Gaming machine

The gaming machine's innovative frame and electrical configuration addresses malfunctions by enhancing maintenance accessibility and reliability, ensuring smoother gameplay and improved player experience.

JP2026110527APending Publication Date: 2026-07-02SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2025-12-03
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

Existing gaming machines face issues with malfunctions and the occurrence of problems that need to be suppressed.

Method used

The gaming machine is designed with a specific structural and electrical configuration, including a frame system that allows for easy access and maintenance, a power supply board and game control board with optimized electronic component mounting and grounding, and a performance control board with controlled light emission patterns, along with a flow surface for game balls and screw fixation, to enhance reliability and reduce malfunctions.

Benefits of technology

The design effectively suppresses malfunctions in gaming machines, ensuring smoother gameplay and improved player experience by reducing the likelihood of technical issues.

✦ Generated by Eureka AI based on patent content.

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Abstract

The purpose is to suppress the occurrence of malfunctions in gaming machines. [Solution] In a gaming machine equipped with a gaming control board that controls the progress of the game, the gaming control board has at least the following formed on it: a first electronic component mounting surface on which various electronic components including a gaming control microprocessor are mounted; a first electronic component non-mounting surface on which various electronic components including a gaming control microprocessor are not mounted; a plurality of first electronic component through-holes through which the lead wires of various electronic components including a gaming control microprocessor are inserted; a solid ground on the first electronic component mounting surface; a solid ground on the first electronic component non-mounting surface; and a plurality of first ground through-holes that electrically connect the solid ground on the first electronic component mounting surface and the solid ground on the first electronic component non-mounting surface, wherein the proportion of the plurality of first ground through-holes that are filled with solder is higher than the proportion of those that are not filled with solder.
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Description

Technical Field

[0006] , , ,

[0007] , , , , , , ,

[0001] The present invention relates to gaming machines such as pachinko machines.

Background Art

[0002] Conventionally, gaming machines that suppress the occurrence of problems have been known (see, for example, Patent Document 1). In such gaming machines, for example, the occurrence of problems in random values is suppressed to update appropriate random values.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there are various problems with gaming machines, and there is still room for improvement in suppressing the occurrence of problems with gaming machines.

[0005] The present invention has been made to solve the above-described problems, and an object thereof is to suppress the occurrence of problems with gaming machines.

Means for Solving the Problems

[0006] The present invention has been made to solve at least a part of the above-described problems, and can be realized as the following [[ID=5​​​​​​​ [Application Example 1] The outer frame (51) that is fixed to the gaming island, The front frame (53) is attached to the outer frame so as to be openable and closable, and has an opening (54) , The front frame is attached in a manner that allows it to be opened and closed, and the inner frame is attached in a manner that allows it to be opened and closed. Frame (52), A game area that is detachably attached to the inner frame and visible through the opening. (3) is formed on the game board (2), The unit (center unit 210) attached to the front of the game board, A power supply board (162) is housed in the rear of the inner frame below the game board. Source board box (450), A game control microprocessor mounted on the rear of the game board controls the progress of the game. (81) A game control board box (430) housing a game control board (80) on which the game control board (81) is implemented. and, It is mounted on the rear side of the game board, in a position different from the game control board box, A performance control microcontroller capable of controlling the progress of the performance based on commands from the aforementioned game control board. A performance control board box housing a performance control board (90) on which a Rossesser (91) is mounted. 420) and, A gaming machine (1) equipped with, On the front side of the aforementioned front frame, Frame lamp (66) in the designated position At least one such provision is provided. The light emission modes of the frame lamp include: A light emitted when the gaming machine is restored to power, if no malfunction has occurred during power restoration. Embodiment (Lamp 66 light emission pattern determination table TL initial operation light emission pattern LPS 1. LPS2, Lamp 66 Light Emission Pattern Determination Table TLA Initial Operation Light emission pattern - One, LPS1, LPS2A), and A plurality of types of light emission modes for performance (lamp 66 light emission pattern determination during performance, the variable performance of the table TL and the light emission patterns LP1 to LP28 in the hit game, ran The variable performance of the lamp 66 light emission pattern determination table TLA and the light emission pattern in the hit game of LP1 to LP28), and there is at least a light emission mode different from the light emission mode for restoration power-on and the plurality of types of light emission modes for performance, On the game control board, A first electronic component mounting surface (mounting surface 80m) on which various electronic components including the game control microprocessor are mounted, and A first electronic component non-mounting surface (non-mounting surface 80u) on the side opposite to the first electronic component mounting surface and on which various electronic components including the game control microprocessor are not mounted, and A plurality of first electronic component through holes (through holes 80ta for electronic components) through which lead wires of various electronic components including the game control microprocessor are inserted, and The solid ground on the first electronic component mounting surface (solid ground 80mg on the mounting surface side), and the solid ground on the first electronic component non-mounting surface (solid ground 80ug on the non-mounting surface side) and A plurality of first ground through holes (ground through holes [[ID=3⑤]] 80tc) for electrically connecting the solid ground on the first electronic component mounting surface and the solid ground on the first electronic component non-mounting surface, and at least are formed, In the game control board, lead wires of various electronic components including the game control microprocessor are inserted from the first electronic component mounting surface into the first electronic component through holes and projected from the first electronic component non-mounting surface, and on the first electronic component non-mounting surface and in a state of protruding, Perform soldering, and among the plurality of the first ground through holes, the ratio of those filled with solder is higher than that of those not filled with solder. and The power supply board includes a second electronic component mounting surface (mounting surface 162m) on which various electronic components are mounted, a second electronic component non-mounting surface (non-mounting surface 162u) which is the surface opposite to the second electronic component mounting surface and on which no various electronic components are mounted, a plurality of second through holes for electronic components (through holes for electronic components 162ta) through which lead wires of various electronic components are inserted, <​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​A fourth electronic section where multiple electronic component pads are formed on which various electronic components that do not include are mounted. The product mounting side (MPU non-mounted side 90u) and The aforementioned third electronic component mounting surface (MPU mounting surface side ground plane 90mg) and, The ground plane on the fourth electronic component mounting surface (MPU non-mounted side ground plane 90ug) )and, The ground plane on the third electronic component mounting surface and the ground plane on the fourth electronic component mounting surface Multiple third ground through holes (ground through hole 9) electrically connect the lands. 0tc) and, At least one such is formed, The aforementioned performance control board includes various electronic components, including the performance control microprocessor, in the electronic section With the component placed on the component pad, solder it on the third electronic component mounting surface, and the presentation system With various electronic components, excluding the microprocessor, placed on the electronic component pad, the above Solder on the electronic component mounting surface of 4, through a plurality of the third ground through holes The ratio of those that are not filled with solder is higher than the ratio of those that are filled with solder. high, The aforementioned unit section includes: Flowing surface where game balls can flow down (220c, 223c, 232c, 241c, 258c, 268c) and, The inclined section (220a, 223a, 232a, 2) connects the flow surface and the play area. 41a, 258a, 268a) and, Through holes (220b, 223b) through predetermined positions on the downstream surface through which screws (screws 201) are inserted. , 232b, 233b, 241b, 258b, 268b) and, Formed, The screw is inserted from the front of the flow surface into the through hole and screwed into the front of the game board. The unit is fixed to the game board, and the game balls flowing down the flow surface are the It is possible to make contact with the head (NH) of Ji. A gaming machine characterized by the following features. [Effects of the Invention]

[0008] According to the present invention, the occurrence of malfunctions in gaming machines can be suppressed. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a magnified view of the display units. [Figure 3] This block diagram shows the electrical configuration of the main control board side of a gaming machine. [Figure 4] This block diagram shows the electrical configuration of the sub-control board side of a gaming machine. [Figure 5] This is a diagram illustrating the main ROM and main RAM. [Figure 6] This is a diagram illustrating sub-ROM and sub-RAM. [Figure 7] This diagram illustrates the various types of random numbers used in gaming machines. [Figure 8] This is a diagram to explain the judgment tables T1 to T4. [Figure 9] This is an explanatory diagram of the jackpot type determination table T5. [Figure 10] This is an explanatory diagram of the fluctuation pattern determination table T6 when the time is not shortened. [Figure 11] This is an explanatory diagram of the fluctuation pattern determination table T6 during the time-saving state. [Figure 12] This is an explanatory diagram of the electric reel opening pattern determination table T7. [Figure 13] This is an explanatory diagram of the T8 table for determining the pattern of opening the grand prize slot. [Figure 14] This is an explanatory diagram of the V-opening / closing member opening pattern determination table T9. [Figure 15]This is a flowchart of the main control process. [Figure 16] This is a flowchart of the main timer interrupt processing. [Figure 17] This is a flowchart of the starter sensor detection process. [Figure 18] This is a flowchart of the pre-determination process shown in Figure 2. [Figure 19] Figure 1 is a flowchart of the pre-determination process. [Figure 20] This is a flowchart of the normal operation process. [Figure 21] This is a flowchart for special operation processing. [Figure 22] This is a flowchart for the special symbol waiting process. [Figure 23] This is a flowchart for the process of determining a jackpot. [Figure 24] This is the first flowchart for the variation pattern selection process. [Figure 25] This is the second flowchart for the variation pattern selection process. [Figure 26] This is a flowchart of the processing during special symbol changes. [Figure 27] This is a flowchart for the process of determining special symbols. [Figure 28] This is a flowchart for managing the game state. [Figure 29] This is a flowchart for the game state reset process. [Figure 30] This is a flowchart for the special electric mechanism processing. [Figure 31] This is a flowchart of the V-shaped opening / closing mechanism operation process. [Figure 32] This is a flowchart for the game state setting process. [Figure 33] This is a flowchart of the V-region sensor detection process. [Figure 34] This is a flowchart for processing the number of balls held in reserve. [Figure 35] This is a flowchart showing the sub-control main processing. [Figure 36]This is a flowchart for the sub-system timer interrupt processing. [Figure 37] This is a flowchart of the received command parsing process. [Figure 38] This is a flowchart for the process of determining the pre-announced animation. [Figure 39] This is a diagram illustrating the configuration of the pre-determined information storage area. [Figure 40] This is an explanatory diagram of the pre-announcement effect pattern determination table T51. [Figure 41] This is a flowchart for the process of initiating the variable animation. [Figure 42] This is an explanatory diagram of the core performance pattern determination table T52. [Figure 43] This is an explanatory diagram of the chance-up effect pattern determination table T53. [Figure 44] This is a flowchart of the processing during the variation animation. [Figure 45] This is a flowchart of the display control process. [Figure 46] This is an explanatory diagram illustrating the movement of the first movable component 14. [Figure 47] This is an explanatory diagram illustrating a second aspect of the first movable component 14. [Figure 48] This is an explanatory diagram illustrating a second aspect of the second movable component 15. [Figure 49] This is an explanatory diagram illustrating a second aspect of the movable frame component 69. [Figure 50] This is an explanatory diagram illustrating the display effects of the sub-display screen 64. [Figure 51] This is a diagram to explain the location of the sensors. [Figure 52] This is a flowchart of the power-on process. [Figure 53] This is a flowchart for power outage monitoring. [Figure 54] This is a flowchart for the sub-side RAM clearing process. [Figure 55] This is a flowchart for the process of restoring power from the sub-system after a power failure. [Figure 56] This diagram explains the animation that plays when the RAM is cleared. [Figure 57] This diagram illustrates the animation displayed when the power is restored after an outage. [Figure 58] This is a flowchart for the process of clearing errors in the game's special features. [Figure 59] This is a flowchart for the process of returning movable parts to their original position. [Figure 60] This is a flowchart of the initial operation process for movable parts. [Figure 61] This is a diagram illustrating the first movement of a movable mechanism returning to its origin. [Figure 62] This is a diagram illustrating the second movement of the movable mechanism returning to its origin. [Figure 63] This is a diagram illustrating the initial operation of a movable mechanism. [Figure 64] This diagram illustrates the initial operation of parts other than the movable components. [Figure 65] This is a diagram to explain the retry operation. [Figure 66] This is a diagram illustrating the variation effects during the initial operation of a movable mechanism. [Figure 67] This is a flowchart of the error monitoring process. [Figure 68] This is a flowchart of error notification processing 1. [Figure 69] This is a flowchart of error notification processing 2. [Figure 70] This is a diagram to explain error notification. [Figure 71] This is a diagram to explain the LED effects of the movable parts. [Figure 72] This is an explanatory diagram showing the divisions for describing the gaming area. [Figure 73] This is a diagram illustrating the upper structure of the center unit. [Figure 74] This is a front view showing the prize winning slot unit and the lower left structure of the center unit. [Figure 75] This is a perspective view showing the prize winning slot unit. [Figure 76] This is an explanatory diagram showing the markings used to distinguish the ball entry slots of the prize winning slot unit. [Figure 77]This is a perspective view showing the lower left structure of the center unit. [Figure 78] (A) is a front view showing the reinforcement unit, and (B) is a cross-sectional view of (A) along line BB. [Figure 79] (A) is a front view showing the transparent cover unit, and (B) is a cross-sectional view of (A) along line BB. [Figure 80] This is a front view showing the flow path unit. [Figure 81] This is a perspective view showing the flow channel unit. [Figure 82] This is an explanatory diagram showing the shape of the obstruction nails, etc. [Figure 83] This is a rear view of the gaming machine. [Figure 84] This diagram shows an overview of the arrangement of various electronic components mounted on the mounting surface of the main control board. [Figure 85] These are schematic diagrams of the plan view, cross-sectional view, and bottom view of various through-holes formed on the main control board. [Figure 86] This is a schematic diagram showing a continuation of Figure 85. [Figure 87] This is an enlarged view of region A in Figure 84. [Figure 88] This diagram shows an overview of the arrangement of various electronic components mounted on the MPU mounting surface of the sub-control board and the image control board. [Figure 89] These are schematic diagrams of the plan view, cross-sectional view, and bottom view of various through-holes formed in the sub-control board and image control board. [Figure 90] This is a schematic diagram showing a continuation of Figure 89. [Figure 91] This is an enlarged view of region B in Figure 88. [Figure 92] This is an enlarged view of region C in Figure 88. [Figure 93] This diagram shows an overview of the arrangement of various electronic components mounted on the mounting surface of a power supply board. [Figure 94] These are schematic diagrams showing the plan view, cross-sectional view, and bottom view of various through-holes formed on a power supply board. [Figure 95] This is a schematic diagram showing a continuation of Figure 94. [Figure 96] This diagram shows an overview of the arrangement of various electronic components mounted on the mounting surface of the dispensing control board. [Figure 97] These are schematic diagrams of the plan view, cross-sectional view, and bottom view of various through-holes formed on the dispensing control board. [Figure 98] This is a schematic diagram showing a continuation of Figure 97. [Figure 99] This is a front right perspective view of region F in Figure 72, magnified. [Figure 100] This is a diagram illustrating the configuration of the gaming machine frame 50. [Figure 101] Figure 100 is an enlarged and simplified front view of regions H and I. [Figure 102] This is an enlarged and simplified front view of regions J and K in Figure 100. [Figure 103] These are simplified diagrams of the top and right sides of cover member 431, and a simplified diagram of the right side of cover member 441. [Figure 104] This is an enlarged and simplified front view of area L in Figure 100. [Figure 105] This is a diagram illustrating the light emission pattern determination table TL for lamp 66. [Figure 106] This is a diagram illustrating the light emission pattern determination table TLA for lamp 66. [Figure 107] Figure 72 shows an enlarged front view of region G, and a cross-sectional view of the gg section of the front view. [Modes for carrying out the invention]

[0010] <First Embodiment> 1. Structure of a gaming machine Figure 1 is a front view of a gaming machine 1 as one embodiment of the present invention. Hereafter, the gaming machine 1 The left-right direction will be explained by referring to it as the left-right direction as seen from the perspective of the player facing the gaming machine 1. The forward direction of the gaming machine 1 is described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 is described as the direction toward the player. This is explained as the direction from the player towards the gaming machine 1.

[0011] The game machine 1 launches game balls based on the player's firing operation and directs the game balls into specific prize winning devices. In a pachinko game machine, when a player wins a prize, a predetermined number of game balls are paid out to the player based on that prize. Yes. The gaming machine 1 comprises a gaming machine frame 50 and a game board 2, with the game board 2 located inside the gaming machine frame 50. It is attached. The gaming machine frame 50 consists of the front frame (front frame part) 53, as well as the outer casing of the gaming machine. The outer frame 51 (base frame) to be formed, and the inner frame on which the game board 2 is attached inside the outer frame 51. It is equipped with 52 and the outer frame 51 which is fixed to a gaming island (not shown) in a gaming hall. The inner frame 52 is attached to the front frame 53 so as to be able to open and close, and also attached to the outer frame 51 so as to be able to open and close. It is attached. The front frame (front frame portion) 53 is positioned vertically on the front side of the outer frame 51 and the inner frame 52. It is a rectangular unit and comprises a handle 60, a ball supply tray (upper tray) 61, and an excess ball receiving tray ( Lower tray) 62, performance button 63, sub-display screen 64 (right sub-display screen 64R, left sub-display screen) Display screen 64L and upper sub-display screen 64U), sword member 65, frame lamp 66, It comprises a Pika 67 and a movable frame 69. An opening 54 is formed in the center of the front frame 53. The game area 3 of the game board 2 can be viewed through the opening 54.

[0012] Handle 60 is positioned at the lower right end of the front frame 53, and the firing strength is adjusted according to the rotation angle. The ball is launched. On the right and left sides of the handle 60 are movable frames, which are a kind of gimmick. A movable body 69 (also called a movable frame component 69) is provided. The movable frame component 69 is a handle 60 Two members, positioned on the left and right sides respectively, are configured to be movable in the left-right direction. Each of the components is formed from a flexible, flat plate-shaped member, with the main surface being the handle 60 It is configured to move closer to and further away from it. The movable frame 69 is normally a hand On the left and right sides of the handle 60, it is in a retracted position (Figure 1) that is away from the handle 60. They are stopped and move (advance) from the retracted position toward the handle 60 so that they are close to each other. It can be stopped in a position where it touches the handle 60. The movable frame 69 is in the extended position. It touches the handle 60 or the right hand of the player operating the handle 60.

[0013] The ball supply tray (upper tray) 61 is located below the front frame 53 and stores game balls. The tray (lower tray) 62 is positioned below the ball supply tray (upper tray) 61 and is contained within the ball supply tray 61. It stores the game balls that are not used. The performance button 63 is located near the ball supply tray (upper tray) 61. This is a control panel that is operated (pressed) by the player during special effects that are performed as the game progresses. The button 63 is pressed. A vibration motor is located inside the effect button 63, and depending on the effect, the button is pressed. The tan itself is configured to vibrate up, down, left, and right. The sword member 65 is shaped like a sword. This is a mechanism that the player presses downwards during special effects that occur as the game progresses. Yes, it is possible. The sword member 65 is subjected to a first operation in which the entire sword member 65 is pushed downward, and the entire sword member 65 It is configured to allow a second operation to be performed, which is to push it upward. The sub-display screen 64 is a liquid crystal This is the screen of the display device, consisting of the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display It includes screen 64U. The right sub-display screen 64R is located to the right of the front frame 53, and the left sub The main display screen 64L is located on the left side of the front frame 53, and the upper sub-display screen 64U is located on the front frame 53. It is located on the upper side. The right sub-display screen 64R and the left sub-display screen 64L are located on the game board 2. They are positioned in opposite locations via a median. The upper sub-display screen 64U is positioned above the game board 2. It is configured as follows: Right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U. It is positioned to surround the opening 54 of the front frame 53. The sub-display screen 64 is a liquid crystal display It may be a device, or an organic EL display device, plasma display, projector, etc. Other image display devices such as a matrix may also be used. The frame lamp 66 and the right frame lamp It includes a left frame lamp and is positioned above the front frame 53, causing a light-up effect during gameplay. Now. The right frame lamp is located between the upper sub-display screen 64U and the right sub-display screen 64R. The light-emitting section is shaped like a diagonal line. The left frame lamp is for the upper sub-display screen 64U and the left sub-display screen 64L. This is a diagonally shaped light-emitting part positioned between the two. The speaker 67 is positioned in the upper left of the front frame 53. It consists of a left speaker 67a and a right speaker 67b positioned in the upper right, and during gameplay... Sound effects will be added to the performance.

[0014] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, and the first The game board is movable 14, the second game board is movable 15, the fixed prize winning device (center hole) 19, and the normal variable prize winning device. (Electric chute) 22, gate (through chute) 28, and first major prize device (first attack Car) 31, second major prize device (second attacker) 36, major prize opening start port 17, It is equipped with 27 general prize slots (27 regular prize slots), 16 output slots, and 40 display devices. .

[0015] The game area 3 is made up of transparent panels 2a, and the game is launched by operating the handle 60. This is the area through which the game balls flow, and consists of multiple game pins (also called "obstacle pins") that guide the game balls. (The following may refer to this as an "obstacle nail.") A protruding part is installed. Rail member 4 is a game Located at the left end of area 3, the game balls launched by operating the handle 60 are placed in the game area It guides towards the upper part of 3. To the upper right of the game area 3, along the rail member 4 A stopper member 4B is provided that the rolling game ball will come into contact with. The movement speed of the game ball can be suppressed. The board lamp 5 is located on the back side of the game area 3. Light is shone from the back of the game area 3. Here, some of the panel lamps 5 are on the right frame. It is connected to the lamp and the left frame lamp, and configured to produce a continuous shape and light emission.

[0016] The image display device 7 is located near the center of the game area 3 and is equipped with a display screen 7a. The image display device 7 may be a liquid crystal display device, an organic EL display device, or a plasma display device. It may also be a ray, projector, dot matrix or other image display device. The display screen 7a of the display device 7 displays the performance symbols (decorative symbols) 8L, 8C, and 8R in a variable manner. The display area for the performance symbols (also called the display area) and the hold image table where hold images 9A and 9B are displayed. The display area and the reserved digestion image display area (the reserved display area) where the reserved digestion image 9C is displayed. , has. The pending images 9A and 9B are images representing pending, and the pending icons 9A and 9 Also called B. The pending image 9C is the image representing the pending item, and the pending image 9C, the Also called the hold icon 9C, the variable icon 9C, or the variable icon 9C. The 'n9C' icon is sometimes simply referred to as the hold icon.

