the gaming machine 10 can hide the large symbol group 501. This ensures a certain level of appeal from the manufacturer's logo display.

[0342] The customer waiting display will show pictograms, icons, and other images on TK's display device 41 during the relevant period. The image hold that is displayed on the page is hidden, and the number hold that is displayed as a number (number hold "0") is displayed instead. Display. Image hold is shown as hold display 505 (image waiting hold) and hold completion display 5 There is 06 (image consumption pending). The number pending is 503 for the number of pending symbols in Special Feature 1 and pending symbols in Special Feature 2. There is a number display of 504. As a result, the gaming machine 10 displays a variable table to the player at the start of the game. The position of the small symbol group 502 can be guided even before the game is played. This involves recording the start time for the player at the start of the game, for both Special Feature 1 and Special Feature 2. The number "0" can be used to confirm that the game is not in progress. Setting it to 0 ensures a certain level of appeal for the manufacturer's logo display by hiding the image hold. Oh, image hold and number hold may include general diagram hold, and general diagram hold This may include standby and pending.

[0343] The customer waiting effect is performed during the period using TK's sound output device (speakers 19a, 19b) The game machine 10 does not output sound effects. As a result, the game machine does not output sound when it is not in play. This suppresses a decline in the enjoyment of players who are playing other gaming machines. In addition, gaming machine 10, This prevents excessive power consumption by reducing the amount of sound emitted from gaming machines that are not currently in use. Furthermore, the customer waiting display will have the effect of the manufacturer's image during the period when the logo is displayed within TK. It may also be configured to output sound, etc. Such a gaming machine 10 has a logo display during the TK period. By not outputting sound outside of the display period, it was possible to direct the player's attention to the period when the logo was displayed. This is effective in improving the appeal of the manufacturer's logo display.

[0344] The customer waiting performance will be played on TK's sound output device (speakers 19a, 19b) during the period in question. The game machine outputs a sound effect. This allows the game machine 10 to signal to the player who has started playing that the waiting time has ended. It can be peeled.

[0345] The display screen 550 shown in Figure 29(1) is a movie display screen during customer waiting entertainment. Screen 550 displays the customer waiting movie sequence 551, the small symbol group 502, and the special symbol 1 reserve count display 50 The display content includes 3 and the special symbol 2 reserve count display 504. Note that the small symbol group 502 is the previous change Display the result of the dynamic display (for example, "3", "5", "7"). Feature 1: Number of Reserved Items Display 503 and Special Feature 2 Reserved Count Display 504 will each display the starting memory count "0". The display screen 550 allows the player to observe the movie display screen in a suitable manner. The display screen 550 displays the small symbol group 502, and the display position of the small symbol group 502 is set to wait for customers. The display screen 550 can be easily understood and guided to the player. Figure 2 makes it easy for players to understand that the game's symbols have stopped. Also, display screen 5 50 means that the starting memory count is "0" in both Special Feature 1 game and Special Feature 2 game, i.e., the game This allows you to confirm that you are not inside.

[0346] The display screen 552 shown in Figure 29(2) is the logo display screen during the customer waiting animation. 552 is the customer waiting logo display effect 553, the small symbol group 502, and the special symbol 1 reserve count display 503. The display content includes the special symbol 2 reserve count display 504. The small symbol group 502 is the previous variation table. The result (for example, "3", "5", "7") is displayed. (Special Figure 1: Number of Reserved Items Display 50) 3 and Special Feature 2 Reserved Count Display 504 will each display the starting memory count "0". The display screen 552 allows the player to observe the logo display screen in a suitable manner. On the surface 552, the display position of the small symbol group 502 changes from a waiting state to a play state by displaying the small symbol group 502. It can be easily explained to the operator. Also, the display screen 552 shows either Special Feature 1 game or Special Feature 2 game. This makes it easy for players to understand that the symbol has stopped. Also, the display screen 552 is In both Special Feature 1 and Special Feature 2, the starting memory count is "0," meaning the game is not in progress. This can be used to provide confirmation and guidance.