[0017] The display area for the symbols includes three symbol display areas: "left," "center," and "right." The left display area shows the left performance symbol (left decorative symbol) 8L. The middle display symbol (middle decorative symbol) 8C is displayed. The right display area shows the right display symbol (right The decorative pattern 8R is displayed. The performance patterns 8L, 8C, and 8R are, for example, from "1" to "9". It is composed of multiple symbols representing numbers. The variation table for the performance symbols 8L, 8C, and 8R. The display is synchronized with the fluctuation display of the first and second special symbols, which will be described later. Placement 7 is determined by the combination of the performance symbols displayed in the left, center, and right symbol display areas, as described below. The first special symbol displayed by the first special symbol display 41a and the second special symbol display 41b The variable display results of the symbols and the second special symbol (jackpot lottery results) are presented in an easy-to-understand manner for the player. It can be displayed in a wide format.

[0018] For example, if you win the jackpot, the symbols will stop displaying a sequence of identical numbers such as "777". If it's a miss, the display will stop on scattered symbols such as "637". This makes it easier for players to understand the progress of their game. Players can see the results of the jackpot lottery. In addition to the first special symbol display 41a and the second special symbol display 41b, the image display device 7 is used to display the first special symbol display 41a and the second special symbol display 41b. This allows for understanding the information. Furthermore, the position of the pattern display area does not need to be fixed. The way in which the changing symbols are displayed may be by scrolling vertically, or Other forms are also acceptable. Depending on the result of each lottery, any combination of symbols will be stopped. Whether to stop displaying is not limited to the above and can be set arbitrarily. Subsequently, the performance symbols 8L, 8 The effect of displaying C and 8R is called "effect symbol variation effect", "decorative symbol variation effect", or single This is also called "variation effect" or "variation display." Note that the variation effect of this decorative pattern is when the special pattern changes. The performance during the period from when it starts to when it stops (also called the special symbol variation period) is one It is counted as a variation effect (one cycle of variation effects). Therefore, when the special symbol starts to change... Even if the decorative patterns are temporarily suspended during the period from when they are stopped, The stopping effect is included in the variation effect of the decorative patterns.

[0019] The image display device 7 displays not only the changing symbols in the animation but also the jackpot game (an example of a special game) in parallel. The jackpot animations and demo animations for when customers are waiting will be displayed on screen 7a. This is possible. In the performance symbol variation performance, in addition to the performance symbols, background images and character images are also available. Performance images may also be displayed. In addition, the image display device 7 may change special symbols in addition to the performance symbols. An identification table that can indicate whether something is in motion or the result of a special symbol lottery. The symbol (fourth design, not shown) may be displayed on the display screen 7a. The pattern may be displayed by light-emitting devices such as LEDs provided in the game area 3.

[0020] The reserved image display area displays reserved image 9A according to the number of reserved images of the first special feature described later. 1. Reserved display area and the second reserved image 9B which displays according to the number of reserved images stored in the second special reserved, as described below. It includes a hold display area. The display of hold images 9A and 9B indicates the first special display, as described later. The number of reserved first special feature symbols displayed on the reserved indicator 43a and the number of reserved second special feature symbols displayed on the reserved indicator 43b The number of reserved symbols in the second special symbol can be displayed to the player in an easy-to-understand manner. The image display area includes a pending clearing display area for displaying pending clearing image 9C. Image 9C shows the currently changing animation symbols (animation symbols 8L) on display screen 7a or display screen 7b. It supports 8C and 8R, and the display of the pending image 9C indicates the first special symbol pending or To make it clear to players that the second special symbol reserve is being used up (see "Use up special symbol reserves" below). It can be displayed.

[0021] On the left side of the image display device 7 is a movable so-called gimmick, the first movable panel 14 (the first A movable component (also called a movable part 14) is provided. The first movable component 14 is a vertically elongated rod-shaped member. The first movable part is configured to be movable in the left-right direction in front of the image display device 7. Object 14 is normally stationary in the retracted position (Figure 1) to the left of the image display device 7, and is retracted position Move (advance) from there towards the right edge of display screen 7a to any advance position in front of display screen 7a. It can be stationary in place. The first movable part 14 has a length that is approximately the same as the vertical direction of the image display device 7. It is formed in such a way that, at its protruding position, it covers a portion of the image display device 7 from top to bottom.

[0022] Above the image display device 7 is a movable so-called gimmick, the second movable panel 15 (the A second movable mechanism (also called a 15th movable mechanism) is provided. The second movable mechanism (15th movable mechanism) is labeled "OARO". The rectangular-shaped component (decorative part) is configured to be movable in the vertical direction. Second movable component 15 is normally stationary in a retracted position above the image display device 7 (Figure 1), and from the retracted position Then it moves downward (advances) toward the center of the display screen 7a to the advance position in front of the display screen 7a. It can be stopped in that position. When the second movable part 15 stops in the extended position, the image display device 7 It covers part of it.

[0023] A stage section 11 is formed at the bottom of the image display device 7. The stage section 11 has a shape that allows the game ball rolling on its upper surface to be guided to the first starting port 20, which will be described later. The warp section 12 is located in the lower left of the image display device 7. It has an inlet where game balls enter and an outlet where game balls exit, and the game balls that enter from the inlet The ball is discharged from the outlet to the stage section 11.

[0024] The fixed prize winning device (center hole) 19 is located below the image display device 7 in the game area 3. The ease with which the game ball enters the first starting gate (first starting prize gate, first ball entry gate, fixed starting gate) remains constant. It is equipped with a starting port 20. The winning of a game ball into the first starting port 20 is determined by a lottery of the first special symbols (large This is the trigger for the winning lottery. In other words, when a game ball enters the first starting opening 20, This is used to acquire jackpot random numbers and to trigger jackpot determination.

[0025] The standard variable prize winning device (electric chute) 22 is located below the first start opening 20 in the game area 3. It is positioned and equipped with a second start port (second start prize port, second ball port, variable start port) 21. When a game ball enters the second starting slot 21, it triggers a draw for the second special symbol (jackpot draw). The electric tuner 22 is equipped with a movable member 23 in front of the second starting port 21, and the movable member 2 The operation of 3 opens and closes the second starting port 21. The movable member 23 is the electric tuner solenoid 24 It is driven by (Figure 3). The second starting port 21 is when the movable member 23 is in the open position and the game balls It is possible to insert the ball. Note that the electric chute 22 is more effective when the movable member 23 is in the open position than when it is in the closed position. It is sufficient that the ball enters the second start port 21 more easily than when it is closed. It may be possible for the ball to go in.

[0026] Gate (through checker) 28 is the first major prize winning device (first attack) in the game area 3 It is positioned above car 31 and is configured to allow game balls to pass through. To gate 28 The passage of the game ball triggers a regular symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of the game ball through gate 28 is determined by the normal symbol random number (winning random number). This serves as a trigger for acquisition and collision detection, etc.

[0027] Here, "special pattern lottery" refers to the drawing of game balls when they enter the first starting gate 20 or the second starting gate 21. When a prize is awarded, a random number for determining the special pattern is obtained, and this obtained random number is set to a predetermined "large This refers to the process of determining whether or not it is a jackpot by comparing it with a value corresponding to "win." The results of the "jackpot" lottery are not immediately announced to the players, but are shown in the first special diagram described below. The pattern indicator 41a or the second special pattern indicator 41b displays the variation of the special pattern. Then, after the predetermined fluctuation time has elapsed, the special symbol corresponding to the lottery result will be displayed as stopped (confirmed). The results are displayed and the player is notified of the lottery results. The image display device 7 displays the variation of the special symbols. A symbol matching game is played in sync with the display of changing symbols, and in this symbol matching game... Therefore, the results of the jackpot lottery are more effectively communicated to the players.

[0028] Furthermore, "regular symbol lottery" refers to the determination of whether a regular symbol is drawn when the game ball passes through gate 28. A random number is generated, and this generated random number is compared to a predetermined value corresponding to a "win." This refers to the process of determining whether or not it is a win. The results of this drawing of ordinary symbols are also determined by The lottery results are not immediately announced when the game ball passes through section 28; rather, the regular symbols, as described below, are announced first. When the display unit 42 shows a variation of a normal pattern, and a predetermined variation time has elapsed... Then, the regular symbols corresponding to the lottery result are displayed (lit up or turned off), and the lottery result is shown to the player. This was reported.

[0029] The first major prize winning device (first attacker, first special variable prize winning device) 31 is located in the game area 3. Located to the upper right of the first starting gate 20, the first major prize gate (first special prize gate) 30 and the V area It comprises 39, a non-V region 70, and a V opening / closing member 71. The first large prize opening 30 is a swing Opening and closing mechanism (first special prize slot) that allows or hinders the acceptance of game balls through a type of opening and closing operation. It is equipped with an opening / closing member 32. The opening / closing member 32 is connected to the first large prize slot solenoid 33 (Figure 3). Therefore, it is driven. The first large prize slot 30 allows game balls to enter when the opening / closing member 32 is in the open position. This is the result.

[0030] The first major prize device 31 contains a V-region (specific region) 39 and a V-region sensor 39a (Figure 3) inside. ) and a non-V region (non-specific region) 70, a non-V region sensor 70a (Figure 3), and the first large prize slot Sensor 30a (Figure 3), V-opening / closing member 71, V-opening / closing member solenoid 73 (Figure 3), It is equipped. Area V (specific area) 39 and non-V area (non-specific area) 70 are the top prize winners. Inside the device 31, a region is provided through which the game balls that have passed through the first large prize opening 30 can pass. The first large prize-winning sensor 30a is located upstream of the V region 39 and the non-V region 70. It is placed to detect when a game ball enters the first large prize slot 30. The V-region sensor 39a detects the V-region It is positioned at 39 and detects the passage of a game ball into the V area 39. The non-V area sensor 70a is non It is positioned in the V region 70 and detects the passage of a game ball into the non-V region 70. The V opening / closing member 71 is The game balls that pass through the first major prize slot 30 are distributed to either the V area 39 or the non-V area 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 rotates. The V-shaped opening and closing member is configured to move (clockwise and counterclockwise relative to the game board 2). When solenoid 73 is energized, it rotates counterclockwise from its origin position, moving the game ball into area V 39. In the first state of distribution (rotation state), when the V-opening / closing member solenoid 73 is not energized, The second state (stopped state) occurs when the game balls are positioned at the origin and distributed to the non-V area 70. The V-opening / closing member 71 is not limited to rotational movement, but also controls the game balls that have passed through the first large prize opening 30 in the V-region 3 It is sufficient to have a function to distribute to either area 9 or non-V area 70, for example, a game board. It may be configured to move in the left-right direction relative to 2. That is, V opening / closing member solenoid When power is supplied to 73, the game balls are distributed to area V 39 in a stowed state (first state), V When the opening / closing member solenoid 73 is not energized, the game balls are in an advanced state, distributed to the non-V area 70. The system may be configured to be in the second state. The passage of this triggers the transition to the high-probability state described later. In other words, area V39 is the trigger for the probability change. It is an activation port. On the other hand, the non-V region 70 is not a probability change activation port. The first of this embodiment The first prize winning device 31 further counts the number of game balls dispensed from the first prize winning device 31. It is equipped with a first major prize device discharge sensor (not shown). The first major prize device discharge sensor is V It is located at the point where region 39 and non-V region 70 merge downstream, and V region sensor 39a Alternatively, the number of game balls that have passed through the non-V region sensor 70a is counted.

[0031] The second major prize winning device (second attacker, second special variable prize winning device) 36 is located in the game area 3. It is located to the upper right of the first major prize slot 30 and is equipped with a second major prize slot (second special prize slot) 35. It is there. The second large prize slot 35 is a swing-type opening and closing mechanism that obstructs the acceptance of game balls or It is equipped with an opening / closing member (second special prize slot opening / closing member, movable member) 37. 7 is driven by the second large prize slot solenoid 38 (Figure 3). The second large prize slot 35 is When the opening / closing member 37 is in the open position, the game ball can be inserted.

[0032] The large prize opening start opening 17 is located above the first large prize opening 30 in the game area 3. When a game ball passes through, the first major prize slot 30 opens. However, in game machine 1, the major prize slot is open. It is not necessary to have a starting port 17.

[0033] The general prize entry point 27 is located at the bottom of the game area 3. The out entry point 16 is located in the game area 3. It is located at the bottom and removes any game balls that do not enter any of the prize slots from the game area 3. Discharge. The display unit 40 is located near the center right of the game board 2. Further details will be provided later. The general prize slot 29 is located in the lower right of the game area 3 and is the first grand prize slot. It is located adjacent to the right side of the 30th unit.

[0034] Game area 3 consists of a left game area 3A, located to the left of the center in the left-right direction, and a right game area 3B, located to the right. There is a method of shooting the game ball so that it flows down the left game area 3A, which is called "left-handed shooting". This is called "". On the other hand, the method of launching the game ball so that it flows down the right game area 3B is called " This is called "right-handed shooting." In game machine 1, players can aim to enter the first starting opening 20 by shooting left-handed. Meanwhile, with a right-handed shot, the ball passes through gate 28, the second starting gate 21, the first major prize gate 30, and, It is designed to allow players to aim for a prize in the second major prize draw of 35.

[0035] Figure 2 is an enlarged view of the display unit 40. The display unit 40 consists of the first special pattern display unit 41a and , a second special symbol indicator 41b, a regular symbol indicator 42, a first special symbol hold indicator 43a, It includes a second special symbol hold indicator 43b and a regular symbol hold indicator 44. First special symbol display The device 41a displays the first special symbol in a variable manner. The second special symbol display device 41b displays the second special symbol The regular symbol display unit 42 displays regular symbols in a variable manner. The first special symbol hold display unit. 43a displays the number of reserved functions (reserved functions) for the first special symbol indicator 41a. The second special symbol hold indicator 43b indicates the operation hold (second special symbol hold) of the second special symbol indicator 41b. Displays the number of memories. The regular symbol hold indicator 44 indicates the operation hold (regular symbol hold) of the regular symbol indicator 42. The number of memories is displayed. The variable display of the first special symbol is triggered when a game ball enters the first starting opening 20. This is done as a machine. The variable display of the second special symbol indicates the entry of a game ball into the second starting opening 21. It is done as a trigger. In the following, the first special symbol and the second special symbol will be collectively referred to as "special It is also called a "pattern". Furthermore, the first special pattern display unit 41a and the second special pattern display unit 41b are combined It is also called the "Special Symbol Display Unit 41". Furthermore, the first special symbol hold display unit 43a and the second special symbol display unit 41 are also included. The diagram hold indicator 43b is collectively referred to as the "special diagram hold indicator 43".

[0036] The special symbol display unit 41 displays the special symbol (identification information) in a variable manner (variable display), and then displays the stop table. By showing, a lottery will be held based on winning at the first starting gate 20 or the second starting gate 21 (special diagram) The results of the pattern winning lottery and the jackpot lottery are announced. Special symbols that stop and are displayed (stopped symbols, The special symbols (derived and displayed as a result of the variable display) are of multiple types, determined by the special symbol lottery. It is one of the special symbols selected from among the special symbols. The stopping symbol is a predetermined jackpot stop. If it is a special symbol (jackpot symbol) that stops, the type of jackpot symbol displayed when stopped Depending on the type of jackpot won, the opening pattern will determine whether the first or second jackpot opening is 30 or 2. A special game (jackpot game) will be held to open prize slot 35. The opening patterns for the major prize slots (the first major prize slot 30 and the second major prize slot 35) will be described later. do.

[0037] The special pattern display unit 41 consists of eight LEDs arranged horizontally, and when they light up... Depending on the mode, a special symbol will be displayed according to the result of the special symbol winning lottery. For example, jackpot If you win (one of the several types of jackpots described below), you will receive "○○●●○○●●" The LEDs in positions 1, 2, 5, and 6 from the left lit up (○: on, ●: off). The winning symbols are displayed. If it's a losing combination, it will display something like "●●●●●●●○" The only LED on the far right that lights up indicates a losing symbol. All LEDs indicate a losing symbol. A method of turning off the lights may be adopted. Before the special symbols stop and are displayed, a predetermined variation time A special pattern will be displayed in a variable manner (variable display) over the course of time. The manner of the variable display is, for example, left Each LED may light up so that the light repeatedly flows from the right. The mode of the variable display is as follows: If the ED is not stopped (illuminated in a specific manner), the above manner is not limited to the above. Any lighting pattern can be used. For example, in the variable display pattern, all LEDs flash simultaneously. You may do so.

[0038] In game machine 1, there is a chance that a game ball will enter either the first start port 20 or the second start port 21. And the values ​​(numerical information) of various random numbers such as the jackpot random number obtained for that win are used for the special symbol reserve. It is temporarily stored in memory area 85 (Figure 5). Specifically, if it is a winning entry into the first starting gate 20, The first special feature is stored in the first special feature hold memory area 85a (Figure 5) as the first special feature hold, and the second start port 21 If it wins, it will be stored as a second special symbol hold in the second special symbol hold memory area 85b (Figure 5). There is an upper limit to the number of special feature reserves that can be stored in each special feature reserve memory area 85, and in this embodiment The upper limit in both the first special feature retention memory area 85a and the second special feature retention memory area 85b is There are four of each. Special symbol reserves stored in the special symbol reserve memory area 85 are those special symbol reserves It is consumed when the variable display of special symbols based on becomes possible. "Consumption of special symbol reserves" means , a special chart that determines the jackpot random number corresponding to the special symbol hold and displays the result of that determination. This refers to performing a variable display of the pattern. Therefore, in the game machine 1, the first start port 20 or the second A variable display of special symbols based on the entry of a game ball into the starting opening 21 can be performed immediately after the entry. If not, that is, if a win occurs while the variable display of special symbols is in progress or while a special game is in progress Even if there is a tie, the right to participate in the grand prize drawing for that tie will be reserved, up to a predetermined number. This is possible. The number of special feature reserves is displayed on the special feature reserve indicator 43. 1st special feature reserve indicator 43a and the second special feature hold indicator 43b are each composed of, for example, four LEDs. Each special symbol hold indicator 43 lights up an LED corresponding to the number of special symbol holds, thereby indicating the number of special symbol holds. Display the number.

[0039] The variable display of the regular symbols is triggered when a game ball passes through gate 28. The symbol display unit 42 displays the normal symbols in a variable (variable) manner, and then displays them in a stopped state. The result of the regular symbol lottery based on the passage of the game ball through gate 28 is announced. The regular symbols (regular symbols that stop on the regular symbols, regular symbols that are derived and displayed as a result of the variable display) are regular symbols This is one of several regular symbols selected by a pattern lottery. (Regular symbol stop) The symbols are predetermined specific regular symbols (regular symbols with a predetermined stopping pattern, i.e., regular winning symbols) In some cases, an assist is provided to open the second start opening 21 in an opening pattern corresponding to the current game state. The game is played. The opening pattern of the second starting gate 21 will be described later.

[0040] The standard pattern display unit 42 is composed of two LEDs, and the way they light up determines the standard pattern. This displays a regular symbol according to the result of the symbol lottery. For example, if the lottery result is a win In that case, both LEDs are lit, as in "○○" (○: lit, ●: off). The design is displayed. If the lottery result is a loss, the LED on the right will show "●○". Only the LEDs that light up will display a normal losing symbol. All LEDs will be turned off to indicate a normal losing symbol. A method that allows this may be adopted. Before the normal symbols stop and are displayed, a predetermined variation time is used. The normal pattern is displayed as a variation. The variation display can be, for example, by having both LEDs light up alternately. It is also acceptable. The mode of the variable display is such that each LED is stopped (lit in a specific mode). If none exists, the lighting configuration is not limited to the above configuration and any other configuration is possible. For example, a variable table The display may be such that all LEDs flash simultaneously.

[0041] In gaming machine 1, when a game ball passes through gate 28, the normal amount acquired for that passage is... The value of the random number for the pattern (winning random number) is temporarily stored as a regular pattern reserve in the regular pattern reserve memory area 86 (Figure 5). It is remembered. There is an upper limit to the number of general diagrams that can be stored in the general diagram storage memory area 86, and in this form The upper limit is 4. The regular diagrams stored in the regular diagram storage memory area 86 are regular It is consumed when it becomes possible to display a variable regular symbol based on the symbol hold. This determines the normal symbol random number (winning random number) corresponding to the normal symbol hold and displays the result of that determination. This refers to performing a variable display of the normal symbols for the purpose of [doing something]. Therefore, in the game machine 1, gate 28 If the variable display of normal symbols based on the passage of a game ball cannot be performed immediately after its passage, In other words, when a win occurs while the variable display of the regular symbols is in progress or while the auxiliary game is in progress. Furthermore, the right to participate in the regular prize draw for each passing item can be reserved, up to a predetermined number. The number of reserved regular drawings is displayed on the reserved regular drawing indicator 44. The reserved regular drawing indicator 44 is, for example, It consists of 4 LEDs, and by lighting up the number of LEDs corresponding to the number of reserved symbols, Display the number of figures on hold.

[0042] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be explained based on Figures 3 and 4. Figure 3 shows the electrical configuration of the gaming machine 1. This block diagram shows the electrical configuration of the main control board. Figure 4 shows the sub-control board of the gaming machine 1. This is a block diagram showing the electrical configuration of the side. The gaming machine 1 consists of a main control board 80 (Figure 3) and a side The control board 90 (Figure 4), the image control board 100 (Figure 4), and the lamp control board 107 (Figure 4) 4) It comprises a voice control board 106 (Figure 4) and a payout control board 110 (Figure 3). 。The main control board 80 is a game control board that performs control related to game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that performs control related to effects executed as the game progresses, and together with the image control board 100, the lamp control board 107, and the voice control board 106, constitutes the sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90. The main control board 80 includes a game control microcomputer 81, which is a game control microprocessor, and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program.

[0043] The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 exchanges data with other boards and the like via an input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0044] When a signal output from each sensor is input, the main control board 80 -It also outputs a signal to each solenoid. Sensors are connected via the relay board 88. These include the large prize opening start port sensor 17a, the first start port sensor 20a, and the second start port sensor. Sensor 21a, Gate sensor 28a, First large prize slot sensor 30a, Second large prize slot sensor 35a , V-region sensor 39a, non-V-region sensor 70a, and normal prize slot sensors 27a, 29 a is an example. The solenoids connected via the relay board 88 include the electric tuner solenoid. Noid 24, first large prize slot solenoid 33, second large prize slot solenoid 38, and V-opening A closing member solenoid 73 is exemplified. The large prize opening start port sensor 17a opens the large prize opening. It is installed inside the starting port 17 and detects the game ball that has entered the starting port 17 that opens the main prize opening. 1 Start port sensor 20a is installed inside the first start port 20, and when the first start port 20 is entered The game ball is detected. The second start port sensor 21a is installed inside the second start port 21, and the second The game ball that enters the starting port 21 is detected. The gate sensor 28a is installed inside the gate 28. The first large prize entry sensor 30a detects the game ball that has been kicked and passed through gate 28. It is located inside the prize entry opening 30 and detects the game ball that has entered the first major prize entry opening 30. The prize slot sensor 35a is installed inside the second large prize slot 35 and detects when a prize is awarded in the second large prize slot 35. The game ball is detected. The V-region sensor 39a is located in the V-region 39 inside the first large prize winning opening 30. The sensor detects the game ball that has passed through the V-region 39. The non-V-region sensor 70a detects the first large prize winning opening. It is located in the non-V region 70 inside 30 and detects game balls that have passed through the non-V region 70. The prize entry sensor 27a is installed inside the regular prize entry slot 27, and when a player enters the regular prize entry slot 27, The game ball is detected. The regular prize slot sensor 29a detects the game ball that has passed inside the regular prize slot 29. Detect. The electric tuner solenoid 24 drives the movable member 23 of the electric tuner 22. The prize-winning slot solenoid 33 drives the opening / closing member 32 of the first major prize-winning device 31. Second major prize-winning slot The solenoid 38 drives the opening / closing member 37 of the second prize-winning device 36. The 73 drives the V-opening / closing member 71 of the first grand prize device 31. The magnetic sensor 151a is It is located on the back of the control panel 2 and detects when a magnetic field is generated near the magnetic sensor 151a. The radio wave sensor 152a is located on the back of the game board 2, and when the radio wave sensor 152a is nearby, The sensor detects the generation of waves. The supply ball shortage sensor 153a is installed on the back of the gaming machine 1. It is installed in the ball tank 400 and detects when there is a shortage of supply balls.

[0045] The main control board 80 is connected to the display units 40 via the input / output circuit 87. The official microcomputer 81 includes the first special symbol display 41a, the second special symbol display 41b, and the regular symbol display. Display 42, 1st special figure reservation indicator 43a, 2nd special figure reservation indicator 43b, general figure reservation indicator 4 Control the display for item 4.

[0046] The main control board 80 is connected to the dispensing control board 110 via the input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110, and also monitors the dispensing process. The system receives signals from the payout control board 110 for visual purposes. The payout control board 110 receives signals for prize ball payout. Device 120, ball dispensing device 130, and card unit 135 are connected, and launch control The launcher 112 is connected via circuit 111. The prize ball payout device 120 pays out prize balls. Dispensing is performed. The dispensing control board 110 is a dispensing control microprocessor. It is equipped with a microcontroller 109 for dispensing and an input / output circuit. The microcontroller 109 for dispensing control dispensing This is a one-chip microcontroller mounted on the control board 110, and is the microcontroller 81 for game control. Based on these signals, the prize ball motor 121 of the prize ball dispensing device 120 is driven to dispense prize balls. The process is carried out. The dispensed prize balls are detected by the prize ball sensor 122 for counting. The ball dispensing device 130 dispenses the dispensed balls. The dispensing control board 110 controls the gaming machine 1. Based on the signal from the connected card unit 135, the ball dispensing mode of the ball dispensing device 130 The TA131 is driven to dispense the rental balls. The dispensed rental balls are counted. It is detected by sensor 132. The card unit 135 is located adjacent to the gaming machine 1. Based on the information from the inserted prepaid card, etc., it outputs information regarding ball rentals. The firing device 112 consists of a handle 60 (Figure 1), a firing motor 113, and a touch switch 114. It is equipped with a firing volume 115 and a launching device 112 operated by the player's handle When operation 60 occurs, the touch switch 114 detects contact with the handle 60. The firing volume 115 detects the amount of rotation of the handle 60. The launch motor 11 launches the game balls with a strength corresponding to the magnitude of the detection signal from the system 115. Drive 3.

[0047] The main control board 80 is connected to the sub-control board 90 (Figure 4) via the input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between board 80 and sub-control board 90 is for the signal from main control board 80 to sub-control board 90. It is a one-way communication connection that only allows transmission. That is, the main control board 80 and the sub-control board Between the board 90 and the other side is a unidirectional circuit (e.g., a diode) not shown, which serves as a means of restricting the direction of communication. A circuit using the note "do" is involved.

[0048] A wire breakage monitoring device 155 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 receives the signal (disconnection signal) from the disconnection monitoring device 155, and the disconnection monitoring device 15 5 determines whether the signal line being monitored is broken or not. The breakage monitoring device 155 is a relay It monitors the signal lines connected to circuit board 88. The disconnection monitoring device 155 is a relay station. In addition to the signal lines connected to board 88, the signal lines connected to the main control board 80 are monitored. It's also acceptable to consider it as being observed.

[0049] The power supply board 162 is connected to the main control board 80 via the input / output circuit 87. The circuit board 80 receives the signal from the power switch 163 of the power supply board 162, and the power switch 16 Determine whether setting 3 is ON or not.

[0050] The main control board 80 is equipped with a RAM clear switch 161. When resetting stored information, the RAM clear switch 161 is pressed. When resetting the information stored in RAM84, press the RAM clear switch 161. While holding it down, turn ON the power switch 163 on the power supply board. Main control board 8 0 is when the power switch 163 is turned ON and the RAM clear switch 161 is pressed. If this condition is met, the information stored in main RAM84 will be reset, and the RAM will be cleared. When switch 161 is not pressed, the data stored in main RAM 84 is Do not reset the information.

[0051] The sub-control board 90 includes a performance control microcontroller 91, which is a performance control microprocessor, It includes an input / output circuit 95. The microcontroller 91 for performance control is mounted on the sub-control board 90. This is a system that controls the gameplay and presentation of the gaming machine 1 according to the program. The microcontroller 91 stores programs and other information for controlling the effects as the game progresses. The main ROM 93, the sub-RAM 94 used as work memory, and the memory stored in the sub-ROM 93 It includes a sub-CPU 92 that executes the stored program, and a sub-ROM 93. Details of the stored data, and details of the storage area provided in sub-RAM94. This will be discussed later. Sub-ROM93 may be configured as an external ROM. The control microcontroller 91 communicates data with other boards, etc., via the input / output circuit (I / O port section) 95. It transmits and receives data. The input / output circuit 95 may be built into the microcontroller 91 for performance control. The sub-control board 90 is connected to the image control board 100 via the input / output circuit 95, and also to the voice control board. The circuit board 106, the lamp control board 107, the relay board 108, and the cooling fan 172 are in contact. This is being continued. Furthermore, the microcontroller 91 for performance control may be a single-chip microcontroller.

[0052] The image control board 100 includes an image control microcontroller 101, an input circuit 105a, and an output circuit It is equipped with 105b. Image control microcontroller 101 is an image control microprocessor. This is mounted on the image control board 100, and the image display device operates according to the program. It controls the display of screen 7 and sub-display screen 64. The image control microcontroller 101 is controlled by CPU 10 It includes 2, ROM103, and RAM104. ROM103 contains display control. In addition to the program for achieving this, still images displayed on the image display device 7 and the sub display screen 64, data such as moving image data, specifically, characters, items, figures, letters, numbers, and symbols etc. (including production symbols) and image data such as background images are stored. The RAM 104 is used as a memory for expanding image data. The CPU 102 executes the program stored in the ROM 103. The production control microcomputer 91 causes the image control microcomputer 101 to perform display control on the image display device 7 and the sub display screen 64 based on the

[0053] command received from the main control board 80. The image control microcomputer 101 reads out image data from the ROM 103 based on the command from the production control microcomputer 91 and performs display control based on the read image data. Note that the image control microcomputer 101 may be a one-chip microcomputer. A speaker 67 is connected to the audio control board 106, and the production control microcomputer 91 outputs voices, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on the command received from the

[0054] main control board 80. The acoustic data such as voices output from the speaker 67 is stored in the sub ROM 93 of the sub control board 90. Note that the audio control board 106 may implement a CPU, and the CPU may execute audio control based on a command. Furthermore, the audio control board 106 may implement a ROM, and the ROM may store acoustic data. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Furthermore, the ROM 103 of the image control board 100 may store acoustic data.

[0054] The lamp control board 107 includes a frame lamp 66, a panel lamp 5, a first movable component 14, and Two movable parts 15 and a frame-movable part 69 are connected and controlled. (Performance control) The microcontroller 91 controls the lamp control board 1 based on the command received from the main control board 80. The lighting of lamps such as the frame lamp 66 and the panel lamp 5 is controlled via 07. In other words, the effects The control microcontroller 91 determines the light emission pattern of lamps such as the frame lamp 66 and the panel lamp 5. Create turn data (data that determines things like on / off status and light color, also called lamp data). The light emission of lamps such as the frame lamp 66 and the panel lamp 5 is controlled according to the light emission pattern data. The light emission pattern data is created using the data stored in the sub-ROM 93 of the sub-control board 90. A data controller is used. The microcontroller 91 for performance control receives commands from the main control board 80. Based on this, the first movable mechanism 14, the second movable mechanism 15, and the frame movable mechanism 69 are operated. The microcontroller 91 for performance control controls the first movable mechanism 14, the second movable mechanism 15, and the frame movable mechanism. Create motion pattern data (drive data) that determines the operation mode of each of the objects 69, and then operate According to the pattern data, the first movable part 14, the second movable part 15, and the frame movable part 69 It controls the operation. The operation pattern data is created using data stored in sub-ROM93. Use Ta. Note that the lamp control board 107 may have a CPU mounted on it, and that CPU It can also be used to control the lighting of lamps and the operation of movable parts 14 and 15 based on commands. In this case, the lamp control board 107 may have a ROM mounted on it, and the ROM may contain a light-emitting pattern. Data related to the sequence and operating patterns may be stored.

[0055] The relay board 108 includes an action button detection switch 63a and a select button detection switch. 68a, the first movable part 14 detection sensor 14a, and the second movable part 15 detection sensor 15a The gaming machine frame release sensor 50a and the performance button detection switch 63a are connected. The system detects that the performance button 63 (Figure 1) has been pressed. Then, the signal from the performance button detection switch 63a to the sub-control board 90 via the relay board 108 is sent. A switch signal is output. Additionally, a vibration motor is attached to the performance button detection switch 63a. It is activated and driven in response to a signal from the relay board 108, causing the performance button 63 to vibrate. The select button detection switch 68a detects when the select button 68 is pressed. The sensor 14a for detecting the first movable part 14 detects when the first movable part 14 is in the origin area. It detects the presence of the second movable part 15. The second movable part 15 detection sensor 15a detects the second movable part 15 The sensor detects that the object is in the origin region. The gaming machine frame open sensor 50a detects that the gaming machine frame 50 is open. It detects that it has been released. The gaming machine frame 50 is released when the front frame (front frame part) 53 The game board 2 is separated from the game machine. Also, the game board 2 is separated from the outer frame 51 of the game machine. It may be left as is. In addition, the relay board 108 also detects that the sword member 65 has been searched. A switch for detecting the sword component to be deployed is also connected.

[0056] 3. Data structure of the gaming machine Based on Figures 5 and 6, the data structure of the gaming machine 1 will be explained. Figure 5(A) shows May This is a diagram illustrating the tables stored in ROM83. Figure 5(B) shows May This is a diagram illustrating the memory area provided in RAM84. Figure 6(A) shows the sub It is a diagram for explaining the table stored in ROM93. FIG. 6(B) is a sub R It is a diagram for explaining the storage area provided in the sub RAM94.

[0057] In the main ROM83 (FIG. 5(A)), there are stored a jackpot determination table T1, a reach determination table T2, a normal symbol hit determination table T3, a normal symbol variation pattern determination table T 4, a jackpot type determination table T5, a variation pattern determination table T6, an electric chew opening release pattern determination table T7, a big winning opening pattern determination table T8, a V opening / closing member opening pattern determination table T9. These determination tables are referred to by the game control dedicated microcomputer 8 1 in the main control main process (described later) executed by the game control dedicated microcomputer 8 1. The specific content of each determination table will be described later.

[0058] In the main RAM84 (FIG. 5(B)), there are provided a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special figure reservation memory area 85, and a normal figure reservation memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub control unit side are set in the main control main process (described later), and a pre-determination command, a reserved ball number command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V passing command, a customer waiting wait machine command, etc. are set. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a jackpot f lag, etc. is set. Lag, jackpot end flag, 1st prize flag, 2nd prize flag, ceiling flag, V flag, The probability change flag, time reduction flag, etc. are set. The counter set area 84c is the main control This is the area where the counter used in the random number processing (described later) is set, and the random number counter, Round counter, ceiling counter, probability variation counter, time reduction counter, etc. are set. The separate operation status set area 84d is where the status in the special operation processing described later is set. This is the area where the special feature hold memory area 85 stores the first special feature hold. It includes a memory area 85a and a second special feature hold memory area 85b in which the second special feature hold is stored. The first special feature hold memory area 85a contains the 1st, 2nd, 3rd, and 4th special feature holds. The first unit for storing a set of random numbers (hold information), such as the special symbol winning random numbers, corresponding to each of the special symbols. Memory area, second memory area, third memory area, and fourth memory area are provided. Second special feature reserved. Memory area 85b corresponds to the 1st, 2nd, 3rd, and 4th special symbols of the second special symbol hold. A first memory area, a second memory area, and a third memory area for storing a set of random values ​​(reserved information). A fourth memory area is provided. The general diagram hold memory area 86 contains the first and second general diagram holds, The third and fourth symbols correspond to a group of random numbers such as the normal symbol random number (winning random number) (hold information). A first memory area, a second memory area, a third memory area, and a fourth memory area are provided for storing ) It is set. In addition to the above area, the main RAM 84 also contains special symbol stop data. The set buffer for the winning type, the movable parts 14 and 15, and the movable frame 600 are driven. A drive data buffer, etc., is provided where the drive data for this purpose is set. Main RA The information stored in M84 is not cleared even when the power of the gaming machine 1 is turned OFF or ON. It will remain as is. That is, the above commands, flags, counters, status information, The pending information remains unchanged even when the power is turned off or on; the information is retained. On the other hand, the information stored in the main RAM 84 is reset by a RAM clear of the gaming machine 1. It will be reset. When reset, the ceiling flag will be set to "ON" as the initial state of the flag. The other flags are set to "OFF". Also, the initial state of the counter is The ceiling counter was set to "500", and the other counters were set to "0". ru.

[0059] Sub-ROM 93 (Figure 6(A)) contains the pre-read animation pattern determination table T51 and the core The performance pattern determination table T52 and the chance-up performance pattern determination table T53 The stop symbol pattern determination table T54 and are stored there. These determination tables are In the sub-control main processing (described later) executed by the microcontroller 91 for performance control, This is referenced by the microcontroller 91. The specific contents of each decision table will be described later.

[0060] Sub-RAM 94 (Figure 6(B)) contains a command storage area 94a and a performance command set. Area 94b, pre-determination information storage area 94c, and counter set area 94d are provided. Command memory area 94a is used in the sub-control main processing (described later) This is the area (input buffer) where commands entered from the Imperial side are stored, and the pre-determination frame. Command, number of balls held command, start command for variation, stop command for variation, opening command Round selection command, ending command, game state selection command, V-pass command Commands such as "waiting for customers" are stored here. The performance command set area 94b is for sub-control In the main processing (described later), the sub-control board 90 controls the image control board 100 and the audio control board. 106, the area where commands to be output to the lamp control board 107 and the relay board 108 are set. This area (output buffer) is used for commands to start the variation effect, commands to stop the variation effect, and commands to end the variation effect. Commands, Opening sequence start command, Round sequence start command, Ending sequence Start commands and other settings are set. The pre-determination information storage area 94c is used for the sub-control main process. In the process described below, pre-determination information is stored. The counter set area 94d is a subsystem. This is the area where the counter used in the main processing (described later) is set, and random number counter Counter, 1st special symbol hold effect counter, 2nd special symbol hold effect counter, normal symbol hold effect counter, Ceiling effect counter, overnight carryover effect counter, probability change effect counter, time reduction effect counter, etc. It will be set. Of the information stored in sub-RAM94, all except the overnight performance counter will be used. The data remains unchanged even when the power of the gaming machine 1 is turned OFF or ON. In other words, The above commands, counters other than the overnight performance counter, and pre-judgment information are powered by... The state remains unchanged regardless of whether it's turned OFF or ON, and the information is maintained. The overnight performance counter is for play The value is reset when the power of machine 1 is turned OFF or ON, and the initial state is set to 0. The information stored in sub-RAM94 is reset by a RAM clear on gaming machine 1. When reset, the ceiling effect counter is set to 500 as its initial state. The other counters are then set to 0.

[0061] Figure 7 is a diagram illustrating the various random numbers used in the gaming machine 1. Figure 7(A Figure 7(B) shows the random numbers acquired by the game control microcontroller 81 on the main control unit side. ) indicates a random number acquired by the microcontroller 91 for performance control on the sub-control unit side. Microcomputer 81 generates a "jackpot random number", a "jackpot type random number", a "reach random number", and The "variable pattern random number" and the "normal symbol random number (winning random number)" are generated at the timing described below. It is configured to be obtained by the lottery to determine whether or not it is a jackpot. This is a random number used for determining the winner, and it takes values ​​in the range of 0 to 65535. "Another random number" is a random number used in the lottery to determine the type of jackpot won (jackpot type determination). It takes values ​​in the range of 0 to 127. "Reach Random Number" is used when the jackpot is determined to be a miss. In that case, the decision is made whether or not to generate a reach in the symbol variation animation that shows the result. A random number used for this purpose, taking values ​​in the range of 0 to 127. Reach refers to multiple actions When there is only one remaining displaying animation symbol among the displayed symbols (decorative symbols) The outcome of the jackpot depends on which symbol the fluctuating display of symbols stops on. This refers to the state in which the displayed symbols are combined (for example, the state of "7↓7"). When the reels are in a reach state, the displayed symbols appear to be shaking within the display screen 7a. It may be displayed as follows: "Variation pattern random number" determines the variation pattern, including the variation time. This is a random number used for that purpose, and it takes values ​​in the range of 0 to 127. "Normal symbol random number (win) The "random number" is a lottery to determine whether or not to perform an auxiliary game that opens the electric tuner 22 (normal symbol lottery). Used for selection. Ordinary symbol random numbers take values ​​in the range of 0 to 255. "Big win random number" "Big win type random number", "Reach random number", and "Variation pattern random number" are generated at the starting gate (1st start It is obtained based on the ball entering the starting port 20 or the second starting port 21). The random number set obtained based on the ball is stored in the first special symbol hold memory area 85a, and the second start port The set of random values ​​obtained based on the ball entering slot 21 is stored in the second special symbol hold memory area 85b. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The randomized values ​​for the regular symbols are stored in the regular symbol hold memory area 86.

[0062] The microcontroller 91 for controlling the effects generates a "pre-read effect random number" and a "chance-up random number," and then... It is configured to be acquired at the timing described. The "pre-read random number for performance" is variable. This is a random number used to determine the pre-announcement effect during the performance, and its value ranges from 0 to 127. Take it. The "Chance Up Random Number" is used to determine the chance up effect during the variation effect. The random number used takes a value in the range of 0 to 127. The "pre-read animation random number" is... This is obtained based on the fact that a pre-determination command has been output from the control unit to the sub-control unit. The acquired random number set is stored in sub-RAM94. "Chance Up Random Number" is May This is obtained based on the output of a change start command from the control unit to the sub-control unit. The acquired random number is stored in sub-RAM94.

[0063] Figure 8 is a diagram illustrating the judgment tables T1 to T4. Figure 8(A) shows the jackpot A diagram illustrating the reach determination table T1 is shown, and Figure 8(B) shows the reach determination table A diagram illustrating T2 is shown, and Figure 8(C) shows the normal symbol hit determination table T3. A diagram is shown to illustrate the process, and Figure 8(D) shows the normal pattern variation determination table T4. A diagram is provided to illustrate the point.

[0064] The jackpot determination table T1 is used by the game control microcontroller 81 in the main control processing (described later). In this case, the acquired jackpot random number (any number between 0 and 65535) corresponds to a "jackpot". This is the table referenced to determine whether it corresponds to a "loser" or a "failure". In Figure 8(A) In the "normal probability state," if the jackpot random number is "0 to 164," then "jackpot" It was determined to be "a jackpot," and the jackpot random number was "a number other than 0-164 (165-65535)." In some cases, it is indicated that it will be judged as a "miss". Also, in a "high probability state" If the jackpot random number is between "0 and 649", it is determined to be a "jackpot", and the jackpot random number If the value is a number other than 0-649 (650-65535), it is judged as a "loser". It has been shown that this is the case. The details of "normal probability state" and "high probability state" will be explained later. do.