[0347] The display screen 554 shown in Figure 29(3) is a warning display screen during customer waiting performance. Screen 554 displays a customer waiting warning display 555, a group of small symbols 502, and a special symbol 1 reserve count display. The display content includes 503 and the special symbol 2 reserve count display 504. Note that the small symbol group 502 is the previous The resulting display of the fluctuations (for example, "3", "5", "7") is shown. Special Feature 1: Number of Reserved Items Display 503 and Special Feature 2 Reserve Count Display 504 each display the starting memory count "0". Such a display screen 554 allows the player to observe the warning display screen in an appropriate manner. Furthermore, the display screen 554 waits for the display position of the small symbol group 502 based on the display of the small symbol group 502. The system can be easily understood and guided to the player from this state. Also, the display screen 554 shows the special feature 1 game and This makes it easy for players to understand that the symbols in Special Feature 2 have stopped. In the 554th panel, the starting memory count is "0" for both the Special Feature 1 game and the Special Feature 2 game, that is It allows you to confirm that the user is not currently playing a game.

[0348] Furthermore, the movie display screen during the customer waiting animation is the same as the display screen 550a shown in Figure 30(1). The display content may also include a sea urchin, corresponding to the large pattern group 501. Display screen 5 Screen 50a is the movie display screen during the customer waiting animation. Display screen 550a is the customer waiting movie - Production 551a, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 5 04 is included in the display content. Customer waiting movie presentation 551a is a movie prepared in advance. The movie symbol 556, which corresponds to the large symbol group 501, is included in the display and presentation content. The symbol 556 is a symbol that appears in the customer waiting movie sequence that guides players through the game, Regardless of the result of the display of the variation, a predetermined combination of symbols (for example, "2", "4", "1 The display screen 550a shows the result of the previous variation display in the small symbol group 50. Displaying it as shown in 2 prevents the player from being misled by the movie symbols 556. .

[0349] Furthermore, in the customer waiting sequence, the sequence is repeated with the TK period considered as one cycle. You may also want to include a period beforehand during which a pre-show animation for the customer waiting movie is displayed. (See Figure 30(2)) The display screen 550b shown is the screen displayed before the customer waiting movie during the customer waiting performance. Display screen 5 50b consists of the pre-show animation 551b for the customer waiting movie, the large symbol group 501a, and the small symbol group 502. The display content includes the number of reserved symbols for Special Feature 1 (503) and the number of reserved symbols for Special Feature 2 (504). (Customer waiting movie) - The pre-show performance 551b is a movie prepared in advance, and the audience waiting movie performance 551 This is a movie that is displayed before a. The pre-show animation 551b for the waiting movie is the stop symbol table This is a transitional effect that buffers the change when switching from the display screen to the customer waiting movie sequence 551. 550b corresponds to the large symbol group 501 that was displayed on the stop symbol display screen. a is displayed superimposed on the pre-show animation 551b for the customer waiting movie. The large symbol group 501a is the large symbol group To buffer the display transition from 501 to movie symbol 556, the large symbol group 501 is in a different position than the other symbols. Displayed by position and size. The large symbol group 501a, along with the small symbol group 502, is displayed in the previous fluctuation table. The resulting configuration (for example, "3", "5", "7") is displayed.

[0350] Next, the presentation patterns for the winning (first) animation will be explained using Figures 31 and 32. Figure 31 This is an example of a timing chart for the performance pattern of the winning (first) performance in the second embodiment (Part 1) Figure 32 is a diagram showing an example of the winning (first) animation screen of the second embodiment. be.

[0351] The game state when the winning (first) animation is performed is "Winning (First)". "Winning (First Time)" refers to the first win derived as a result of either Special Feature Game 1 or Special Feature Game 2. This is the winning state for the first win. The first win is derived in game state A (normal game state). This is a winning combination. Note that the first win is not considered part of a series of wins, so the game state The value derived during a predetermined period after transitioning to A (for example, the startup memory consumption period during state transition) It is also acceptable to exclude certain items.

[0352] The winning (first) animation consists of a round display period, a mode display period, and a logo display period (manufacturer This includes the logo display period. Also, the winning (first) animation includes the fanfare period which is not illustrated. This includes the interval period. The fanfare period is a performance period that guides the player towards winning. The round display period is the performance period while the big prize slot is open, and the interval period is the two rounds This is the period of the special effect when the big prize slot is closed, sandwiched between the sound display period. Mode display period and logo display The display period (manufacturer logo display period) is within the ending period TE, which signals the end of the promotion. The display period (manufacturer logo display period) is set after the mode display period. The state "Win (First Time)" is when the starting memory count is "1" in either Special Feature 1 game or Special Feature 2 game. Even when this happens, the game does not end, and after the ending period TE has elapsed, it continues based on the start memory. The game transitions to a variable display game execution state. Also, the game state "Win (First Time)" is Special Feature 1 If either the home game or the special feature 2 game has a starting memory count of "0", then the ending period TE After the specified time, the game state transitions to "waiting for customers".

[0353] The winning (first) animation will determine the game state (game mode) after the win during the mode display period. For example, the gaming machine 10 includes whether or not there is a probability change, whether or not there is normal power support, and predetermined information after a win. A predetermined mode name is set depending on whether or not the period is active. The gaming machine 10 displays the mode. A mode display screen will show the mode name corresponding to the current game state (game mode) during the specified period. The mode display period is displayed on the display device 41. In addition to the mode display screen, the player will also see the mode display period. A warning display screen is shown on the display device 41 to draw attention. The warnings to players include not forgetting their cards, becoming excessively engrossed in the game, and keeping children away from their cars. This includes leaving the device unattended, strong stimuli such as light or sound, but if it serves to alert the player, then these measures are acceptable. It is not limited to this. Also, the gaming machine 10 promotes the manufacturer's name during the logo display period. The manufacturer's logo screen is displayed on the display device 41. Note that the manufacturer's logo screen is a still image. You can use that, or you can use animated images or pre-prepared movie images. .

[0354] Furthermore, the warning display during the initial win animation will not have a separate warning display period. It is displayed in conjunction with the mode display period, contributing to efficient gameplay, and the mode display period This contributes to securing the period during which the logo will be displayed.

[0355] The winning (first) animation is displayed on the display device 41 during the ending period TE with the large symbol group 501 and , small symbol group 502, image hold (hold display 505 (image standby hold) and hold consumption Display 506 (Image consumption pending), and number pending (Special Figure 1 pending number display 503, and Special Figure 2 pending The remaining number display 504) is hidden. As a result, the game machine 10 will not display the small symbol group 5 during the game. The amount of information displayed to players who are aware of information such as the location of 02 will be streamlined, and the ending period The aim is to improve the ease of understanding and appeal of the content displayed in the intervening TE. In other words, the gaming machine 10 is By streamlining the amount of information displayed, it becomes easier to understand the mode name during the mode display period, thus increasing the effectiveness of alerting users. This can improve the manufacturer's performance. In addition, the gaming machine 10 can improve the manufacturer's performance by organizing the amount of information displayed. The appeal of the display is guaranteed to be higher than that of the manufacturer's logo displayed during customer waiting. Machine 10 organizes the amount of information displayed, making each winning round a distinct section for the player. It supports players in starting the next game with renewed energy. In addition, the gaming machine 10 has a large amount of information displayed. By organizing them, the winning combinations are derived from the large symbol group 501a and the small symbol group 502 This is not displayed. As a result, the game machine 10 transitions after the ending period TE has elapsed. Before the execution of the variable display game, the winning combinations are the large symbol group 501a and the small symbols. This prevents confusion among players when group 502 is displayed. The reserved and numbered reserved may include the regular diagram reserved, and the regular diagram reserved may include the standby reserved. It may also include digestion withholding.

[0356] The winning (first) animation is triggered by the sound output devices (speakers 19a, 19b) during the ending period TE. In this state, the game machine 10 outputs a sound effect during the winning sequence. To enhance the interest of the players. In addition, the gaming machine 10 will display a logo during the ending period TE. It is also possible to output only the manufacturer's image sound effects. This allows players to focus their attention on the period during which the logo is displayed, effectively increasing the appeal of the manufacturer's logo. It is effective.

[0357] The winning (first) animation is triggered by the sound output devices (speakers 19a, 19b) during the ending period TE. In this case, the sound of the winning animation is not output. As a result, the gaming machine 10 is suitable for displaying the logo. It prevents the person's attention from becoming distracted.

[0358] The display screen 558 shown in Figure 32(1) is the mode display screen during the winning (first) animation. The display screen 558 shows the mode display effect 559, the win warning display effect 560, and the playing instructions. The display content includes the internal display 516. Furthermore, the large symbol group 501 and the small symbol group 502, and the image... The "Ji" and "Numerical" hold symbols are not displayed. As a result, the gaming machine 10 does not display the mode during the mode display period. This makes it easier to understand the mode name and improves the effectiveness of alerting others. Also, the display screen 55 8 displays the playing instructions 516, thus preventing players from making mistakes in how they play. ru.