[0065] The reach determination table T2 is used by the game control microcontroller 81 in the main control processing (described later). Then, if the acquired random number for reach (one of 0 to 127) corresponds to "reach available", This is the table referenced to determine whether the result is "no reach". In Figure 8(B), In a "non-time-saving state," if the random number for reaching is "0-13," then it is considered "reach available." If the random number for reach is determined to be "a number other than 0-13 (14-127)", then "Reach" It is indicated that it will be judged as "no chance". Also, in "time-saving state", the random number of chances If the random number for reaching is "0-5", it is determined to be "reach available", and if the random number for reaching is "a number other than 0-5", It is indicated that if the value is (6~127), it will be judged as "no reach". The details of "short state" and "non-short state" will be explained later. In the reach determination table T2, In the shortened time state, it is less likely to get a near miss when you lose compared to the non-shortened time state. In the shortened time state, more instances of no reach and misses with short variation times are selected, This is to speed up the process of handling pending requests.

[0066] The normal symbol win determination table T3 is the main control processing (later) of the game control microcontroller 81. In the above, if the obtained random number for the regular symbol (any of 0 to 255) corresponds to a "win" This is the table referenced to determine whether it corresponds to a "loser" or a "failure". In Figure 8(C) In the "non-shortened time state," if the random value of the normal symbols is "0 to 2," it is judged as a "win." If the random number for the regular symbol is a number other than 0-2 (3-255), it is considered a "miss". It has been shown that this is the result. Also, in the "time-saving state", the normal symbol random value is "0 If the value is "~254", it is judged as a "win", and if the normal symbol random value is "a number other than 0~254", The value "(255)" is indicated as a "miss".

[0067] The normal symbol variation pattern determination table T4 is the main control processing unit of the game control microcomputer 81. In the theory (explained later), the change in the regular symbols depends on the game state (whether it is a non-time-saving state or a time-saving state). This is the table referenced to determine how many seconds the interval is. In Figure 8(D), "Non-time reduction state" When this happens, the normal symbol variation time is determined to be "30 seconds", and when in "time-saving state", the normal symbol It has been shown that the variation time is determined to be "1 second".

[0068] Figure 9 is a diagram illustrating the jackpot type determination table T5. Table T5 is acquired by the game control microcontroller 81 in the main control processing (described later). Depending on the random number (one of 0 to 127) for the type of jackpot, the "type of jackpot" and "special" will be determined. This is a table referenced to determine the "type of pattern". In Figure 9, the first special pattern (special In the lottery shown in Figure 1), if you win, and the random value for the type of jackpot is "0 to 24", then The type of win is determined to be "16RV Passing Scheduled Big Win," and the stop symbols of Special Feature 1 (Special Feature Stop Diagram) The pattern is determined to be "Big Win Symbol 1". When the random value for the big win type is "25-49" The type of jackpot is determined to be "16RV scheduled jackpot," and the special symbol stop is "jackpot" It is determined to be "Pattern 2". If the random value for the jackpot type is "50~55", the jackpot type Another one was judged as a "16R (effectively 15R) V-passing jackpot," and the special symbol stop was "jackpot" It is determined to be "Pattern 3". If the random value for the jackpot type is "56~67", the jackpot type Another one was judged as a "16R (effectively 13R) V-passing jackpot," and the special symbol stop was "jackpot." It is determined to be "Pattern 4". If the random value for the jackpot type is "68~127", it is a jackpot. The type is determined to be "16R (effectively 13R) V non-passing jackpot", and the special symbol stop is "Big It is determined to be "Winning Symbol 5". On the other hand, in the drawing for the second special symbol (Special Symbol 2), it is determined that it was a winner. If the random number for the jackpot type is "0-82", the jackpot type will be "16RV Passing Scheduled". The result is determined to be a "jackpot," and the stopping symbol in Special Feature 2 (Special Feature Stopping Symbol) is determined to be "jackpot symbol 1." If the random number for the type of jackpot is "83~127", the type of jackpot will be "16R( It was determined to be a "jackpot that will not pass through the V (effectively 13 rounds)" and the special symbol that stopped was "jackpot symbol 5". The determination is made. Furthermore, by referring to the jackpot type determination table T5, the special symbol stop diagram is determined. "Special symbol stop symbol data" corresponding to the pattern, "Opening (OP) command" for special gameplay, The "round selection command" and the "ending (ED) command" can also be identified. "16RV scheduled to pass, big win", "16R (effectively 15R) V scheduled to pass, big win", "1 "6R (effectively 13R) V-passing expected jackpot" and "16R (effectively 13R) V-non-passing expected jackpot" The specific details of what constitutes a "winning ticket" will be explained later.

[0069] Figure 10 is a diagram illustrating the fluctuation pattern determination table T6 when the time is not shortened. Figure 11 is a diagram illustrating the fluctuation pattern determination table T6 during the time-saving state. The pattern determination table T6 is used by the game control microcontroller 81 in the main control processing (described later). Then, based on the acquired random value (0-127) of the variation pattern, the variation pattern is determined. This is a table that is referenced. In Figure 10, for example, in the non-time-saving state, the first start port 2 If the result is 0, and the jackpot determination table T1 determines it as a "miss", the reach determination table In Bull T2, it is determined that there is a "reach" and the number of held balls is "1-2", and the pattern is variable. It has been shown that when the random value is between "0 and 60", the variation pattern is determined to be "P7". In Figure 11, for example, when the ball enters the second starting opening 21 in the time-saving state, a jackpot is determined. In Table T1, it is determined to be a "jackpot", and in Jackpot Type Determination Table T5 If it is determined that "16RV is scheduled to pass, big win", and the random value of the fluctuation pattern is "0 to 10", This indicates that the variation pattern is determined to be "P61". As shown in Figures 10 and 11. Similarly, once the variation pattern is determined, the variation time is also determined. In addition, will that reach be a normal reach or a super reach (SP reach)? The outcome will also be determined. A Super Reach is a reach where the reel spin time after the reach is longer than a Normal Reach. This is a special effect. Here, there are five types of super reach (SP1, SP2) with different variation times. SP3, SP4, SP5) are set. In SP1-3, after a normal reach It will be implemented in an advanced manner. The difference between SP1-5 may be, for example, the presence or absence of pseudo-connections.

[0070] Figure 12 is a diagram illustrating the electric reel opening pattern determination table T7. - The opening pattern determination table T7 is the main control processing of the game control microcontroller 81 (described later). In this game, the opening pattern of the electric tuner 22 depends on the game state (whether it is a non-shortened time state or a shortened time state). This is the table referenced to determine the status. In Figure 12(A), the "non-time-saving state" and The opening pattern of the electric reel 22 was determined to be "opening pattern 11", and the "time-saving state" was It is shown that the opening pattern is determined to be "opening pattern 12". Figure 12(B The contents of opening pattern 11 and opening pattern 12 are shown in ). Now, we will open the electric tuner 22 with one opening and an opening time of 0.2 seconds. Opening pattern In version 12, the number of openings is 3, the opening time per opening is 2.0 seconds, and the interval (opening interval) is... The electric tuner 22 is opened for 1.0 second. However, this opening of the electric tuner 22 is predetermined. If the specified number of game balls are awarded (maximum of 10), and there is remaining opening time... Even if you stay, it will be shut down.

[0071] Figure 13 is a diagram illustrating the Grand Prize Opening Pattern Determination Table T8. The mouth opening pattern determination table T8 is the main control processing performed by the game control microcontroller 81 (described later). In this case, according to the special symbol stop data (Figure 9), the first major prize slot 30 and the second major prize slot This is a table referenced to determine the opening pattern of opening 35. In Figure 13(A), When the special symbol stop data is "11H", "12H", or "21H", the first grand prize is awarded. The opening pattern for opening 30 and the second major prize opening 35 was determined to be "opening pattern 21", and the special feature When the stop symbol data is "14H", "15H", or "22H", the opening pattern is "Opening pattern". When it is determined to be "Turn 22" and the special symbol stop data is "13H", the opening pattern is "Open It is shown that this is determined to be "Release Pattern 23". Figure 13(B) shows Open Pattern 2 1. The contents of opening patterns 22 and 23 are shown. Opening pattern 21 In rounds 1-13 and 15, the first major prize slot opened once and lasted 29.5 seconds. A 0 opening (long opening) was performed, and in rounds 14 and 16, the number of openings was 1, and the opening time was 2. The second major prize slot 35 will be opened (long opening) at 29.5 seconds. In opening pattern 22... In rounds 1-13, the first major prize slot 30 was opened once, with an opening time of 29.5 seconds. (Long opening) was performed, and in rounds 14 and 16, the number of openings was 1, and the opening time was 0.1 seconds. The second major prize slot 35 was opened (short opening), and in the 15th round, the number of openings was 1. The first major prize slot 30 will be opened (short opening) with an opening time of 0.1 seconds. In rounds 1-13 and 15, the first major entry was achieved with one opening and an opening time of 29.5 seconds. The prize gates were opened (long opening) for 30 rounds, and in the 14th round, the number of openings was 1, and the opening time was 2. The second major prize gate 35 was opened (short opening) for 0.1 seconds, and in the 16th round, The second major prize slot 35 will be opened (long opening) once, with an opening time of 29.5 seconds. However, the opening of the first and second large prize slots 30 and 35 is limited to a predetermined number of game balls. If there are any winners (a set number of winners, maximum 9), the facility will be closed even if there is still time remaining.

[0072] Figure 14 is a diagram illustrating the V-opening / closing member opening pattern determination table T9. The closing member opening pattern determination table T9 is the main control processing of the game control microcontroller 81. As described later, the opening pattern of the V-opening / closing member 71 is determined according to the special stop symbol data (Figure 9). This is the table referenced to make the determination. In Figure 14(A), the special stop symbol data When it is "11H", "12H", or "21H", the opening pattern of the V opening / closing member 71 is When it is determined to be "Open Pattern 31" and the special symbol stop data is "13H", the open pattern The result is determined to be "Opening Pattern 32", and when the special symbol stop data is "14H", the opening pattern The turn was determined to be "Open Pattern 33", and the special symbol stop data was "15H" or "2 It is shown that when the value is "2H", the opening pattern is determined to be "opening pattern 34". Figure 14(B) shows opening pattern 31, opening pattern 32, opening pattern 33, and The contents of opening pattern 34 are shown. In opening pattern 31, in rounds 2, 4, 6, and 8... When the first prize is awarded in the first major prize slot 30, the V-shaped opening / closing member 71 has an opening time of 0.1 seconds. A short opening will be performed. In rounds 10 and 12, the first prize will be awarded to the first prize-winning slot 30. When this occurs, the V-opening / closing member 71 is short-circuited with an opening time of 0.1 seconds, and the second input When an award is given, the V-shaped opening / closing member 71 is opened for a maximum of 31.5 seconds. In pattern 32, the first prize was awarded in the first major prize slot 30 in rounds 2, 4, 6, and 12. When this happens, the V-shaped opening / closing member 71 is short-circuited with an opening time of 0.1 seconds. When the first prize is awarded in the first major prize slot 30, the V-shaped opening / closing member 7 opens for 0.1 seconds. When the first short opening occurs and a second prize is awarded, the V-opening time is a maximum of 31.5 seconds. The closing member 71 is opened for a long time. In opening pattern 33, the first large When the first prize is placed in the prize slot 30, the V-shaped opening / closing member 71 is short-circuited and opens for 0.1 seconds. When the release is performed and a second prize is won, the V-shaped opening / closing member 71 has a maximum opening time of 31.5 seconds. The gate will be opened. In rounds 4, 8, 10, and 12, the first ball will enter the first prize gate 30. When an award is given, the V-shaped opening / closing member 71 is short-circuited with an opening time of 0.1 seconds. In round 34, the first ball entered the first prize slot 30 in rounds 2, 4, 6, 8, 10, and 12. When an award is given, the V-shaped opening / closing member 71 is short-circuited with an opening time of 0.1 seconds.

[0073] 4. Explanation of jackpots, etc. In game machine 1, the results of the jackpot lottery (special symbol lottery) are "jackpot" and "miss". There is a "jackpot" symbol. In the case of a "jackpot," the "jackpot symbol" is displayed on the special symbol display unit 41. When it's a "loser," the special symbol display 41 stops and displays the "loser symbol." If you win the jackpot, the special symbols displayed will trigger according to the type of jackpot you win. In the release pattern, the large prize slots (the first large prize slot 30 and the second large prize slot 35) are opened. The "Big Win Game" is executed. The Big Win Game is an example of a special game. The Big Win Game is , multiple rounds of gameplay (unit-open gameplay), and before the first round of gameplay begins This includes the opening (OP) and the ending (ED) after the final round of gameplay is completed. Each round of gameplay ends at the end of the opening round, or at the end of the previous round of gameplay. Therefore, it begins and ends with the start of the next round of play. The closing time (interval time) is included in the open rounds of gameplay before the closing.

[0074] There are several types of jackpots. The types of jackpots are shown in Figure 9. Here, the types of big wins can be broadly divided into "Big wins with expected V-pass" and "Big wins without V-pass". There are two types: "Scheduled Big Win" and "V Pass Scheduled Big Win". "Scheduled Big Win" is when the V area is reached during the big win game. Opening pattern that allows game balls to pass through to 39 (V passage planned opening pattern) Opening and closing member 32 This is a big win, which activates the opening / closing member 37 and the V-opening / closing member 71. Here, the special stop The pattern data for the jackpots at 11H~14H and 21H is "V-passing jackpot (probability change jackpot)". This corresponds to ")". The opening patterns of the opening / closing members 32 and 37 shown in Figure 13, and Figure 1 The combination with the opening pattern of the V opening / closing member 71 shown in 4 is (opening pattern 21: opening pattern Turn 31), (Release Pattern 22: Release Pattern 33), or (Release Pattern 23: When opening pattern 32), it is possible for the game ball to pass into the V area 39 during the jackpot game. Yes. A "V-non-passing jackpot (regular jackpot)" occurs during the jackpot game in the V-area 39 Opening pattern that makes it impossible for the game ball to pass through (V non-passing opening pattern) Opening and closing member 32 This is a big win, which activates the opening / closing member 37 and the V-opening / closing member 71. Here, the special stop The jackpots with pattern data 15H and 22H correspond to "jackpots not expected to pass through V". Figure 13 The opening patterns of the opening / closing members 32 and 37 shown in Figure 14, and the V-shaped opening / closing member 71 When the combination with the opening pattern is (opening pattern 22:opening pattern 34), During a jackpot game, it becomes impossible for the game ball to pass through area V 39. As described above, the opening and closing member The opening patterns 22 of 32 and the opening / closing member 37 are a V-passing opening pattern and a V-non-passing opening pattern. It also functions as an open pattern.

[0075] "V Passing Scheduled Big Win" is "16RV Passing Scheduled Big Win" and "16R (effectively 13R)" This includes "V-passing scheduled jackpot" and "16R (effectively 15R) V-passing scheduled jackpot". Yes. "16RV Passing Planned Big Win" means the actual total number of rounds is 16. From round 13 through round 15, the first major prize gate (30) will be open for a maximum of 29.5 seconds per round. In rounds 14 and 16, the second major prize gate 35 will be open for a maximum of 29.5 seconds per round. (Figure 13: Opening pattern 21). In 10R and 12R, the V-opening / closing member 71 is in a long open position. Thus (Figure 14: Opening Pattern 31), passage to the V-region 39 within the first large prize opening 30 is easy. It is possible.

[0076] "16R (effectively 13R) V-passing jackpot" means that the total number of rounds is 16R, The actual total number of rounds is 13. In other words, from round 1 to round 13, the first major prize is 3 The 0 slot will be open for a maximum of 29.5 seconds per round, but in round 15, the first major prize slot 30 will be open for 1 The opening is only 0.1 seconds per round, and in rounds 14 and 16, the second large prize slot 35 is hit in one round. It only opens for 0.1 seconds (Figure 13: Opening pattern 22). Therefore, this "16R (effectively) In the "13R) V Pass Scheduled Big Win" round, the opening time of the big prize slot will be extremely short from rounds 14 through 16. It is a short round with no prospect of winning prize balls. In other words, "16R (effectively 13R) V The "overscheduled jackpot" is effectively a 13R jackpot. In 2R and 6R, the V opens and closes. Component 71 is opened to its full extent (Figure 14: Opening pattern 33), and the V region within the first large prize opening 30 is opened. Passing through to Route 39 is easily possible.

[0077] "16R (effectively 15R) V-passing jackpot" means that the total number of rounds is 16R, The actual total number of rounds is 15. In other words, rounds 1 through 13 and round 15 are the first round. The prize slot 30 will be open for a maximum of 29.5 seconds per round, and in the 16th round, the second major prize slot 35 The opening will be open for a maximum of 29.5 seconds per round, but in the 14th round, the second large prize box of 35 will be open for 1 round The opening is only 0.1 seconds long (Figure 13: Opening Pattern 23). Therefore, this "16R( In the case of a "Big Win (Effectively 15R) V Pass Scheduled," the 14th round has an extremely short opening time for the big prize entry slot, and the prize This round is not expected to yield any wins. In other words, "16R (effectively 15R) V expected to pass big win" "Tari" is essentially a 15R jackpot. In 8R and 10R, the V opening / closing member 71 The opening is extended (Figure 14: Opening pattern 32), and the V area 39 inside the first large prize opening 30 It is easily passable.

[0078] "V-Non-Passing Big Win" has a total of 16 rounds, but the actual total rounds The number of dots is 13 in opening pattern 22, "16R (effectively 13R) V-non-passing jackpot". Yes. In other words, from round 1 to round 13, the first major prize pool of 30 is divided into rounds with a maximum of 29.5 seconds per round. It will be opened, but in the 15th round, the first major prize slot 30 will only be opened for 0.1 seconds per round, Also, in rounds 14 and 16, the second major prize gate 35 is only opened for 0.1 seconds per round (Figure 13). :Opening pattern 22). Therefore, in this "16R (effectively 13R) V non-passing jackpot" From rounds 14 through 16, the opening time of the big prize slot is extremely short, making it a round where prize balls cannot be expected. It is written as "Do". In other words, "16R (effectively 13R) V non-passing jackpot" is effectively 13R. This is a big win. In rounds 2, 4, 6, 8, 10, and 12, the V-shaped opening and closing mechanism is used. Material 71 is opened, but this opening is a short opening (Figure 14: Opening pattern 34). Therefore, it is virtually impossible for the game ball to pass through the V-zone 39 within the first major prize-winning opening 30.

[0079] As is clear from the above explanation, "16R (effectively 13R) V non-passing jackpot" and " "16R (effectively 13R) V-passing jackpot" refers to the first large prize slot (30) and the second large prize slot (35) The opening patterns of (opening / closing member 32 and opening / closing member 37) are the same (opening pattern 22), Only the opening pattern of the V-opening / closing member 71 is different (opening pattern 34 and opening pattern 3 3). As will be explained later, there are "16R (effectively 13R) V non-passing jackpot" and "16R ( (Effectively 13R) V Pass Scheduled Big Win: After the big win game ends, a time-saving game (100 in this example) The following will be held: "Round 16 (effectively 13 rounds) V not scheduled to pass." A "jackpot" occurs when it is virtually impossible for the game ball to pass through the V-zone 39 within the first large prize entry point 30. As a result, the game state after the big win is a low-probability time-saving state (low-probability high-base state). On the other hand, the "16R (effectively 13R) V-passing jackpot" is in the V-area 39 within the first large prize entry 30. The game balls can easily pass through, and the game state after a big win is a high-probability time-saving state. (High probability, high base state). Therefore, the player will be in a state of "16R (effectively 13R) V non-competitive". It is difficult to distinguish between a "scheduled jackpot" and a "scheduled jackpot with 16 rounds (effectively 13 rounds) passing through the V-zone." It becomes difficult, and the game state after the big win becomes either a low probability time-saving state (low probability high base state) or a high probability It becomes difficult to determine whether you will enter a time-saving state (high probability, high base state). Also, after the time-saving game ends, In the "16R (effectively 13R) V-non-passing jackpot," the game state is a low probability, low base state (normal state). In the state of "16R (effectively 13R) V-passing planned jackpot", the game state appears to be normal. It enters a normal high-probability low-base state. In other words, "16R (effectively 13R) V-passing jackpot" In "ri", if the game ball passes through the V area 39 within the first large prize entry opening 30, a jackpot game is awarded. When the shortened time state ends, the game state becomes a high probability state, even though it is a high probability low base state. Being in this state is considered a latent state (latent probability change state), and this latent probability change state can be identified by the player. It has become more difficult. That is, "16R (effectively 13R) V non-passing jackpot" and "16R ( "Effectively 13R) V-passing jackpot", "16R (effectively 13R) V-non-passing jackpot" The low-probability time-saving state after a big win (low-probability high-base state) and the "16R (effectively 13R) V-pass prediction" The high-probability time-saving state (high-probability high-base state) after a "regular jackpot" jackpot game, and "16R (effectively 13R) V-non-passing big win" Low probability low base state after the time-saving mode ends and "16R (actually The high-probability, low-base state after the end of the time-saving feature for the "Quality 13R) V-Pass Scheduled Big Win" is difficult for the player to determine. It will be carried out in a certain manner.

[0080] Furthermore, as shown in Figure 9, the distribution rate of jackpots in the lottery for the first special symbol (Special Symbol 1) 68 out of 128 (approximately 53%) of the jackpots were expected to pass through V, and 60 out of 12 were expected to not pass through V. The rate is 8 (approximately 47%). In contrast, the rate of the draw for the second special symbol (special symbol 2) is The distribution rate for winning is 83 / 128 (approximately 64.8%) for big wins that are expected to pass through V, and 83 / 128 for big wins that do not pass through V. The expected jackpot rate is 45 / 128 (approximately 35.2%). In this way, in game machine 1, The jackpot lottery (lottery for the first special symbol) that takes place when a game ball enters the first starting gate 20 is more The jackpot lottery (lottery for the second special symbol) is held when a game ball enters the second starting gate 21. However, it is set up to be advantageous to the player.