[0359] The display screen 562 shown in Figure 32(2) is the logo display screen during the winning (first) animation. The display screen 562 includes a winning logo display effect 563 and a playing instructions display 516 in its display content. Note that the large symbol group 501, the small symbol group 502, the image hold, and the number hold will not be displayed. No. Such gaming machines 10 are effective in improving the appeal of the manufacturer's logo display. Also, the display The display screen 562 shows the instructions 516 on how to play, thus preventing the player from making mistakes in how to play. It is possible to stop it.

[0360] Next, the presentation patterns for the winning (second time and beyond) effects will be explained using Figures 33 and 34. 33 is an example of a timing chart for the performance patterns of the winning (2nd time and beyond) performance in the second embodiment. This figure shows the result. Figure 34 shows an example of the winning (2nd time onwards) animation screen of the second embodiment. That is the case.

[0361] The game state when the winning animation (2nd time or later) is performed is "Winning (2nd time or later)". The "Hit (2nd time or later)" state is derived as a result of either Special Feature 1 game or Special Feature 2 game. This refers to a winning state that excludes the first win. A win excluding the first win refers to game state A( This is a win obtained outside of the normal gameplay state. Note that wins other than the first one are part of a series of wins. Since it can be considered as such, the predetermined period after transitioning to game state A (for example, the start of a state transition) This may include the value derived during the memory digestion period.

[0362] The winning animation (from the second time onwards) includes the round display period and the mode display period. (From the second time onward) The performance includes fanfare periods and interval periods that are not illustrated. Mode The display period is in the ending period TE2, which announces the end of the winning round. Note that (2 wins and beyond) The presentation was deemed to have adequately fulfilled its function as the logo display screen during the winning (first) presentation. Therefore, the period does not include the logo display period (manufacturer logo display period). In the case of the initial win, the logo display period (manufacturer logo display period) is included, just like during the winning (first) animation. It may also be something else. Note that the game state "Win (2nd time or later)" is either Special Feature 1 game or Special In Figure 2, the game does not end even when the number of starting memories becomes "1" in any of the games, and the ending period continues. After TE2 has elapsed, the system transitions to the execution state of the variable display game based on the startup memory. The game state "Win (2nd time or later)" is triggered when either Special Feature Game 1 or Special Feature Game 2 starts. If the number of memories is "0", the game state will transition to "waiting for customers" after the ending period TE has elapsed. ru.

[0363] The winning animation (from the second time onwards) is based on the game state (game mode) after the win during the mode display period. This guides you through the process. For example, the gaming machine 10 will show you whether or not there is a probability change, whether or not there is normal power support, and what happens after a win. A predetermined mode name is set depending on whether or not it is within a predetermined period. The gaming machine 10 is a mode A mode display screen that shows the mode name corresponding to the game state (game mode) after the display period. The screen is displayed on the display device 41. In addition, the mode display period is displayed on the mode display screen, as well as the game. A warning display screen that alerts the user is displayed on the display device 41. The warnings to players include not forgetting their cards, becoming excessively engrossed in the game, and children. Leaving a child in a car, or being subjected to strong stimuli such as light or sound, are all acceptable as long as they serve to alert the child to the dangers. These are not the only examples. In addition, during the mode display period of the winning (2nd time or later) animation, the player will be reminded. The warnings mentioned here are different from the warnings given to players during the mode display period of the winning (first) animation. You may want to avoid repeating the same warnings.

[0364] The winning animation (from the second time onwards) is displayed on the display device 41 during the ending period TE2, showing the large symbol group 5 01, small symbol group 502, image hold (hold display 505 (image standby hold), hold Retention display 506 (image consumption pending), and number pending (special figure 1 pending number display 503, special Figure 2 (Reserved number display 504) is hidden. As a result, the gaming machine 10 does not display small figures during the game. The amount of information displayed to players who are aware of the position of pattern group 502, etc., is organized. The aim is to improve the ease of understanding and appeal of the display content during the TE2 period. In other words, the gaming machine 10 makes it easier to understand the mode name during the mode display period by organizing the amount of information displayed, and attention The effect of attracting attention can be improved. In addition, the gaming machine 10 can organize the amount of information displayed. The idea is that each winning round marks a turning point, allowing the player to renew their focus and move on to the next game. It provides support. In addition, the gaming machine 10 organizes the amount of information displayed to determine the winning symbols. The large symbol group 501a and the small symbol group 502 that form the combination are not displayed. As a result, the gaming machine 10 leads to a win before the execution of the variable display game that transitions after the ending period TE2 has elapsed. The large symbol group 501a and the small symbol group 502, which represent the combination of symbols that were played, are displayed, causing confusion for the player. This can be avoided. Note that image hold and number hold include regular diagram hold. It may also be the case that the regular hold includes standby hold and consumed hold. stomach.

[0365] The winning (2nd time onwards) effect is triggered by the sound output device (speaker 19a, 1) of TE2 during the ending period. In 9b), the game machine 10 outputs a sound effect indicating a win. This allows the player to savor the afterglow of the win. To enhance the enjoyment of the game for players.

[0366] The winning (2nd time onwards) effect is triggered by the sound output device (speaker 19a, 1) of TE2 during the ending period. In 9b), the sound for the winning animation is not output. As a result, the gaming machine 10 moves toward the mode display. This prevents players from becoming distracted.

[0367] The display screen 564 shown in Figure 34(1) is the mode display screen during the winning (2nd time or later) animation. The display screen 564 shows the mode display effect 559 and the win warning display effect 560, and The display content includes the direction guidance display 516. Furthermore, the large symbol group 501 and the small symbol group 502, and Image hold and number hold are not displayed. As a result, the game machine 10 is in mode display period This makes it easier to understand the mode name inside and improves the effectiveness of alerting users. 564 displays the playing instructions 516, thus preventing players from making mistakes in how they play. That is the case.

[0368] The display screen 564a shown in Figure 34(2) is a change in the logo display screen during the winning animation (2nd time or later). This is an example. Display screen 564a is a combination of display screen 564 and the winning warning display animation 5. Does not include 60. Such a display screen 564a is displayed during the performance mode display period for the player This avoids the need for repeated warnings to be issued. Furthermore, the gaming machine 10 displays a picture. Rather than displaying either face 564 or display screen 564a, for example, It may be possible to use them interchangeably depending on the conditions, such as by displaying them alternately. 10 is a way to alternate between displaying or not displaying the winning warning display 560, instead of warning the player. The attention given should be different each time, and the same attention should be avoided by repeating it. That's fine.

[0369] Next, we will explain the presentation patterns when a winning combination occurs during the customer waiting animation, using Figure 35. Figure 35 shows the timing chart of the performance mode when a prize is won during the customer waiting performance in the second embodiment. This is a diagram showing an example of T.

[0370] For example, at timing t1 during the logo display period, at the start of Special Feature 1 game or Special Feature 2 game When a winning combination is achieved, the gaming machine 10 changes the number currently displayed on the display device 41 from "0" to "1". The display is incremented. At this time, the game machine 10 displays either Special Feature 1 game or Special Feature 2 game. Even if a winning combination is achieved, the image reserve is not displayed because the machine is waiting for customers. The gaming machine 10 does not perform an animation of increasing image hold on the display device 41. Therefore, the gaming machine 10 maintains the visibility of the customer waiting animation in the "customer waiting" game state. Furthermore, the display of the number hold ensures that the player is notified when a starting prize is awarded.

[0371] When a starting prize is won, the game state of the gaming machine 10 changes from "waiting for customers" at timing t2. The game transitions to the "Game Execution" state, which is used to run the displayed game, and the variable display effects are executed. As a result, the gaming machine 10 displays a variation display effect on the display device 41. This includes the display content of the large symbol group 501, the small symbol group 502, image hold, number hold, etc. For example, the gaming machine 10 displays a variable display as shown in Figure 15, such as screens 500, 510, and 512. To direct.

[0372] Furthermore, when a starting prize is awarded, the game machine 10 will proceed from timing t2 to timing t3. Image hold (Hold display 505 (Image standby hold) and hold consumption display 506 (Image disappears) In the "Hold" state, execute the hold shift (decrease) animation. Hold shift animation The waiting hold icon displayed in hold display 505 is shifted in the decreasing direction. Then, a pending display icon will be generated and displayed in the pending display 506. The machine 10, at timing t2 which marks the start of the hold shift animation, displays on the display device 41 The currently displayed number will be decremented from "1" to "0".