[0081] 5. Explanation of game status The game state of the gaming machine 1 will be explained. The microcomputer 81 for game control controls the special symbol display 4. For the special symbols displayed in 1 and the regular symbols displayed in the regular symbol display unit 42, It is possible to perform "probability fluctuation control" and "fluctuation time reduction control". Here, for game control The state in which the microcontroller 81 is controlling the probability variation of the special symbols on the special symbol display unit 41 is called "high This is called a "probability state (high probability state, probability fluctuation state, probability change state)," and it is a state in which probability fluctuations are not controlled. This is simply called the "normal probability state (non-high probability state, low probability state, normal state)". Icon 81 controls the probability fluctuation of special symbols, and the jackpot random number that determines a jackpot A jackpot determination table (Figure 8(A)) is used where the number of high-probability states is greater than the number of normal-probability states. By performing a jackpot determination, a high probability state is achieved. Therefore, the high probability state is The probability of hitting the jackpot is higher than in the normal probability state. In other words, the microcontroller 81 for game control is special When probability variation control is being performed for the special symbols of the separate symbol display unit 41, the probability variation control Compared to when the operation is not performed, the variable display of special symbols by the special symbol display unit 41 The probability of the result (stopping symbols) being a winning symbol increases.

[0082] Furthermore, the microcomputer 81 for game control shortens the variation time for the special symbols on the special symbol display unit 41. The state in which control is enabled is called the "time-saving state," and the state in which variable time reduction control is not enabled is simply called the "non-time-saving state." This is called the "short time state." The shortened time state is the time of variation of the special symbols (from the start of the variation display to the derivation of the display result). The time until display is shorter than in the non-time-saving state. The microcontroller 81 for game control is When time is reduced, a variation pattern with a shorter variation time is selected more often than when time is not reduced. The variation is determined using the variation pattern determination table T6 (Figures 10 and 11), which is set to be less variable. The pattern is determined. In other words, the microcomputer 81 for game control determines the special symbol display 41 If a reduction in the variation time is being performed for a different symbol, the reduction in variation time will be performed. Compared to when it is not present, a shorter variation time is more likely to be selected as the variation time for the variable display of the special pattern. As a result, in the time-saving state, the pace of consumption of special symbol reserves increases, and the effective start of the game is reduced. This makes it easier to win prizes (wins that can be stored as special symbols). Under the progression of the game, players can aim for a jackpot. The game control microcomputer 81 is... For the special symbols of the special symbol display unit 41, probability variation control and variation time reduction control are implemented simultaneously. Sometimes both are performed, and sometimes only one of them is done.

[0083] The microcomputer 81 for game control controls the probability variation of the regular symbols on the regular symbol display unit 42 and The fluctuation time reduction control is synchronized with the fluctuation time reduction control for the special symbols of the special symbol display unit 41. And it is executed. That is, the microcomputer 81 for game control controls the probability variation of the normal symbols. The time reduction control is executed when the time reduction state is active, and not executed when the time reduction state is not active. The microcomputer 81 for game control controls the probability variation of normal symbols, and determines when a normal symbol is a win. The number of random numbers for the pattern (winning random numbers) is higher in the time-saving state than in the non-time-saving state. Using the fixed table T3 (Figure 8(C)), a hit detection (determination of normal symbols) is performed. In other words, in the shortened time state, the probability of winning is higher than in the normal probability state with normal symbols. The control microcontroller 81 performs probability variation control on the regular symbols of the regular symbol display unit 42. In this case, compared to when probability variation control is not performed, the ordinary symbol display 42 The probability of the variable display result (stopped symbol) of the regular symbols becoming a winning symbol increases. In this case, the time it takes for the regular symbols to change is shorter than in the non-time-saving state. The operating time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (Figure 8(D)). In the time-saving state, the opening time of the electric reel 22 during auxiliary play is longer than in the non-time-saving state. (Figure 12). In other words, the microcontroller 81 for game control is open to the electric tuner 22. Time extension control is being implemented. In addition, in the time-saving state, the electric reel 22 in auxiliary play The number of openings is higher than in the non-time-saving state (Figure 12). In other words, the microcontroller for game control 81 performs control to increase the number of openings for the electric tuner 22. (Game control microcontroller 8) 1 controls the probability variation and variation time reduction for the normal symbols of the normal symbol display unit 42, and Under the conditions in which control is being performed to extend the opening time and increase the number of openings for the electric tuner 22, Compared to when these controls are not performed, the electric tuner 22 is opened more frequently, and the second The game balls will frequently enter the starting opening 21. As a result, the number of prize balls relative to the number of balls launched will be... The base, which is the ratio, becomes higher. Therefore, the state in which these controls are being implemented is called "high base". A state is called a "state," and a state in which an action is not being performed is called a "low base state." In a high base state, You can aim for a big win without significantly reducing the number of game balls you have. This refers to what is known as electric support control (the electric tuner 22 supports entry into the second starting opening 21). The control is in operation. The high base state (electric support control state) is the state in which all of the above are in operation. It does not have to be something that performs control. That is, for the ordinary symbols of the ordinary symbol display unit 42 Probability variation control, control to shorten the variation time for the normal symbols of the normal symbol display unit 42, electric tuner 22 One of the following: extension of opening time control for the electric tuner 22, or increase in the number of openings for the electric tuner 22. By performing the above control, the electric tuner 2 will be higher than when the control is not performed. It would be good if the 2 could be opened more easily. Also, the high base state (electric support control state) is a time-saving state. It may be controlled independently of the state.

[0084] In gaming machine 1, the game state after winning a jackpot due to a planned V-pass jackpot is as follows: If you pass through area 39 during a big win, you are in a high probability state, a time-saving state, and high This is the base state. This game state is specifically called the "high probability high base state" or the "high probability time reduction state." This is called a "state." Specifically, a jackpot that results in a high probability, high base state after a jackpot is Among the types of big wins shown in Figure 9, there are "Big win scheduled to pass 16RV", and "16R (effectively 15 "R) V scheduled to pass jackpot", "16R (effectively 13R) V scheduled to pass jackpot". "6RV scheduled to pass jackpot" and "16R (effectively 15R) V scheduled to pass jackpot" are high probability high bell - The state is when you win the next jackpot (next jackpot) after a jackpot game and then play the next jackpot game The game ends when the technique is executed. "16R (effectively 13R) V-passing jackpot" is, The high probability, high base state is a state in which, after a big win, the special symbols change for a predetermined number of times (100 times in this case). The display will execute and you will enter a high-probability low-base state (latent probability variation state), or the next jackpot will be hit. The game ends when you win the next jackpot and the jackpot game is played. The game state after a jackpot win resulting from a non-V-pass jackpot is during that jackpot game. If the V region 39 has not been passed (which is almost never the case), then the normal probability state ( This is a state of non-high probability (i.e., low probability), a time-saving state, and a high base state. These states are specifically called "low probability high base state" and "low probability time reduction state." Specifically, after a big win. The type of jackpot that results in a low probability, high base state is "1" among the jackpot types shown in Figure 9. This is a 6R (effectively 13R) jackpot that is not expected to pass through V. In this jackpot, the low probability and high base state In this state, after a big win, a variable display of special symbols is performed a predetermined number of times (100 times in this case). Either you win the next jackpot (next jackpot) and the jackpot game is played. The game ends as a result. When playing game machine 1 for the first time, the game state after power-on is: The game is in a normal probability state, a non-time-saving state, and a low base state (non-electric support control state). This state is specifically called the "low probability, low base state." The low probability, low base state is called the "normal game state," or It is sometimes referred to as a "low probability non-time-saving state" (or simply a "non-time-saving state"). The state during gameplay (jackpot gameplay) is referred to as "special gameplay state (jackpot gameplay state)". In some cases, control is applied to at least one of the high-probability state and the high-base state. The state in which this occurs is sometimes referred to as a "specific game state."

[0085] In high-base states such as high-probability high-base state or low-probability high-base state, right-handed play is performed by hitting to the right. Entering the game ball into skill area 3B (Figure 1) gives you an advantage in the game. With the support control, the electric tuner 22 is more likely to open compared to the low base state, This is because it is easier to win a prize at the second starting gate 21 than at the first starting gate 20. Therefore, in a high base state, the game ball passes through gate 28, which is the trigger for the normal symbol lottery. While letting it pass, shoot to the right to get the game ball into the second starting opening 21. This will result in left This allows you to win more starting prizes (winning by entering the starting slot) than by simply hitting the ball. In machine 1, play is done by shooting to the right even during a jackpot. On the other hand, in a low base state, play is done by shooting to the left. By moving the game ball into the left game area 3A (Figure 1), the player gains an advantage in the game. This is possible. Because the electric support control is not being executed, the electric tuner 22 is It is difficult to open, and winning at the first starting gate 20 is more likely than winning at the second starting gate 21. This is because it is easy to do so. Therefore, in the low base state, the first start port 20 is I will use left-handed hitting to increase my chances of winning a prize with my technique ball. This will result in more starting prize wins than if I were using right-handed hitting. You can obtain this.

[0086] 6. Operation of the microcontroller 81 for game control Based on Figures 15 to 34, a microcontroller 8 for game control is provided on the main control board 80 (Figure 3). Let's explain the operation of 1. The counter that appears in the operation explanation of the microcontroller 81 for game control, Flags, status, buffers, etc. are located in main RAM84. CON 81 corresponds to the correct / false determination means (Figure 23) and the correct / false pre-determination means (Figures 18 and 19). .

[0087] [Main control processing] Figure 15 is a flowchart of the main control process. The microcontroller 81 for game control is... When the power to the machine 1 is turned on, the main ROM 83 executes the main control main processing. The program is loaded. In the main control processing, the microcontroller 81 for game control first performs an initial... Perform the settings (step S001). In the initial settings, for example, the main CPU 82 is configured. This performs various resets of flags, statuses, and counters. The value is that the ceiling flag is "1", or "ON", and the initial value of the other flags is "0", It is "OFF". The initial value of the status is "1". The initial value of the counter is the ceiling counter. The counter is "500", and the other counters are "0". Note that the initial setting is power supply It is executed only once after entry, and will not be executed again thereafter.

[0088] After the initial setup, the microcontroller 81 for game control performs a power-on process (step S00 6) During the power-on process, a decision is made on whether to perform a RAM clear or a power-off recovery, and so The appropriate processing will be performed for each case. Details will be described later in the power-on process section.

[0089] After the power-on process, the microcontroller 81 for game control disables interrupt processing (S Step S002) performs the normal and special symbol main random number update process (Step S003). In this normal and special symbol main random number update process, the game control microcontroller 81 is as shown in Figure 7 ( A) Various random number counter values ​​(jackpot random number, jackpot type random number, reach random number) The value (variable pattern random value, normal symbol random value) is updated by adding 1. Each random number counter value When the set upper limit is reached, it resets to "0" and starts being added again. Note that the initial value of each random number counter The period value may be a value other than "0", and may be changed randomly. Each random number is generated using a known random number generation circuit consisting of a counter IC, etc. Hardware random numbers are also acceptable.

[0090] After the regular and special symbol main random number update process, the game control microcontroller 81 performs an interrupt process. Enable interrupts (step S004). While interrupts are enabled, the main-side timer interrupt The execution of the processing (step S005) becomes possible. The main timer interrupt processing is predetermined Interrupts are repeatedly input to the main CPU82 at a period of (for example, a 4 msec period). It is executed based on the timer. That is, the main timer interrupt processing is performed at a predetermined period (for example) It is executed every 4 msec period. And after the main timer interrupt processing is finished... From then until the main timer interrupt processing starts, the regular symbols and special symbols The process of updating various counter values ​​using random number generation is repeatedly executed. When an interrupt pulse is input to the main CPU 82 while in a prohibited state, the main side The IMA interrupt handler does not start immediately; it only begins after the interrupt is enabled.

[0091] [Main timer interrupt handling] Figure 16 shows the flowchart for the main timer interrupt processing (Figure 15: step S005). This is the case. In the main timer interrupt processing, the game control microcontroller 81 first changes the random number A new process is performed (step S101). Specifically, the microcontroller 81 for game control is shown in Figure 7. The various random number counter values ​​shown in (A) are updated. This random number update process is controlled by the main control mentioned above. This is the same as the main random number update process for regular and special symbols performed in the main processing (Figure 15). In other words, the update process for various random number counter values ​​is performed during the execution period of the main timer interrupt process, During other periods (after the main timer interrupt processing is completed, the next main timer interrupt processing) This is done both during the period before the process begins and after the process starts.

[0092] After the random number update process, the microcontroller 81 for game control performs input processing (step S10). 2) In input processing, the microcontroller 81 for game control receives various data from the game machine 1. The sensor reads the detection signal and dispenses prize balls according to the type of prize slot. The data is then set into the output buffer of the main RAM 84. Various sensors include, for example, the 1st start port sensor 20a, 2nd start port sensor 21a, 1st large prize port sensor 30a, 2nd large prize port These are the prize slot sensor 35a, the regular prize slot sensor 27a, and the regular prize slot sensor 29a (Figure 3).

[0093] After input processing, the game control microcontroller 81 performs start-gate sensor detection processing (step S103 ), normal operation processing (step S104), special operation processing (step S105), V area The following steps are executed in order: sensor detection process (step S106), and retained ball count processing (step S107). Details of these processes will be described later. After processing the number of held balls, the microcontroller 81 for game control... Next, output processing is performed (step S108). In the output processing, the microcontroller 81 for game control is used. In each of the processes described above, the command set area 84a of the main RAM 84 is set The mand and other information are output to the sub-control board 90. After the output processing, the microcontroller 81 for game control then... Other processing is performed (step S109). Other processing includes, for example, the special figure 2 described later. Based on the number of reserved balls, the second special feature reserved ball indicator 43b is controlled to display the number, as shown in Special Feature 1 Based on the number of reserved balls, the first special feature reserved ball indicator 43a is controlled to display the number accordingly.

[0094] After other processing, the game control microcontroller 81 performs error monitoring processing (step S110). Details will be described later in the error monitoring process. After the error monitoring process, for game control The microcontroller 81 performs power outage monitoring (step S111). For details, see Power Outage Monitoring Process The reasoning will be explained later.

[0095] [Start gate sensor detection process] Figure 17 is a flowchart of the starter sensor detection process (Figure 16: step S103). The microcontroller 81 for game control first determines whether or not a game ball has passed through gate 28. This is done (step S201). This determination is made when the game ball is detected by the gate sensor 28a. This is done depending on whether or not the ball has passed through gate 28 (step S201: NO), the process is skipped to step S205. The game ball passes through gate 28. If this occurs (Step S201: YES), the game control microcomputer 81 will determine the number of balls held by the normal symbols. A determination is made as to whether or not it is "4 (upper limit)" (step S202). Normal symbol hold The number of balls refers to the number of balls held in the regular display, and more specifically, the number of balls held in the regular display in the main RAM 84. This is the value of the counter that counts the number of reserved balls. If the number of reserved balls with normal symbols is "4", then (step If step S202:YES, the process skips to step S205. The number of normal symbol reserved balls is " If the number is 3 or less (Step S202: NO), add "1" to the number of reserved balls with normal symbols ( Step S203) Perform the normal pattern random number acquisition process (Step S204). Here The microcontroller 81 for game control uses the value of the normal symbol random number counter (Figure 7: Label-TRND-H The value of the random number is obtained, and the obtained random number is stored in the first to second storage area 86 of the main RAM 84. Of the four memory areas, the data is stored in the memory area corresponding to the current number of regular symbol balls held.

[0096] In step S205, the game control microcomputer 81 determines when a game ball enters the second starting opening 21. A determination is made as to whether or not the game ball has been detected by the second start port sensor 21a. It is performed depending on whether or not it has been done. If no game ball has entered the second starting opening 21 ( Step S205: NO), the process skips to step S210. When a game ball enters a winning position... (Step S205: YES), the microcomputer 81 for game control determines that the number of reserved balls in Special Feature 2 is "4 ( A determination is made as to whether or not it is the upper limit (step S206). Special Feature 2 Reserved Ball Count is, This refers to the number of second special symbol reserves, or more specifically, the number of second special symbol reserves provided in the main RAM 84. This is the value of the counter that counts the number of balls. If the number of reserved balls in Special Feature 2 is "4", then (Step S 206:YES), the process skips to step S210. Special Feature 2: Number of held balls is "3" or less In the case below (Step S206: NO), after adding "1" to the number of reserved balls in Special Feature 2 (Step S207), the process of obtaining random numbers related to special figure 2 is performed (step S208). Here, the big win Random number counter value (Figure 7: Value of label-TRND-A), Jackpot type random number counter The value of (Figure 7: Label-TRND-AS value), the value of the reach random number counter (Figure 7: Label- TRND-RC value), variable pattern random number counter value (Figure 7: Label-TRND-T1 The value of is obtained. The game control microcomputer 81 stores the obtained random value group in the second special symbol hold memory area. The data is stored in the memory area corresponding to the current number of reserved balls in Special Feature 2, among the first to fourth memory areas of region 85b. The microcontroller 81 for game control acquires the following data for the special figure 2 pre-determination process (Figure 18) described later. The random value group is also stored in a buffer different from the second special feature holding memory area 85b (pre-determination buffer). It is temporarily stored (retained). After the random number acquisition process related to Special Feature 2, the game control microcontroller 81 Then, perform the pre-determination process for Illustrated Figure 2 (step S209). For details of the pre-determination process for Illustrated Figure 2, see below. I will explain that later.

[0097] In step S210, the game control microcomputer 81 determines when a game ball enters the first starting opening 20. A determination is made as to whether or not the game ball has been detected by the first start-up sensor 20a. It is performed depending on whether or not it has been done. If no game ball has entered the first starting opening 20 (S Step S210:NO), terminate this process. If a game ball enters the first starting opening 20 ( Step S210: YES), the microcomputer 81 for game control sets the number of reserved balls in Special Feature 1 to "4 (upper limit) A determination is made as to whether or not the value is " (step S211). Special Figure 1 Reserved Ball Count refers to the 1 This refers to the number of special symbol reserves, or more specifically, the number of first special symbol reserves provided in the main RAM 84. This is the value of the counter that counts. If the number of reserved balls in Special Feature 1 is "4", then (Step S21 1:YES), this process ends. If the number of balls held in Special Feature 1 is "3" or less (Step S21 1:NO), after adding "1" to the number of balls held in Special Feature 1 (Step S212), Special Feature 1 related random Perform the number acquisition process (step S213). Here, the random number acquisition process related to the special figure 2 described above is performed. (Similar to step S208) the value of the jackpot random number counter, the jackpot type random number counter Obtain the value of the reach random number counter and the value of the variation pattern random number counter. For game control. The microcontroller 81 stores the acquired random number set in the first to fourth memory areas of the first special feature holding memory area 85a. Of these, the current number of reserved balls in Special Feature 1 is stored in the memory area. The game control microcomputer 81 is, For the purpose of the special figure 1 pre-determination process described later (Figure 19), the acquired random value group is stored in the first special figure reserved memory area. The data is also temporarily stored (held) in a buffer different from area 85a (a buffer for pre-determination). After the process of acquiring random numbers related to Special Feature 1, the microcontroller 81 for game control performs the pre-determination process for Special Feature 1. (Step S214). Details of the pre-determination process in Illustrated Figure 1 will be described later.

[0098] [Special Figure 2 Pre-determination Processing] Figure 18 is a flowchart of the pre-determination process in Specifications 2 (Figure 17: Step S209). The microcontroller 81 for game control first determines whether or not the probability variation flag is ON. Step S301). If the probability change flag is OFF (Step S301: NO), this process is skipped. End. In other words, if the probability change flag is OFF, no pre-determination is performed. On the other hand, If the probability variation flag is ON, the game control microcontroller 81 will use the jackpot determination table T1 (Figure 8) ) Refer to the high-probability state table among them to perform a pre-determination of the jackpot (Step S3 02). Specifically, the microcontroller 81 for game control first performs the process of acquiring random numbers related to special feature 2 (Figure 1). 7: The determination value temporarily stored in the pre-determination buffer by step S208) The jackpot random number is obtained. Next, the game control microcomputer 81 references the jackpot. A preliminary determination of whether or not it is a jackpot is made using the judgment table T1 (Figure 8) and the jackpot random value. Now. Here, since it is in a high probability state (probability change flag is ON), the game control microcontroller 81 This is the table for high probability states among the jackpot determination table T1 (where the jackpot determination value is "0 Refer to "649" to pre-determine whether it is a jackpot or not. In other words, the jackpot random number. If the value is between "0" and "649", it is determined to be a "jackpot" beforehand; otherwise, it is determined to be a "miss". This is determined in advance. In this embodiment, the jackpot determination process (Figure 23) described later is used. A pre-determination is performed using the jackpot determination table T1, but in other embodiments, Therefore, using a pre-determination jackpot determination table different from the jackpot determination table T1... A preliminary assessment may be performed.

[0099] If the result of the pre-determination for a big win is "miss" (step S304: NO), the process is as follows: Skip to step S306. On the other hand, if the result of the pre-jackpot determination is "jackpot" (S Step S304:YES), the microcontroller 81 for game control performs a pre-determination of the type of jackpot. (Step S305). In the pre-determination of the type of jackpot, the microcontroller 81 for game control first , Special Figure 2 Related Random Number Acquisition Process (Figure 17: Step S208) to a Pre-determination Buffer The random value representing the type of jackpot is obtained as a judgment value that is temporarily stored. Next, the game control The microcontroller 81 uses the acquired random value for the type of jackpot and the jackpot type determination table T5 (Figure 9) Based on this, a preliminary determination of the type of jackpot is made. Here, if the random value for the type of jackpot is " Regardless of whether the result is "0" or "127", it will be pre-determined as a "Big Win with 16RV Passing Schedule". In this embodiment, the type of jackpot used in the jackpot determination process (Figure 23) described later is determined by Pre-determination is performed using a fixed table T5, but in other embodiments, the winning type Pre-determination is performed using a different jackpot type determination table than the separate determination table T5. You may do that.