[0373] Thus, the gaming machine 10 transitions from the game state "waiting for customers" to the game state "playing the game". When moving and performing the variable display effect, the number hold increment display is performed first. By executing a hold shift animation, the game progress is made easier for players to understand. Cut.

[0374] Next, the output of the winning sound during the logo display animation will be explained using Figures 36 to 38. Figure 36 shows an example (part 1) of the winning sound output during the logo display animation of the second embodiment. Figure 37 shows an example (part 2) of the winning sound output during the logo display animation of the second embodiment. Yes. Figure 38 shows an example (part 3) of the winning sound output during the logo display animation of the second embodiment. This is a diagram.

[0375] First, an example of the sound output for winning during the logo display animation is shown in Figure 36(1). The gaming machine 10 is a winning machine. During the logo display animation, when a winning combination occurs at the start of Special Feature 1, a winning sound will be output. No. When a winning entry occurs during the display of the winning logo in the game machine 10, the start of the special feature 2 game occurs. The game machine 10 does not output a winning sound when the winning logo is displayed. When a winning combination occurs at the start of the game (passing through the normal gate), the winning sound will not be output. Machine 10 enters when a start-up win occurs in Special Feature 1 game during the customer waiting logo display animation. The game machine 10 outputs a sound of awards. During the customer waiting logo display animation, at the start of the special feature 2 game, When a winning combination occurs, a winning sound is output. The gaming machine 10 displays the customer waiting logo during the animation. When a win occurs in the regular game (passing through the regular gate), a win sound is output. No.

[0376] Thus, the gaming machine 10 does not output a winning sound during the winning logo display animation, and waits for customers. The sound output for winning during the display animation will be performed except in the regular game. As a result, the gaming machine 10 will The manufacturer's logo displayed during the winning logo display sequence has a higher appeal than the logo displayed during the waiting period sequence. It guarantees that the display of the manufacturer's logo during the customer waiting logo display animation of the gaming machine 10 has a certain appeal. It can help players understand the game's progression while ensuring safety.

[0377] Next, Figure 36(2) shows another example of the winning sound output during the logo display animation. The game machine 10 is a winning machine. During the logo display animation, when a winning combination occurs at the start of Special Feature 1, a winning sound will be output. No. When a winning entry occurs during the display of the winning logo in the game machine 10, the start of the special feature 2 game occurs. When this happens, the winning sound is output. The game machine 10, during the winning logo display animation, When a winning combination occurs (passing through the normal gate), the winning sound is not output. (Game machine 1) 0 indicates that when a winning combination occurs during the customer waiting logo display sequence, a winning sound is played when a winning combination is achieved in the start of Special Feature 1 game. Output is performed. During the customer waiting logo display animation, the game machine 10 starts the special feature 2 game. The game machine 10 does not output a winning sound when a prize is awarded. When a win occurs in the regular game (passing through the regular gate), a win sound is output. No.

[0378] Thus, the gaming machine 10 starts during the winning logo display and the customer waiting logo display. The game will output a winning sound for games where there is a high probability of winning. However, this does not apply to regular games. The probability of a starting win occurring is high during both the winning logo display animation and the customer waiting logo display animation. Because the price is high, the game does not distinguish between the two and does not output a winning sound. As a result, the game machine 10 does not display the logo. The aim is to enhance the appeal of the manufacturer's logo displayed during gameplay and to help players understand the game's progression.

[0379] Next, Figure 36(3) shows another example of the winning sound output during the logo display animation. The game machine 10 is a winning machine. During the logo display animation, when a winning combination occurs at the start of Special Feature 1, a winning sound will be output. U. When the game machine 10 is in the process of displaying the winning logo, if a start-up win occurs in the special feature 2 game, The game machine 10 does not output a winning sound during the winning logo display animation. When a winning combination occurs (passing through the normal gate), the winning sound is not output. (Game machine 1) 0 indicates that when a winning combination occurs during the customer waiting logo display sequence, a winning sound is played when a winning combination is achieved in the start of Special Feature 1 game. No output is produced. During the customer waiting logo display animation, the gaming machine 10 starts the special feature 2 game. When a winning combination occurs, a winning sound is output. The gaming machine 10 displays the customer waiting logo during the animation. When a win occurs in the regular game (passing through the regular gate), a win sound is output. No.

[0380] Thus, the gaming machine 10 starts during the winning logo display and the customer waiting logo display. For games with a low probability of winning, a winning sound will be played. However, this applies to regular games. The probability of a starting win occurring is high during both the winning logo display animation and the customer waiting logo display animation. Because the price is high, the system does not distinguish between the two and does not output the winning sound. The winning sound output in this case is: It is desirable that the sound output for games with a high probability of winning be distinguishable from the sound output for winning. As a result, the gaming machine 10 improves the appeal of the manufacturer's logo display during the logo display animation, and the players To assist in understanding the game's progression (for example, noticing errors in playing technique).

[0381] Next, Figure 37(1) shows another example of the winning sound output during the logo display animation. The game machine 10 is a winning machine. During the logo display animation, when a winning combination occurs at the start of Special Feature 1, a winning sound will be output. No. When a winning entry occurs during the display of the winning logo in the game machine 10, the start of the special feature 2 game occurs. The game machine 10 does not output a winning sound when the winning logo is displayed. When a game start occurs and a winning combination is achieved (passing through the normal gate), a winning sound is output. (Game Machine 1) 0 indicates that when a winning combination occurs during the customer waiting logo display sequence, a winning sound is played when a winning combination is achieved in the start of Special Feature 1 game. Output is performed. During the customer waiting logo display animation, the game machine 10 starts the special feature 2 game. When a prize is awarded, a winning sound is output. The gaming machine 10 plays a winning sound during the customer waiting logo display animation. Therefore, when a winning combination occurs in the regular game (passing through the regular gate), the winning sound is not output. stomach.

[0382] Thus, the gaming machine 10 plays a winning sound for the special symbol game during the winning logo display animation. It does not output anything, but it outputs a winning sound for the regular game. Also, the gaming machine 10 displays a customer waiting logo. During the performance, the winning sound will not be output for the regular game, but the winning sound will be output for the special game. This will improve the appeal of the manufacturer's logo display during the logo display animation, and the gaming machine 10 will improve the appeal of the manufacturer's logo display during the logo display animation, and To assist players in understanding the game's progression.

[0383] Next, Figure 37(2) shows another example of the winning sound output during the logo display animation. The game machine 10 is a winning machine. During the logo display animation, when a winning combination occurs at the start of Special Feature 1, a winning sound will be output. No. When a winning entry occurs during the display of the winning logo in the game machine 10, the start of the special feature 2 game occurs. The game machine 10 does not output a winning sound when the winning logo is displayed. When a winning combination occurs at the start of the game (passing through the normal gate), the winning sound will not be output. Machine 10 enters when a start-up win occurs in Special Feature 1 game during the customer waiting logo display animation. The game machine 10 outputs a sound of awards. During the customer waiting logo display animation, at the start of the special feature 2 game, When a winning combination occurs, a winning sound is output. The gaming machine 10 displays the customer waiting logo during the animation. When a win occurs in the regular game (passing through the regular gate), a win sound is output. cormorant.

[0384] Thus, the gaming machine 10 outputs a winning sound for the game during the winning logo display animation. Instead, the game will output a winning sound while the customer waiting logo is being displayed. The 10th machine aims to improve the appeal of the manufacturer's logo display during the logo display animation and to improve the player's understanding of the game's progress. Provide subsidies.

[0385] Next, Figure 37(3) shows another example of the winning sound output during the logo display animation. The game machine 10 is a winning machine. During the logo display animation, when a winning combination occurs at the start of Special Feature 1, a winning sound will be output. No. When a winning entry occurs during the display of the winning logo in the game machine 10, the start of the special feature 2 game occurs. The game machine 10 does not output a winning sound when the winning logo is displayed. When a game start occurs and a winning combination is achieved (passing through the normal gate), a winning sound is output. (Game Machine 1) 0 indicates that when a winning combination occurs during the customer waiting logo display sequence, a winning sound is played when a winning combination is achieved in the start of Special Feature 1 game. Output is performed. During the customer waiting logo display animation, the game machine 10 starts the special feature 2 game. When a prize is awarded, a winning sound is output. The gaming machine 10 plays a winning sound during the customer waiting logo display animation. Then, when a winning combination occurs in the regular game (passing through the regular gate), a winning sound is output.

[0386] Thus, the gaming machine 10 plays a winning sound for the special symbol game during the winning logo display animation. It does not output anything, but it outputs a winning sound for the regular game. Also, the gaming machine 10 displays a customer waiting logo. During the performance, the winning sound is output for both the regular game and the special game. 10 is to improve the appeal of the manufacturer's logo display during the logo display animation and to help players understand the game's progress (for example) For example, it helps to help players notice errors in their technique, etc.