[0100] In step S306, the microcontroller 81 for game control performs a pre-determination of the variation pattern. Specifically, the microcontroller 81 for game control first performs the process of acquiring random numbers related to special feature 2 (Figure 17: S The judgment value temporarily stored in the pre-determination buffer by step S208) The random values ​​for the variation pattern and the random values ​​for the reach are obtained. Next, here, the time reduction state (time Since the short flag is ON, the microcontroller 81 for game control determines the variable pattern for the time-saving state. Refer to the fixed table T6 (Figure 11), the jackpot pre-determination result in step S304, reach Pre-determination result of whether or not a reach is obtained from random values, and variation pattern from random values Identify the turn. Note that in the variation pattern determination table T6 in Figure 11, the difference is the number of balls held. The variation pattern selected may differ depending on the number of balls held. All possible variation patterns that can be selected are selected. For example, jackpot Based on the pre-determination results and the pre-determination results for whether or not there is a reach, the pre-determination is whether or not there is a reach and whether or not it is a miss. If the random value of the fluctuation pattern is "60", the microcomputer 81 for game control will determine that the number of reserved balls is If the number of balls held is "1-2", the selected variation pattern is "P64", and if the number of balls held is "3-4", Two of the selected variation patterns "P68" are selected. In this embodiment, as will be described later, The variation pattern determination table T6 used in the variation pattern selection process (Figures 24 and 25) While a preliminary determination is performed using this method, another embodiment involves using a variation pattern determination table T. You may also perform pre-determination using a different pre-determination variation pattern determination table than the one used in step 6. stomach.

[0101] In step S307, the microcontroller 81 for game control creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result, (and if it's a win, the type of jackpot). This includes the pre-determination result and the pre-determination result of the variation pattern. (Game control microcontroller 81) This sets the created pre-determination command to the command set area 84a of the main RAM 84. Then (step S308), the process is completed.

[0102] [Special Figure 1 Pre-determination Processing] Figure 19 is a flowchart of the pre-determination process (Figure 17: step S214) in Specifications 1. The microcontroller 81 for game control first determines whether or not the probability variation flag is ON. Step S401). Contrary to the special figure 2 pre-determination process described above, if the probability variation flag is ON ( Step S401: YES), this process ends. That is, if the probability change flag is ON No prior judgment is made. On the other hand, if the probability change flag is OFF (Step S401:N O) The microcontroller 81 for game control determines the normal probability among the jackpot determination table T1 (Figure 8) Refer to the status table to perform a preliminary determination of whether it will be a jackpot (step S402). First, the microcontroller 81 for game control performs the process of acquiring random numbers related to special feature 1 (Figure 17: Step S 213) The jackpot as a judgment value temporarily stored in the pre-determination buffer. Get a random number. Next, since we are in a normal probability state here (probability change flag is OFF), The microcomputer 81 for game control is the table for the normal probability state in the jackpot determination table T1. The game pre-determines whether or not it's a jackpot based on the value of "0" to "164" (the jackpot determination value). In other words, if the random number for a jackpot is between "0" and "164", it is predetermined as a "jackpot", and If the value is anything other than this, it is pre-determined as a "miss". Note that the pre-determining of a jackpot is done by the jackpot determination test. A different jackpot determination table for pre-determination than Table T1 may be used. From here on, Step The processing in steps S404 to S408 corresponds to step S30 of the pre-determination processing in Figure 2 (Figure 18) described above. Since this is the same as 4~S308, the explanation will be omitted.

[0103] [Normal operation processing] Figure 20 is a flowchart of the normal operation process (Figure 16: Step S104). The control microcontroller 81 first determines whether the electric tuner 22 is in operation or not (step S501). If the electric tuner 22 is in operation (step S501: YES), the process is as follows: Proceed to step S520. If the electric tuner 22 is not in operation (step S501: NO) The microcontroller 81 for game control determines whether or not the regular symbols are changing (step S5). 02). If the normal symbols are changing (step S502: YES), the process is as follows: step S50 Skip to 8. If the normal symbols are not changing (Step S502: NO), play system The official microcomputer 81 determines whether the number of reserved balls for the regular symbols is "0" or not (Step S 503). If the number of balls held is "0" (Step S503: YES), this process is terminated. If there is 1 or more reserved balls (Step S503: NO), the number of reserved balls with normal symbols will decrease by 1. Perform the comment (step S504). Therefore, the gate is opened when the number of reserved balls for the normal pattern is "0". If the game ball passes through 28, step S203 of the start port sensor detection process (Figure 17) Then, the number of reserved balls with normal patterns becomes "1", and then in this step S504 The reserved balls are used up and the number of reserved balls for regular symbols immediately becomes "0". This is the number of reserved balls for special symbols. The same applies to step S207 of the start port sensor detection process (Figure 17). And in step S212, the number of special symbols held becomes "1", and then, Steps S1404 and S1410 in the special symbol waiting process described above (Figure 22) At this point, the reserved balls are used up and the number of reserved balls for special symbols becomes "0". Next, the microcontroller for game control 81 performs a hit determination by referring to the normal symbol hit determination table T3 (Figure 8(C)). (Step S505). Specifically, the microcomputer 81 for game control first stores the regular diagram hold memory. The judgment value stored in the first memory area of ​​area 86 (corresponding to the first of the regular figures held) is the regular figure. The random number for the regular symbols (winning random number) is read out. Then, the random number for the regular symbols and the game state (shortened time) are read out. Whether or not it is a win is determined using the state (whether or not it is in this state) and the normal symbol win determination table T3. For example, in a non-shortened time state, if the random value of the normal symbols is between "0" and "2", it is a "win". If the random number for the normal symbols is anything other than this, it is judged as a "miss" (Figure 8(C) )reference).

[0104] Next, the microcontroller 81 for game control determines the normal symbol variation pattern using the T4 (Figure 8 (D) Refer to (step S506) to select a variation pattern. Specifically, The control microcontroller 81 first determines the game state (whether or not it is in a time-saving state), and then determines the game state Using the judgment result and the normal symbol variation pattern judgment table T4, the normal symbol variation pattern Select the time for the regular symbols to change. Here, when not in a time-saving state, the regular symbols change The movement time is determined to be "30 seconds," and in the time-saving state, the variation time of the normal symbols is determined to be "1 second." (See Figure 8(D)). The microcomputer 81 for game control selects the normal symbol variation pattern. By setting this, the display of the regular symbols starts (step S507).

[0105] In step S508, the microcomputer 81 for game control terminates after the normal symbol variation time has elapsed. A determination is made as to whether or not it is complete. The normal pattern variation time is selected in step S506. This is the variation time (see Figure 8(D)). If the variation time has not ended (step S50) 8:NO), the microcomputer 81 for game control completes this process. That is, the fluctuation table of the regular symbols The display continues. On the other hand, if the variation time has ended (step S508: YES), The technique control microcontroller 81 stops the variable display (step S509) and performs the hit detection described above. If the result in (Step S505) is "No" (Step S510: NO), then The reasoning is complete. On the other hand, if the hit detection described above is "hit", then (Step S510: YE S) The microcontroller 81 for game control sets the electric reel opening pattern (step S511). The opening pattern of the electric tuner 22 is determined by the electric tuner opening pattern determination table T7( The selection is made by referring to Figure 12(A)). Specifically, the microcomputer 81 for game control is selected based on the game state The system determines the state (whether or not it is in a time-saving state), and the result of the game state determination and the electric reel opening pattern are determined. The opening pattern of the electric reel 22 is selected using the judgment table T7. Here, the non-time-saving pattern is selected. When in the normal state, "Opening Pattern 11" is selected, and when in the time-saving state, "Opening Pattern 12" is selected. The selected opening pattern is selected. After the opening pattern is selected, the game control microcomputer 81 controls the selected opening pattern. The electric tuner is started to operate according to the instructions (step S512), and this process is completed.

[0106] In step S501 described above, if the electric tuner 22 is in operation (step S501: YES), the microcomputer 81 for game control determines whether or not the closing condition for the electric tuner 22 is met. A judgment is made (step S520). The closing condition here is the number of winning balls that enter the electric tuner 22. The number of winning balls has reached the specified maximum number (for example, 6 balls), or the operating time of the electric tuner 22 has reached the end of the game. If either of the following conditions is met: Yes. The operating time of the electric tuner 22 corresponds to the opening pattern selected in step S511. This is the operating time. If the closing condition for the electric tuner 22 is not met (step S520) :NO), the microcontroller 81 for game control completes this process. Meanwhile, the closing conditions of the electric tuner 22 If the condition is met (step S520: YES), the game control microcontroller 81 will control the electric chute. The operation of -22 is stopped by closing (blocking) it (step S521), and this process is completed.

[0107] [Special Action Processing] Figure 21 is a flowchart of the special operation process (Figure 16: Step S105). Then, the special symbol display unit 41 and the grand prize device (first grand prize device 31 and second grand prize device) The processing related to 36) is divided into four stages, and each stage is given a "special operation status" They are called "1", "2", "3", and "4". The microcontroller 81 for game control is called "Special Operation Stator When "S" is "1" (Step S1301: YES), perform special symbol waiting process (S Step S1302). During the special symbol standby process, the jackpot determination and variation pattern selection are performed. When the "Special Operation Status" is "2" (Step S1301: NO, st Step S1303: YES), perform special symbol variation processing (Step S1304). During the processing of the changing symbols, the output of the change stop command and other actions are performed after the change time has elapsed. When the "separate operation status" is "3" (steps S1301, S1303: NO, status Step S1305: YES), perform special symbol confirmation processing (Step S1306). Special During the symbol confirmation process, the output of the opening command and other actions are performed when a jackpot is hit. When the "Production Status" is "4" (Steps S1301, S1303, S1305:N O), perform special electric mechanism processing (step S1308). In special electric mechanism processing, The winning game is executed. Details of each of the above processes will be described later. Note that special action status The default value for this parameter is "1".

[0108] [Special symbol waiting process] Figure 22 is a flowchart of the special symbol waiting process (Figure 21: Step S1302). In the special symbol standby process, the game control microcomputer 81 first checks if the number of reserved balls for special symbol 2 is "0". A determination is made as to whether or not it exists (step S1401). If the number of reserved balls in Special Feature 2 is "0" If successful (Step S1401: YES), that is, the second special feature reserved memory area 85b contains the second start If there is no memory of the random number set obtained as a result of winning at the 21th entry, the process proceeds to step S. Proceed to 1407. If the number of reserved balls in Special Feature 2 is "1" or more (Step S1401:N O) The microcontroller 81 for game control performs the jackpot determination process (step S1402), and, The variation pattern selection process (step S1403) is executed. Details of these processes are as follows: This will be explained later. After the variable pattern selection process, the number of reserved balls in Special Feature 2 is decremented by one (S Step S1404). Next, the game control microcomputer 81 controls the second special symbol hold memory area 85b The storage location of the pending information (various random values) stored in the 1st to 4th memory areas is changed from the current location. Then, it shifts one position to the side from which it is read, and reads in the second special feature reserved memory area 85b Clear the pending information stored in the location furthest from the receiving end (Step S140) 5) For example, if pending information is stored in the first to third memory areas, the third memory area Clear the pending information stored in the first to fourth memory areas, and the pending information is stored in the first to fourth memory areas. In that case, the pending information stored in the fourth memory area is cleared. The second special feature hold is used up in the order in which it was held. In this case, the display screen 7a of the image display device 7 Then, the reserved image 9B (four reserved images) corresponds to the first memory area of ​​the second special feature reserved memory area 85b. Of the images 9B, the leftmost held image 9B) shifts towards the held image display area, and the held It is displayed as digestion image 9C. Also, the second to fourth memory areas of the second special feature reserved memory area 85b. Reserved images 9B corresponding to the area (the 2nd, 3rd, and 4th reserved images from the left out of the 4 reserved images 9B) Each of the images (9B) shifts one position to the left (Figure 1). As a result, the player can hold the second special image. It can recognize that one reserve has been used. Next, the game control microcomputer 81 special Figure 2 shows the variation start process (step S1406). In the variation start process shown in Figure 2, the variation starts The start command is set in the command set area 84a of the main RAM 84, and the second special symbol The variable display is started, and the variable time timer is set. The variation time is determined according to the variation pattern selected in the variation pattern selection process. The game control microcontroller 81 sets the special operation status to "2". Note that the variation start command (special figure 2 variation start command) is set in the special figure 2 variation start processing. ) includes the special symbol stop data set in the jackpot determination process (step S1402) Information related to and the variation patterns set in the variation pattern selection process (step S1403) This includes information (including information regarding the time of change).

[0109] In step S1401, if the number of reserved balls in special figure 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls in Special Feature 1 is "0" or not. This happens (Step S1407). If the number of reserved balls in Special Feature 1 is "0" (Step S140 7:YES), that is, the first special symbol hold memory area 85a is used when a prize is awarded to the first start opening 20. If there is no memory of the random number set obtained as a result, the process proceeds to step S1413. If the number of reserved balls in Special Feature 1 is "1" or more (Step S1407: NO), the game control unit Controller 81 performs the jackpot determination process (step S1408) and the variation pattern selection process. (Step S1409) is executed. Details of these processes will be described later. Variable pattern After the selection process, the number of reserved balls in Special Feature 1 is decremented by one (step S1410). Next, the microcomputer 81 for game control uses the first to fourth memory areas of the first special symbol hold memory area 85a. Shift the location of the various stored random values ​​one position away from their current position towards the side where they will be read. At the same time, it is stored in the first special feature holding memory area 85a at the location furthest from the side from which it is read. Clear the pending information (step S1411). By the above step, the first The special feature symbols are used in the order they were held. In this case, on the display screen 7a of the image display device 7, Reserved image 9A (4 reserved images 9) corresponding to the first memory area of ​​the first special feature reserved memory area 85a Of A, the rightmost held image 9A) shifts towards the held image display area, and the held image is displayed. It is displayed as image 9C. Also, the second to fourth memory areas of the first special figure reserved memory area 85a Corresponding hold image 9A (of the four hold images 9A, the 2nd, 3rd, and 4th hold images 9A from the left) Each of them shifts one position to the right (Figure 1). As a result, the player has 1 special symbol reserve It can recognize that it has been digested. Next, the microcomputer 81 for game control changes the special figure 1 The motion start process is performed (step S1412). In the motion start process in Figure 1, the motion start frame The command is set in the command set area 84a of the main RAM 84, and the variation table of the first special symbol is set. The display is started, and the variable time timer is set. The variable time timer is set. The variation time, determined according to the variation pattern selected in the motion pattern selection process, is set. Furthermore, the microcontroller 81 for game control sets the special operation status to "2" (status (S1406). Note that the variation start command (Special Figure 1) is set in the variation start processing. The command to start variation is set in the special symbol during the jackpot determination process (step S1408). Information regarding the stop symbol data and the variation pattern selection process (step S1409) are set. This includes information about the observed fluctuation patterns (including information about the fluctuation time).

[0110] In step S1407, if the number of reserved balls in special feature 1 is "0" (step S1407: YES), the microcontroller 81 for game control determines whether the display screen 7a of the image display device 7 is a standby screen or not. The determination is made (step S1413). The waiting screen is a demo screen for when customers are waiting. Yes. The microcontroller 81 for game control, for example, controls the ON / OFF status of the demo screen display flag for when customers are waiting. The determination may also be made by F. If it is a waiting screen (step S1413: YES), this procedure The process ends. If it is not the standby screen (step S1413: NO), the microcontroller for game control 81 waits for a predetermined waiting time to elapse and then displays a waiting screen as a customer waiting command. The command is set in the command set area 84a of the main RAM 84 (step S1414), This process is now complete. As described above, according to the special symbol waiting process of this embodiment, the first special symbol is held. The display of special symbols based on this will only be executed when the second special symbol reserve is "0". Furthermore, the processing of the second special symbol reserve will take precedence over the processing of the first special symbol reserve. According to the jackpot type determination table T5, the lottery based on the second special symbol reserve is the first A jackpot that is more beneficial to the player than a lottery based on special symbol retention (jackpot that is expected to pass through V) ) makes it easier to win.

[0111] [Big win determination process] Figure 23 shows the flowchart for the jackpot determination process (Figure 22: steps S1402, S1408). This is a chart. Special Feature 2 jackpot determination process (step S1402) and Special Feature 1 jackpot determination The routine process (step S1408) follows a similar flow, so it will be explained together. In the determination process, first, the microcontroller 81 for game control determines whether the probability variation flag is ON or OFF. Perform a determination (step S1501). If the probability change flag is ON (step S1501 :YES), refer to the high-probability state table in the jackpot determination table T1 (Figure 8) Then a jackpot determination is made (step S1502). Specifically, the microcontroller for game control 8 Step 1 first reads out the random number value for the jackpot, which is used as the judgment value. For example, the jackpot of Special Feature 2 In the hit detection process, the first memory area of ​​the second special symbol hold memory area 85b (one of the second special symbol hold items) The jackpot random number stored in the corresponding eye is read out. In the jackpot determination process for Special Feature 1: , stored in the first memory area of ​​the first special feature hold memory area 85a (corresponding to the first special feature hold) The random number for the jackpot is read out. Next, the microcontroller 81 for game control reads out the jackpot number that is being referenced. The system uses the judgment table T1 and the jackpot random number to determine whether or not it is a jackpot. Here, Because it is in a high probability state (probability change flag is ON), among the jackpot determination table T1, high probability Whether or not it's a jackpot is determined based on a status table (jackpot judgment values ​​from "0" to "649"). Determine.

[0112] In step S1501, if the probability change flag is OFF (Step S1501: NO ), the microcomputer 81 for game control determines the normal probability state of the jackpot determination table T1 (Figure 8) The system performs a jackpot determination by referring to the state table (step S1504). Specifically, First, the microcontroller 81 for game control, in the same manner as in step S1502, determines the jackpot. The random number is read out. Next, in the normal probability state (probability change flag is OFF) Therefore, among the jackpot determination table T1, the table for the normal probability state (jackpot determination) The system determines whether or not it's a jackpot based on the value (which ranges from "0" to "164").

[0113] If the result of the jackpot determination is "jackpot" (Steps S1503, S1505: YES) ), the game control microcontroller 81 turns on the jackpot flag (step S15 06) Determine the type of jackpot (step S1507). Specifically, game control The microcontroller 81 first reads out a random value representing the type of jackpot, which is used as the judgment value. For example, in the jackpot determination process for Special Figure 2, the first memory area of ​​the second Special Figure reserve memory area 85b is recorded The stored random value for the type of jackpot is read out. In the jackpot determination process for Special Feature 1, Special Feature 1 Read the random value for the jackpot type stored in the first memory area of ​​the pending memory area 85a. Next The game control microcomputer 81 reads out the random value of the jackpot type and the jackpot type determination table. Based on Bull T5 (Figure 9), the type of jackpot is determined. After determining the type of jackpot, Special symbol stop data corresponding to the identified jackpot type (Figure 9) is stored in the main RAM 84. The jackpot type is then set in the buffer (step S1520), and this process ends. In step S1503 or step S1505, if the result of the jackpot determination is "miss" In the case of "レ", special symbol stop symbol data (01H) corresponding to the losing symbol is set in the main RAM84. The digit is set in the jackpot type buffer (step S1520), and this process ends.

[0114] [Variation pattern selection process] Figures 24 and 25 show the variation pattern selection process (Figure 22: steps S1403, S14 This is the flowchart for 09). The variation pattern selection process in Figure 2 (step S1403) The process flow is the same for the variation pattern selection process (step S1409) in Figure 1. Let me explain it all together. In the variable pattern selection process, first, the game control microcontroller 81 plays Determine whether the technique is in a time-saving state (step S1600). The determination of whether or not to proceed depends on whether the time-saving flag is ON or OFF. If the time-saving state is active. (Step S1600: YES), the process proceeds to step S1612. If the jackpot flag is O (step S1600: NO), the game control microcontroller 81 will determine if the jackpot flag is O Determine whether it is N or not (step S1602). If the jackpot flag is OFF (S Step S1602: NO), processing proceeds to step S1607. The jackpot flag is O In case N (step S1602: YES), the microcomputer 81 for game control will determine if a jackpot is achieved. Determine whether it is 2 or not (step S1603). If the jackpot is special feature 2 (step S1603:YES), the type of jackpot will always be a jackpot that is scheduled to pass through V, so the processing is S Skip to step S1605. If the jackpot is in special feature 1 (step S1603: NO) The game control microcomputer 81 determines whether the type of jackpot is a jackpot that is scheduled to pass through V. (Step S1604), the determination of the type of jackpot is set in main RAM 84. This is done based on the special stop symbol data.

[0115] If the type of jackpot is a jackpot that is scheduled to pass through V (Step S1604: YES), game control The microcontroller 81 determines that the non-time-saving state V is not passed in the variation pattern determination table T6 (Figure 10). Refer to the table for planned jackpots to select a variation pattern (Step S160) 5). Specifically, the microcontroller 81 for game control first generates a random number of variable patterns as a judgment value. The value is read. For example, in the variation pattern selection process of Special Figure 2, the second Special Figure Reserved Record The variable pattern stored in the first memory area of ​​memory area 85b (corresponding to the first of the second special symbol hold) Read out the random value. In the variation pattern selection process of Special Feature 1, the first Special Feature Reserved Memory Area 85 The random value of the variation pattern stored in the first memory area of ​​a (corresponding to the first of the first special symbols held) The following is read out. Next, the microcontroller 81 for game control reads out the variable pattern determination table T6 and the variable pattern A variation pattern is selected using the turn random value. Here, a jackpot is expected to occur when passing through the non-time-saving state V. As a table for this purpose, the fluctuation pattern determination table T6 for the non-time-saving state shown in Figure 10 is Of these, the part corresponding to the planned big win (in Special Feature 1, the variation pattern is "P1" to "P3") The part referred to is "P21" to "P23" in Figure 2, where the variation pattern is "P21" to "P23" (A (The dress is set). From the random values ​​of the reading fluctuation pattern, in Special Figure 1, the fluctuation pattern In the case of "P1" to "P3", in the case of Special Figure 2, in the case of "P21" to "P23", Selected.

[0116] If the type of jackpot is a jackpot that is not expected to pass through V (Step S1604: NO), game control The microcontroller 81 determines the non-time-saving state V from the variation pattern determination table T6 (Figure 10). Refer to the table for planned jackpots to select a variation pattern (Step S16) 06). Here, the table for jackpots that are not scheduled to pass through the non-time-saving state V is shown in Figure 10. Among the fluctuation pattern determination table T6 for non-shortened time states, this corresponds to the jackpot that is not expected to pass through V. The portion (the part from "P4" to "P6") is referenced. From the read random values ​​of the fluctuation pattern, One of the following variation patterns will be selected: "P4" to "P6".

[0117] In step S1602, if the jackpot flag is OFF (step S1602: NO), the microcomputer 81 for game control determines whether the reach random value is a reach establishment random value or not. This is done (step S1607). Specifically, the game control microcontroller 81 first determines the judgment value The random value for reach is read out. In the variation pattern selection process of Special Figure 2, the second Stored in the first memory area of ​​the special symbol hold memory area 85b (corresponding to the first of the second special symbol hold) The random value for the reach is read out. In the variation pattern selection process for Special Feature 1, the first Special Feature Reserved Memory Area The random number for the reach stored in the first memory area of ​​85a (corresponding to the first of the first special symbols held) Read out. Next, the microcontroller 81 for game control reads the reach determination table T2 (Figure 8(B)) and The presence or absence of a reach is determined using the reach random value. Here, since it is not a time-saving state, Among the reach determination table T2, the table for non-time reduction state (reach determination value (reach result The presence or absence of a "reach" is determined based on the randomized value (the part between "0" and "13").

[0118] If the reach random number is the reach-winning random number (step S1607: YES), then In the case of a near miss, the microcomputer 81 for game control uses a variable pattern determination table. Refer to the table for non-time-saving state reach but miss among T6 (Figure 10) and the variable pattern. Select the line (step S1608). Here, a non-time-saving state with a reach but no win. As a table for use, of the fluctuation pattern determination table T6 for non-time-saving states shown in Figure 10 , the part that corresponds to a miss with a reach (in Special Feature 1, the variation pattern is "P7" to "P14") In the section shown in Figure 2, the variation pattern is the part from "P24" to "P31". So, from the random values ​​of the fluctuating pattern that were read out and the current number of reserved balls in Special Feature 1 (1-4), the fluctuating pattern One of "P7" to "P14" is selected as the turn. In Special Figure 2, the read change Based on the random value of the dynamic pattern and the current number of reserved balls in Special Feature 2 (1-4), the variation pattern is "P2 One of the numbers from "4" to "P31" will be selected. The selection pattern will vary depending on the number of balls held. Because it changes, a function is activated that shortens the time according to the number of balls held. In other words, the special feature In both 1 and Special Figure 2, when the number of reserved balls is "3" to "4", the number of reserved balls Compared to when the value is "1" or "2", more variation patterns with shorter variation times are selected. This is designed to speed up the consumption of special symbol reserves when there are many reserved balls. It is possible.

[0119] If the random number for reaching is not the random number for achieving a reach (step S1607: NO), then In the case of a miss without a reach, the microcomputer 81 for game control will determine the variation pattern on the table. Refer to the table for non-time-saving state, no reach, and miss among the T6 (Figure 10) to determine the variable pattern. Select a line (step S1609). Here, non-time-saving state, no reach, miss. As a table for use, of the fluctuation pattern determination table T6 for non-time-saving states shown in Figure 10 , the part corresponding to a no-reach miss (in Special Feature 1, the variation pattern is "P15" to "P16") The part referred to is the variation pattern in Figure 2, specifically the part from "P32" to "P33". In step 1, the reading of the variable pattern random value and the current number of reserved balls in Special Feature 1 (1-4) are used to determine the variation. Either "P15" or "P16" is selected as the pattern. In Special Figure 2, the readout is... Based on the random values ​​of the fluctuating pattern and the current number of reserved balls in Special Feature 2 (1-4), the fluctuating pattern is " Either "P32" or "P33" will be selected. Here too, the selection depends on the number of balls held. Because the fluctuation pattern changes, a function that shortens the fluctuation according to the number of balls held is activated.

[0120] In step S1600, if it is determined that the game state is a time-saving state, the game system The official microcontroller 81 determines whether the jackpot flag is ON or OFF (Figure 25: Step S1612). Thereafter, the processing in steps S1613 to S1619 is as follows, except as above The process is the same as steps S1603 to S1609 described above, so the explanation is omitted. The difference between the processing in steps S1613-S1619 and the processing in steps S1603-S1609 is that In steps S1615, S1616, S1618, and S1619, the referenced variable pattern The part of the judgment table T6 corresponds to the previously described steps S1605, S1606, S1608, S It is different from 1609. Specifically, in S1605, S1606, S1608, and S1609 In contrast to the variable pattern determination table T6 (Figure 10) for non-time-saving states, Step S1615, S1616, S1618, and S1619 feature a variable pattern for time-saving mode. The determination table T6 (Figure 11) is referenced. For example, in step S1615, In the case of a jackpot type that is scheduled to pass through V, the variable pattern for the time-saving state shown in Figure 11 Of the judgment table T6, the part corresponding to the expected big win (in Special Figure 1, the variable pattern) The part labeled "P41" to "P43" is represented by the variation pattern "P61" to "P63" in Special Figure 2. The part () is referenced. From the read random values ​​of the fluctuation pattern, in Figure 1 the fluctuation pattern and For example, either "P41" to "P43", or for Special Feature 2, either "P61" to "P63". This is selected. Also, for example, in step S1616, that is, if the jackpot type is V In the case of a jackpot that is not scheduled to pass, the fluctuation pattern determination table T6 for the time-saving state shown in Figure 11 Of these, the section corresponding to the jackpot that is not expected to pass through V (sections "P44" to "P46") is referenced. From the random values ​​of the reading fluctuation pattern, the fluctuation pattern is "P44" to "P46". One of the following will be selected.

[0121] After selecting the variation pattern as described above, the game control microcontroller 81 selects The process ends after setting the variation pattern (step S1630). The pattern information is included in the variation start command, and output processing (Figure 16: Step S108) This is transmitted to the sub-control board 90. This initiates the display of the special symbols. .

[0122] [Special symbol variation processing] Figure 26 is a flowchart of the special symbol variation processing (Figure 21: step S1304). The microcomputer 81 for game control first determines whether the special symbol variation time has elapsed and ended. A judgment is made (step S1701). The variation time of the special symbols refers to the variation pattern described above. The variation time is determined according to the variation pattern selected in the selection process (Figures 24 and 25). If the variation time has not finished (step S1701: NO), this process will end. In other words, in step S1406 or S1412 of the special pattern waiting process (Figure 22), The special symbol display that was started continues. On the other hand, if the variation time has ended (step Step S1701: YES), set the variable stop command (Step S1702), special movement Set the operation status to "3" (step S1703). Also, the microcontroller for game control 81 performs other processing related to the cessation of fluctuations (step S1704). For example, The microcomputer 81 for game control displays the variation of special symbols based on the set special symbol stop date. The process involves stopping the machine at the corresponding pattern. After that, the game control microcomputer 81 performs the following actions. Processing complete.

[0123] [Special Symbol Confirmation Process] Figure 27 is a flowchart of the special pattern confirmation process (Figure 21: Step S1306). The microcontroller 81 for game control first performs game state management processing (step S1801 ). Game state management processing is a process for managing the number of ST rounds and time reduction rounds, and its contents are as follows. This will be explained later. After the game state management process, it is determined whether the jackpot flag is ON or not. (Step S1802). If the jackpot flag is OFF (Step S1802: NO), the game control microcontroller 81 sets the special operation status to "1" (step (P1808), this process is terminated. As a result, the jackpot game will not start again. The process then transitions to waiting for a different symbol (Figure 22), and the jackpot determination for the next pending symbol is performed.

[0124] If the jackpot flag is ON (Step S1802: YES), the microcontroller for game control 8 1 is a set of opening patterns for the large prize slot and V-shaped opening / closing member according to the type of jackpot won. The process is performed (step S1803). Specifically, the microcomputer 81 for game control performs the grand prize Refer to the mouth opening pattern determination table T8 (Figure 13) and select the special symbol stop data for a big win. Determine the opening pattern of the mouth and set the determined opening pattern. For example, the special stop symbol. If the data is "11H", then "Opening Pattern 21" is the opening pattern for the grand prize slot. It is set. In addition, the microcontroller 81 for game control has a V-opening member opening pattern determination table. Refer to T9 (Figure 14) and determine the opening pattern of the V opening / closing member 71 from the special stop symbol data. Set the determined opening pattern. For example, if the special symbol stop pattern data is "11H" In this case, "opening pattern 31" is set as the opening pattern for the V-opening / closing member 71. The value of the round counter, along with the set of opening patterns for the main prize slot and the V-shaped opening / closing member, The number of rounds is set according to the type of jackpot won. This counts the number of unit-opening games (round games) performed during gameplay. Here, the round counter is set to "16" (Figure 13(B)).

[0125] After setting the opening pattern, the game control microcontroller 81 performs a game state reset process. (Step S1804). Game state reset process resets the probability change flag and time reduction flag. This is a process to turn it off, and its details will be explained later. Game state reset process After the explanation, in order to start the jackpot game, set the jackpot opening command ( Step S1805), start the opening (Step S1806). Then, special The operation status is set to "4" (step S1807), and this process is completed.

[0126] [Game state management processing] Figure 28 is a flowchart of the game state management process (Figure 27: Step S1801). The microcontroller 81 for game control first determines whether the probability variation flag is ON or OFF (step Step S2001). If the probability change flag is OFF (Step S2001: NO), the process is ST Skip to step S2010. If the probability change flag is ON (step S2001: YES) ), decrement the value of the probability variation counter by 1 (step S2002). Probability variation counter and This counts the number of times special symbols have been generated during a high-probability state. Here, When transitioning to a high-probability state, the probability counter is set to "100". (Game control microcontroller) 81 is whether the value of the probability-increasing counter became "0" as a result of decrementing it by 1. The determination is made (step S2003). If the value of the probability counter is not "0" ( Step S2003: NO), the process is skipped to step S2005. Probability change counter If the value is "0" (Step S2003: YES), the probability change flag is switched to OFF. (Step S2004).

[0127] In step S2005, the microcontroller 81 for game control determines whether the time-saving flag is ON or OFF. This is performed. If the time-saving flag is OFF (step S2005: NO), the process is performed in step Skip to S2009. If the time-saving flag is ON (step S2005: YES), Decrement the value of the time-saving counter by 1 (step S2006). The time-saving counter is, This counts the number of times special symbols are changed during the time-saving mode. When transitioning to the state, the time-saving counter is set to "100". The game control microcomputer 81 The time reduction counter was decremented by 1, and the result was to determine whether the counter value became "0" or not. Perform the check (step S2007). If the value of the time reduction counter is not "0" (step If step S2007:NO, the process is skipped to step S2009. The value of the time-saving counter If the value is "0" (Step S2007: YES), switch the time-saving flag to OFF (Step (S2008).

[0128] In step S2009, the microcontroller 81 for game control mainly executes game state specification commands. The command set is set in the command set area (output buffer) 84a of RAM84, and this process ends. The game state specification command includes information about the current game state (e.g., the ceiling flag is ON). Whether or not, ceiling counter value, whether or not it is in a probability variation state, probability variation counter value, whether or not it is in a time reduction state, time reduction counter It includes (such as metric values).

[0129] In step S2010, the microcontroller 81 for game control determines whether the ceiling flag is ON or OFF. Perform the following. If the ceiling flag is OFF (step S2010: NO), the process is as follows: Skip to S2005. If the ceiling flag is ON (step S2010: YES), Decrement the value of the ceiling counter by 1 (step S2011). The ceiling counter is, This is for counting the specified number of spins until the time-saving (playtime) is reached, and the ceiling This counts the number of times special symbols have been triggered while lag is ON (low probability state). So, when the ceiling flag is set to ON, the ceiling counter will show "50" as the specified number of spins. "0" is set. The game control microcontroller 81 decrements the ceiling counter by 1. As a result, a determination is made as to whether the counter value has become "0" or not (step S2012). In other words, it determines whether the prescribed number of spins has elapsed until the b time reduction (playtime) is reached. Now. If the value of the ceiling counter is not "0" (step S2012: NO), the process is S Skip to step S2005. If the value of the probability counter is "0" (step S201 2:YES), switch the time-saving flag to ON (step S2013), and set the time-saving counter to time Set the number of short attempts (number of times granted) to "700". Then, turn off the ceiling flag. Replace (step S2015). Then, the process in step S2009 is executed.

[0130] [Game state reset process] Figure 29 is a flowchart of the game state reset process (Figure 27: step S1804). Yes. The microcontroller 81 for game control first determines whether the probability variation flag is ON or OFF (S Step S2101). If the probability change flag is OFF (Step S2101: NO), the process is Skip to step S2103. If the probability change flag is ON (step S2101:Y ES), switch the probability change flag to OFF (step S2102). Step S2103 In this process, the microcontroller 81 for game control determines whether the time-saving flag is ON or OFF. If the flag is OFF (step S2103: NO), the process skips to 2105. If the time-saving flag is ON (Step S2103: YES), switch the time-saving flag to OFF. (Step S2104). In step S2105, the microcontroller 81 for game control Next, determine whether the ceiling flag is ON or OFF. (Step S2) 105:NO), terminate this process. If the ceiling flag is ON (step S2105:Y ES), switch the ceiling flag to OFF (step S2106). In other words, jackpot play During the execution of the technique, the ceiling flag is turned OFF, as neither the high probability state nor the time reduction state is active. Since the base state is always low when not in a time-saving state, the base state is low during the execution of a jackpot game. Yes.

[0131] [Special Electric Processing] Figure 30 is a flowchart of the special electric mechanism processing (Figure 21: Step S1308). The microcontroller 81 for game control first determines whether the jackpot termination flag is ON or OFF. (Step S2200). The "jackpot end flag" refers to the jackpot game that is currently in progress. , the grand prize devices (first grand prize device 31 and second grand prize device 36) based on the opening pattern This flag indicates that all openings have finished. If the jackpot end flag is ON (stat Step S2200: YES), processing proceeds to step S2230. Jackpot end flag If it is OFF (step S2200: NO), V opening member 71 is activated to open V The closing member operation process is performed (step S2201). The V opening / closing member 71 in this embodiment is It is configured to activate when a predetermined number of game balls enter the large prize slot 30, V-open In the closing member operation process, when a predetermined number of game balls enters the prize, according to the opening pattern T9 of the V opening / closing member, The V-opening / closing member 71 is opened for a predetermined period of time. Details of the V-opening / closing member operation process will be described later. After the V-opening / closing member operation process, the microcomputer 81 for game control will open the large prize slot (the first large prize slot 30 and The second prize slot (35) is then opened or not (Step S2202). Open If this is the case (step S2202: YES), the process proceeds to step S2210.

[0132] If the main prize slot is not open (Step S2202: NO), the microcontroller for game control 8 Step 1 determines whether or not it is time (timing) to open the grand prize slot (Step S22) 03). The time to open the big prize slot is, for example, when the opening time for the big win has elapsed. When the time comes for the opening to begin during the first round of gameplay, or when it is temporarily closed after opening, After the interval (closure time) has elapsed before the large prize gate is reopened, it will reopen again. This includes the time when the release begins. It does not include the time when the grand prize gate is opened (step S2203: NO), the process proceeds to step S2220.

[0133] If it is time (timing) to open the grand prize gate (Step S2203: YES), The microcontroller 81 for game control performs the process of opening the big prize slot (step S2207). Specifically, the microcontroller 81 for game control determines the opening pattern (Figure 13) according to the type of jackpot. Therefore, open the main prize slot (the first main prize slot 30 or the second main prize slot 35). After the payout process, the game control microcontroller 81 sets the round specification command ( (Step S2208). The round specification command specifies the number of rounds in the currently running jackpot game. The information contains details related to the game control microcontroller 81, which mainly uses round specification commands. Set to the output buffer of RAM84. Note that in this embodiment, during one round of gameplay... The large prize slot is not opened multiple times. However, in another embodiment, once If the large prize slot is opened multiple times during a round of gameplay, the game control microcomputer 81 This determines whether the opening of the grand prize gate is the first time it has been opened in a single round, and the first opening In this case only, you may set the round specification command. After setting the dot, the process is completed.

[0134] In step S2202 described above, if the main prize opening is open (step S2202: YES), the microcomputer 81 for game control determines whether the conditions for closing the big prize slot are met. Perform the following (step S2210). The closing condition here is the large in that round of play. If the number of prizes placed in the prize slot reaches the specified maximum number of prizes (for example, 9 per round) Or, the time has come to close the grand prize gate (that is, the grand prize gate has been opened) The condition is that either (a predetermined opening time (Figure 13) has elapsed) or (a predetermined opening time has elapsed) is met. And if the conditions for closing the grand prize slot are not met (Step S2210: NO), the game The control microcontroller 81 completes this process. Meanwhile, if the conditions for closing the grand prize slot are met... In step S2210: YES, the game control microcomputer 81 closes the big prize opening (close (Seal) (Step S2211).

[0135] In step S2203 described above, it is not the time (timing) to open the main prize slot. In this case, the game control microcomputer 81 determines whether or not the round of the game has ended. Now (Step S2220). Here, one round is determined after the grand prize gate closes. The game ends after a certain amount of time (2 seconds in this case). As mentioned above, the big prize slot between rounds The closing time (interval time) is included in the open rounds of play before that closing time. The microcomputer 81 for game control closes the jackpot opening and a predetermined interval time has elapsed. Whether or not this has happened determines whether or not the round of the game has ended. If the game has not finished (Step S2220: NO), the microcontroller for game control 8 1 terminates this process.

[0136] If the current round of gameplay has ended (Step S2220: YES), the game control machine Icon 81 decrements the value of the round counter by 1 (step S2221), The unit counter is checked to determine whether its value is "0" or not (step S2226). If the value of the run counter is not "0" (step S2226: NO), that is, If you have not yet played the set number of rounds, you will need to play this book to start the next round. The process is completed. On the other hand, if the round counter value is "0", the jackpot game is terminated. As part of the jackpot termination process, the ending command for the jackpot is set (S Step S2227), the jackpot ending begins (Step S2228). In terms of form, it is a "16R (effectively 13R) V-passing jackpot" where the game ball passes into area 39 of the V-zone. If there is an ending (for example, 18 seconds), the ending time will be "16R (effectively 13R) V not passed". The same ending time as when no game balls pass through area 39 in the "scheduled jackpot" scenario. It has a certain length. This means that the player will be told, "16R (effectively 13R) V expected to pass large Even if a game ball passes through area 39 in the "Hit" zone, it will still be "16R (effectively 13R)". ) In the case of a "jackpot where the ball was not expected to pass through V area," it is recognized that the game ball did not pass through area V 39. Yes, it is possible. Furthermore, in the case of a "16R (effectively 13R) V-passing jackpot," the number of balls entering the V-area 39 is... The ending time when there is no passing is the same length as these. After the ending starts, set the jackpot end flag to ON (step S2229), This process is now complete.

[0137] In step S2200 described above, if the jackpot termination flag is ON (step S2 200:YES), Since the final round has ended, the microcomputer 81 for game control will determine the jackpot. Determine whether the time for the ending has elapsed (step S2230). If the waking time has not elapsed (step S2230: NO), the microcontroller for game control 8 1 completes this process. On the other hand, if the ending time has elapsed (step S223) 0:YES), the game control microcontroller 81 turns OFF the jackpot termination flag, and (Step S2231) Turn off the jackpot flag (Step S2232) Special Action Set the operation status to "1" (step S2233). This will enable the next special operation During the production process, the special symbol waiting process (step S1302) is executed again. After that, The game state setting process (step S2234), described later, is executed to conclude this process.

[0138] [V-type opening / closing member operation processing] Figure 31 is a flowchart of the V-opening / closing member operation process (Figure 30: step S2201). The microcomputer 81 for game control first checks the current round game (the round in question) and the V opening / closing section. A determination is made as to whether material 71 is an open round or not (step S2501). Rounds 2, 4, 6, 8, 10, and 12 The round corresponds to the opening round of the V-opening / closing member 71. The microcomputer 81 for game control controls the round. When the value of the index counter is "15", "13", "11", "9", "7", "5", open It can be determined that it is an open round. If the V-opening / closing member 71 is not an open round. (Step S2501: NO), this process is completed. In this round, the V opening / closing member 71 This is because it does not need to be activated.

[0139] If the V-opening / closing member 71 is in the open round (step S2501: YES), game control The microcontroller 81 determines whether the first prize flag is ON or OFF (step S2502) ). The "First Prize Flag" refers to the first ball landing in the first prize slot (30) in that round. This is a flag indicating that there was a first prize. If the first prize flag is ON (step S2502: If YES, the process proceeds to step S2520. If the first prize flag is OFF (S Step S2502:NO), determines whether or not the first ball has entered the prize (Step S 2503). If the first ball has not been detected as having entered the game (Step S2503: NO), proceed to this step. The process is completed. In this round, there have been no winners in the first major prize slot 30, and the V-opening / closing member 71 This is because it does not need to be activated.