[0387] Next, Figure 38(1) shows another example of the sound output for winning during the customer waiting logo display. The gaming machine 10 is Even during the customer waiting logo display animation, the game state is A, B, C, or D (see Figure 13) The output of the winning sound is controlled by Ruka.

[0388] The gaming machine 10, during the customer waiting (game state A) logo display animation in game state A, special Figure 1 The game starts and when a winning combination occurs, a winning sound is output. The gaming machine 10 is waiting for customers ( Game state A) When a winning combination occurs during the logo display animation, a winning sound is played when a winning combination is achieved in the start of the special feature 2 game. No output is produced. During the customer waiting (game state A) logo display animation, the gaming machine 10 normally When a winning combination occurs at the start of the game (passing through the normal gate), the winning sound will not be output. The machine 10, in the waiting period for customers in game states B, C, and D (game states B, C, and D), special symbols When a winning combination occurs at the start of a game, the winning sound is not output. Gaming machine 10 is waiting for customers. (Game state B, C, D) During the logo display animation, if a starting win occurs in Special Feature 2 game The game machine 10 outputs a winning sound when a player wins. The game machine 10 displays a logo for when a player is waiting (game state B, C, D). In this game, when a win occurs (passing through the regular gate), the win sound is output. It won't work.

[0389] Thus, the gaming machine 10 is in a state of waiting for customers (playing state A) and when the logo is displayed and when waiting for customers (playing state B, C, D) For games where there is a high probability of a starting win occurring during the logo display animation, the winning sound will be played. It outputs the following. However, for regular games, it does not interfere with the sound output of the winning sound for special games. The game machine 10 does not output a winning sound. The aim is to improve the appeal of the display and to help players understand the game's progression.

[0390] Next, Figure 38(2) shows another example of the sound output for winning during the customer waiting logo display. The gaming machine 10 is During the customer waiting (game state A) logo display animation in game state A, at the start of special feature 1 game When a winning combination occurs, a winning sound is output. Gaming machine 10 is in customer waiting state (playing state A) During the display animation, when a winning combination occurs at the start of the special feature 2 game, a winning sound will be output. The game machine 10, while the customer waiting (game state A) logo display is active, triggers the start of the regular game. When this occurs (passing through the normal gate), the winning sound is output. Game machine 10 is in game state B In the waiting period for customers in C and D (playing states B, C, D), the start of the special feature 1 game is triggered When a win occurs, a winning sound is output. Gaming machine 10 displays the customer waiting (playing state B, C, D) logo. During the display animation, when a winning combination occurs at the start of Special Feature 2, a winning sound will be output. The gaming machine 10, while displaying the logo for waiting for customers (game states B, C, D), starts a regular game. When a prize is awarded (by passing through the regular gate), the award sound will not be output.

[0391] Thus, the gaming machine 10 is in a state of waiting for customers (playing state A) and when the logo is displayed and when waiting for customers (playing state B, C, D) During the logo display animation, the winning sound for the special game will be output. Regarding the game, a winning sound is output when the probability of winning in the general game is low. The gaming machine 10 aims to improve the appeal of the manufacturer's logo display during the logo display animation and to improve the player's understanding of the game's progress. To assist in finding solutions (for example, noticing errors in the way the keys are placed).

[0392] Next, regarding the illumination effect of the display device performed together with the display device 41 during the logo display effect... This will be explained using Figures 39 to 41. First, regarding the display device and the surrounding display device... This will be explained using Figure 39. Figure 39 shows the display device and surrounding area of ​​the second embodiment. This is a diagra...

Claims

[Claim 1] A gaming machine in which the output level of the performance device can be adjusted, A first operating means capable of receiving the operation to adjust the output amount, including from the player, A second operating means capable of receiving the output adjustment operation, excluding the aforementioned player, The first operating means and the second operating means adjust the adjustment value of the output amount to different adjustment values. Possible control means, Includes, The control means is A first output control unit capable of controlling the first output of the aforementioned performance device, A second output control unit capable of controlling the second output of the aforementioned performance device, A mixed output control unit capable of controlling a mixed output obtained by mixing the first output and the second output, Pre-mixing adjustment means capable of adjusting the output amount of the first output and the output amount of the second output before mixing. and, including Gaming machine.