[0140] If the first ball enters the winning position is detected (Step S2503: YES), the microcontroller for game control 8 1 short-circuits the V opening / closing member 71 and performs the V effective period setting process. Step S2504). To short open the V-opening member 71, open the V-opening member 71. In the release pattern (Figure 14(B)), in both the "short release" and "long release" cases... Even if there is one, it is to execute a short release (0.1 seconds in this case) when the first ball enters the winning spot. Furthermore, in the case of short-circuit opening of the V-opening / closing member 71, the opening time of the V-opening / closing member 71 is very short. Therefore, the first ball that entered the first major prize slot 30 did not pass through the V area 39 but went into the non-V area 7 It is configured to pass through 0. In the V validity period setting process, while the V opening / closing member 71 is open Furthermore, for several seconds after the closing of the V-opening / closing member 71, the V-region sensor 39a detects the game balls. The V-effective period is set to be active. Here, the microcontroller 81 for game control controls the V-opening / closing member. According to the opening pattern of 71 (Figure 14(B)), the V opening / closing member 71 is short-circuited (here The time is set to 0.1 seconds, and the period while the V opening / closing member 71 is open and the 1 second after it is closed is set as the V effective period. The microcontroller 81 for game control operates during periods other than the V validity period (when no jackpot game is being played). (Including the base) is set to the V-invalidation period, which determines that the detection of game balls by the V-region sensor 39a is invalid. It is determined. Here, "determining that the detection of the game ball by the V-region sensor 39a is effective" means, This means that the V flag is turned ON based on the detection of a game ball by the V-region sensor 39a. (See V-region sensor detection process described later (Figure 33)). Also, "play by V-region sensor 39a "Determining that the detection of the game ball is invalid" means that even if the game ball is detected by the V-region sensor 39a, This means that the V flag will not be turned ON. Note that after the V opening / closing member 71 is closed during the V effective period. The reason for including a few seconds (sphere brushing period) is the time between the V-opening / closing member 71 and the V-region sensor 39a. Because of the physical distance, the game ball that entered the V region 39 side immediately before the V opening / closing member 71 closed This takes into account the time until it is detected by the V-region sensor 39a. That is, Here, the V flag is only displayed when V passage (passage of a game ball into V area 39) is detected during the V validity period. Turn ON, and when V is detected passing outside the V valid period (V invalid period), do not turn ON the V flag. It is being done. Furthermore, if the V flag is ON, the probability variation flag is also turned ON, that is, The game state after a big win is set to a high probability state (as described later in the game state setting process (Figure 32)). (See reference). In this way, the V flag is turned ON based on the V transaction resulting from fraudulent activity. This prevents the setting from being configured to a high probability state. Short-circuit opening of V opening / closing member 71 After the V validity period setting process, the game control microcontroller 81 switches the first winning flag ON. The process changes (step S2505), and then proceeds to step S2540.

[0141] In step S2502, if the first prize flag is ON, that is, the first ball If there is a prize (Step S2502: YES), the game control microcontroller 81 will enter the second prize. Determine whether the prize flag is ON or OFF (Step S2520). "Second Prize Flag" and If the opening pattern of the V-shaped opening / closing member 71 in that round is long opening, then the first grand prize is awarded. This flag indicates that a second ball has entered the 30-ball slot. If the second prize flag is ON, Step S2520: YES), the process proceeds to step S2540. Second prize flag. If it is OFF (step S2520: NO), the game control microcontroller 81 will turn The system determines whether the opening pattern of the V-shaped opening / closing member 71 in the step is a long opening or not. (Step S2521). If it is not a long open (Step S2521: NO), that is, If it is a short opening, the process proceeds to step S2540. On the other hand, if it is a long opening... In the case of (step S2521: YES), the microcontroller 81 for game control detects the second ball winning. A determination is made as to whether or not it has happened (step S2522). If the second ball has not been detected as having entered the game... If successful (step S2522: NO), the process proceeds to step S2540.

[0142] If a second ball win is detected (Step S2522: YES), the microcontroller for game control 8 1 opens the V opening / closing member 71 for a long period and performs the V effective period setting process ( Step S2523). The V-shaped opening / closing member 71 is opened to a long extent by the opening of the V-shaped opening / closing member 71. In the turn (Figure 14(B)), in the case of "long opening", when the second ball enters the goal, the long opening ( This is to allow execution (up to 31.5 seconds). Note that here, one round of gameplay The maximum time is 31.5 seconds (29.5 seconds for maximum opening time of the main prize slot + 2 seconds for interval closing time). Therefore, generally speaking, the time from the second ball to the end of the round is 31.5 It becomes shorter than a second. As described later, the V-opening / closing member 71 is forcibly closed at the end of the round. Because it is closed, the long-opening time of the V-opening / closing member 71 becomes shorter than 31.5 seconds. However, the long opening of the V-opening / closing member 71 is because the opening time of the V-opening / closing member 71 is relatively long. At least some of the game balls that enter the first prize-winning slot 30 from the second ball onward pass through area V 39. It is configured to pass. In the V validity period setting process, the game control microcontroller 81 controls V The period during which the opening / closing member 71 is open is set as the effective period for V, and at the end of the round, the opening / closing member 71 of V The V invalidation period is set along with the closing. Long-term opening of the V opening / closing member 71 and setting of the V effective period. After processing, the game control microcontroller 81 switches the second prize flag to ON (step S2 524) Proceed to step S2540.

[0143] In step S2540, the game control microcomputer 81 determines whether the V-opening / closing member 71 is open or not. The determination is made. If the V opening / closing member 71 is open (step S2540: YES), play The technique control microcontroller 81 determines whether or not the round of game has ended ( (Tep S2550). As previously mentioned, the microcomputer 81 for game control closes the big prize opening. Then, depending on whether a predetermined interval time (in this case, 2 seconds) has elapsed, the round of play Determine whether the technique has finished or not.

[0144] If the current round of gameplay has ended (Step S2550: YES), the game control machine Icon 81 switches the 1st prize flag and 2nd prize flag to OFF (Step S2 551) Perform V-opening / closing member closing process and V-inactive period setting process (step S255 2) Here, at the end of the round of play, the game control microcomputer 81 controls the V-opening / closing member 7 1 is forcibly closed, and after a few seconds (1 second in this case) have elapsed since the closing of the V opening / closing member 71, Set the V invalidation period and terminate this process.

[0145] If the current round of gameplay has not finished (Step S2550: NO), the game control machine Icon 81 determines whether or not the closing condition for the V-opening / closing member 71 is met (Ste (S2560). The closing condition of the V opening / closing member 71 is, for example, if it is short-circuited, V Examples include a predetermined period of time (e.g., 0.1 seconds) elapsed after the opening of the opening / closing member 71. If the closing condition is met (step S2560: YES), the V opening / closing member closing process is performed. The process of setting the invalidation period for V is performed (step S2552), and this process is completed. Closure conditions If this condition is not met (step S2560: NO), the V opening / closing member 71 is opened, and V is This process will be completed while the validity period remains in effect.

[0146] In step S2540, the game control microcomputer 81 determines that the V-opening / closing member 71 is closed. If a determination is made (Step S2540: NO), then it is determined whether or not the round of play has ended. Perform a determination (Step S2571). If the round has ended (Step S 2571:YES), the microcomputer 81 for game control controls the first winning flag and the second winning flag. Switch it to OFF (step S2572) and finish this process. The round is finished. If none of the above conditions are met (Step S2571: NO), the process is terminated.

[0147] [Game state setting process] Figure 32 is a flowchart of the game state setting process (Figure 30: step S2234). The microcontroller 81 for game control first determines whether the V flag is ON or OFF (step S2301). If the V flag is OFF (step S2301: NO), set the time reduction flag to OFF. Set to N (Step S2302), and set the time-saving counter to "100" (Step S2 303). As a result, the game state after this big win is "not high probability state" and "short time state". The state becomes "low probability high base state" (i.e., low probability high base state). This means that the special symbol will be displayed 100 times, or that the next jackpot will be won. It terminates when any of the following conditions are met.

[0148] On the other hand, in step S2301, if the V flag is ON (step S2301: Y ES), the microcontroller 81 for game control turns on the probability variation flag (step S2304), Set the variable counter to "100" (step S2305), and turn the V flag OFF. Step S2306). Also, the microcontroller 81 for game control turns on the time reduction flag (step Step S2307), set the time-saving counter to "100" (Step S2308). Therefore, the game state after this big win is "high probability state" and "time reduction state" and "high The game enters a "base state" (i.e., high probability high base). This high probability high base state is a special symbol. Either the variable display is performed 100 times, or the next jackpot is won. The process terminates when that condition is met.

[0149] In step S2310, the game control microcontroller 81 turns on the ceiling flag and the ceiling The machine is set to "500" as the number of spins required to reach the b time-saving (playtime) feature. (Step S2311). As a result, after a big win, the probability change flag is turned OFF. When this happens, if it goes 500 times, it enters a time-saving mode (playtime). In step S2309... The microcontroller 81 for game control receives game state specification commands from the command set in the main RAM 84. Set to area (output buffer) 84a and end this process. The game state specification command This refers to the set game state (time reduction flag, time reduction counter, probability change flag, probability change counter, ceiling flag) This includes information about rugs, ceiling counters, etc.

[0150] [V-region sensor detection processing] Figure 33 is a flowchart of the V-region sensor detection process (Figure 16: step S106). The microcontroller 81 for game control first detects the game balls using the V-region sensor 39a. A determination is made as to whether or not (step S2601). Detection of the game ball by the V-region sensor 39a. If there is no knowledge (step S2601: NO), this process is terminated. On the other hand, if there is detection... In the case of (Step S2601: YES), the microcontroller 81 for game control checks whether the V validity period is or not. The determination is made (step S2602). The valid period of V is the V opening / closing member operation process (Figure 3 1) The period set by the V validity period setting process (steps S2504, S2523) The validity period is for rounds 2, 4, 6, 8, and During the opening and closing of the V-shaped opening / closing member 71 in the 10th and 12th rounds, and for a few seconds after closing (bulb brushing period) It is set to (interval). If it is not within the valid period (step S2602:NO), this procedure The process ends. On the other hand, if the V validity period is in effect (step S2602: YES), game control The microcontroller 81 turns on the V flag (step S2603) and the V pass command Set the do (step S2604) and finish this process.

[0151] [Handling of held balls] Figure 34 is a flowchart of the ball count processing (Figure 16: Step S107). The control microcontroller 81 first stores the number of reserved balls for special feature 1 in the main RAM 84, and special feature The number of reserved balls and the number of reserved balls with normal symbols are read (step S2701). Next, the microcomputer 81 for game control receives the command for the number of balls to be held in the command set of the main RAM 84. Set to area (output buffer) 84a (step S2702). Reserved ball count command. This is a command to notify the sub-control board 90 of the number of balls being held, as shown in Figure 1. Number of balls being held, Figure 2 includes information on the number of reserved balls and the number of reserved balls with normal symbols. Reserved balls command After setting, the game control microcontroller 81 terminates this process.

[0152] 7. Operation of the microcontroller 91 for performance control Based on Figures 35 to 45, the microcontroller for performance control is provided on the sub-control board 90 (Figure 4). This section explains the operation of 91. The counters appearing in the explanation of the operation of the microcontroller 91 for performance control are described below. Flags, status, buffers, etc., are located in sub-RAM94.

[0153] [Sub-control main processing] Figure 35 is a flowchart showing the sub-control main processing. Microcontroller 91 for performance control. When the power to the gaming machine 1 is turned on, the sub-ROM 93 executes the sub-control main process. The program for this is read. In the sub-control main processing, the microcontroller 91 for performance control is... First, the CPU initialization process is performed (step S4000). In the CPU initialization process, for example This includes resetting the settings of subCPU92, various flags, status, and counters, etc. This is done. The initial value of the flag is "0", which means "OFF", and the initial value of the status is " The value is "1", and the initial value of the counter is "0". Note that the CPU initialization process takes place after power-on. It is executed only once and never again thereafter.

[0154] After the CPU initialization process, the microcontroller 91 for performance control disables interrupts in interrupt processing. (Step S4015), perform the random number update process (Step S4020). In the new process, the microcontroller 91 for performance control increments the random number counter value shown in Figure 7(B) by 1. Update. Each random number counter value resets to "0" and starts increasing again once it reaches the set upper limit. The initial value of each random number counter may be a value other than "0" and can be changed randomly. It may also be done in the following way. In addition, random values ​​may be generated by adding 1 each time, or by adding 2 or more. This is also acceptable. Each random number may be a so-called hardware random number.

[0155] After the random number update process, the microcontroller 91 for performance control enables interrupt processing. Step S4025). While interrupts are enabled, the sub-side timer interrupt processing (Step S40 35) can be executed. Sub-CPU92 will process the timer interrupt at a predetermined interval. It is executed based on interrupt pulses that are repeatedly input to it. That is, the sub-side timer interrupt The loading process is executed at predetermined intervals. Then, the sub-side timer interrupt processing is completed. Then, between the start of the sub-side timer interrupt processing and the start of the next sub-side timer interrupt processing, the random number update process is repeated. It will be executed.

[0156] [Sub-side timer interrupt handling] Figure 36 shows the flowchart for the sub-side timer interrupt processing (Figure 35: step S4035). The microcontroller 91 for performance control first performs received command analysis processing (step (P4300). Details of the received command analysis process will be described later. After the initial processing, the microcontroller 91 for controlling the performance performs processing during the variation performance (step S4305). The processing during the variation animation involves setting a command to be executed before the variation ends at a specific timing during the variation animation. This is a process to execute a specific display effect on display screen 7a, and details will be described later. After the processing during the variation effect, the microcontroller 91 for effect control performs switch processing (step (P4310). In the switch processing, the microcontroller 91 for performance control detects the performance button switch. Switch data (edge ​​data and level) output based on the detection signal from Chi 63a Based on the data, the display content of display screen 7a is set, etc. After the switch process The microcontroller 91 for performance control performs command transmission processing (step S4315). In the command transmission process, the microcontroller 91 for performance control performs received command analysis and other operations in the sub-RAM. The various commands set in the 94 performance command set area 94b (output buffer) are displayed in the image. The control board 100, audio control board 106, lamp control board 107, and relay board 108 transmit the data. The image control board 100, having received various commands, uses the image display device 7 to process the received messages. The audio control board 10 executes display effects according to the command. Unit 6 executes an audio effect, outputting sound from speaker 67 in response to the received command. The lamp control board 107, upon receiving various commands, controls the panel lamps according to the received commands. The lamp effect is executed, controlling the illumination of lamps 5 and frame lamp 66. After the command transmission process, the effect is executed. The control microcontroller 91 performs other processing (step S4320).

[0157] After other processing, the microcontroller 91 for performance control performs a sub-side RAM clear process. Step S4325). In the sub-side RAM clearing process, the game control microcontroller 81 clears the RAM If it is determined that a clear operation should be performed, the microcontroller 91 for controlling the presentation will execute the necessary processing. Sub-side R Details of the AM clearing process will be described later. After the sub-side RAM clearing process, the performance control machine Icon 91 performs the sub-side power outage recovery process (step S4330). Sub-side power outage During the recovery process, if the microcontroller 81 for game control determines that it is time to restore power after a power outage, the following effects will be displayed. The official microcontroller 91 will perform its processing. Details of the sub-side power-off recovery process will be described later. After the sub-side power-off recovery process, the microcontroller 91 for performance control performs error notification process 1. Step S4335). In error notification processing 1, the microcontroller 91 for performance control detects an error condition. This process manages the system and determines whether or not to report an error. See Error Reporting Process 1 for details. This will be explained later. After error notification processing 1, the microcontroller 91 for performance control performs error notification processing Perform step 2 (step S4340). In error notification processing 2, the microcontroller 81 for game control is used. The microcontroller 91 for performance control will notify the system of errors that the system manages. A process is performed to determine whether or not this is true. Details of error notification process 2 will be described later. After error notification processing 2, the microcontroller 91 for performance control performs the mechanism error clearing process ( Step S4345). In the mechanism error release process, the microcontroller 91 for performance control checks the predetermined conditions. When a bonus is achieved, if a bonus error occurs, a process is performed to determine whether or not to clear the bonus error state. Perform the following. Details of the mechanism error clearing process will be described later. After the mechanism error clearing process, The microcontroller 91 for performance control performs execution processing of the movable prop scenario (step S4350) ). In the execution process of the movable prop scenario, the microcontroller 91 for performance control executes the scenario data for the movable prop. The movable parts are operated according to the data. The scenario data for the movable parts is a predetermined set of data for the movable parts. This is data for performing the specified actions. The microcontroller 91 for performance control is a sub-control board. It is stored in sub-ROM 93 of 90. After the execution process of the movable mechanism scenario, the performance control machine Icon 91 performs the process of returning the movable mechanism to its origin (step S4355). Movable mechanism origin During the recovery process, the microcontroller 91 for performance control generates a sequence for moving the movable prop to the origin area. The process of setting the Rio data is performed. Also, a scenario for moving to the origin region is created. Even if executed, if the movable part fails to move to the origin area, the process will result in a part error state. Perform the process. Details of the movable mechanism return process will be described later. After the movable mechanism return process The microcontroller 91 for controlling the performance performs the initial operation processing of the movable mechanism (step S4360). In the initial operation processing of the movable mechanism, the microcontroller 91 for performance control performs the initial operation of the movable mechanism. This process sets up the scenario data for the operation. What is the initial action performed by the movable mechanism? This is an operation to check whether the movable parts are functioning correctly. Initial operation processing for movable parts. Further details will be provided later. The initial operation processing for the movable parts is performed, and this process is completed.

[0158] [Received command parsing process] Figure 37 is a flowchart of the received command analysis process (Figure 36: step S4300). Yes. The microcontroller 91 for performance control first receives a pre-determination command from the main control board 80. Determine whether or not it has been received (step S4415). If it has been received (step S44 15:YES), perform the pre-read animation determination process (step S4420). The "decision process" involves deciding whether or not to execute a pre-read animation, and if so, the pre-read animation pattern. This is the process of determining the outcome. Details of the pre-reading effect determination process will be described later. On the other hand, upon receiving... If none are present (step S4415: NO), the above-mentioned pre-read animation determination process is skipped. The pre-announcement feature refers to the fact that the newly stored reserve information in the special reserve memory area 85 includes a jackpot. This is a visual effect that suggests a high probability of something happening, and it is performed during the fluctuation animation.

[0159] Next, the microcontroller 91 for controlling the performance receives a command for the number of balls to be held from the main control board 80. A determination is made as to whether or not it has been received (step S4445). If it has been received (step S444 5:YES), perform hold display processing (step S4450). In hold display processing, The ball retention command includes the number of balls held in Special Feature 1, the number of balls held in Special Feature 2, and the number of balls held in regular symbols. Based on the information regarding the number of balls, the counter set area 94d of the sub-RAM 94 is provided. , 1st special symbol hold effect counter, 2nd special symbol hold effect counter, and Normal symbol hold effect counter The value of 'Ta' is updated. This updates not only the main control board 80 but also the sub-control board 90. It can store information on the number of balls held for each feature. In addition, the microcontroller 91 for controlling the effects is the first special feature. Based on the hold effect counter, the second special symbol hold effect counter, and the regular symbol hold effect counter. Next, the pending images 9A and 9B displayed on the display screen 7a are updated. If the ball count command has not been received (step S4445: NO), the above hold display process will be handled. Skip the logic.

[0160] Next, the microcontroller 91 for performance control receives a change start command from the main control board 80. Determine whether or not (step S4455). If received (step S445 5:YES), perform the variable animation start process (step S4460). "Processing" is the process of selecting the variation animation pattern (content) to be executed during the special symbol variation. Details of the animation start process will be described later. On the other hand, if no signal is received (step S44 55:NO), Skip the above-mentioned variable animation start process.

[0161] Next, the microcontroller 91 for performance control receives a change stop command from the main control board 80. Determine whether or not (step S4465). If received (step S446 5:YES), perform the variation effect termination process (step S4470). "Reasoning" is a process to stop the variation animation that is executed during the special symbol variation. In the termination process, the microcontroller 91 for performance control analyzes the results of the variable stop command and then controls the counter. This command is used to set up the input and to end the variation animation. Set this. This will stop the decorative symbol corresponding to the variable Special Feature 1 or Special Feature 2 from being displayed. Furthermore, the microcontroller 91 for performance control performs the pre-determination information shift processing (Figure 39), which will be described later. Perform the action. Note that if a variable stop command has not been received (Step S4465: NO) The above-mentioned process for ending the variation animation is skipped.

[0162] Next, the microcontroller 91 for performance control receives an opening command from the main control board 80. Determine whether or not it has been done (step S4475). If it has been received (step S4 475:YES), perform the opening sequence pattern determination process (step S4480 The "Opening Performance Pattern Determination Process" is executed at the start of a special game (jackpot game). This is the process of selecting the opening sequence pattern (content). In the decision-making process, the microcontroller 91 for performance control first performs an analysis of the opening command. No, the special symbol stop diagram set when a jackpot is determined is included in the opening command. Information regarding the pattern data is set in sub-RAM94. Then, the special stop pattern data is displayed. Select an opening animation pattern that is pre-set to correspond to the type of win. The command to start the selected opening sequence is stored in the sub-RAM. Set in the 94th effect command set area 94b. The set opening sequence start command is sent during the command transmission process (Figure 36: Step S43) When transmitted to the image control board 100 in 15), the CPU 102 of the image control board 100 The system reads a predetermined opening sequence image from the ROM 103 and displays it on the image display device 7. Display on screen 7a. Note that in step S4475, the opening command is received. If you do not believe (Step S4475: NO), the above opening sequence pattern will be determined. Skip the process.

[0163] Next, the microcontroller 91 for performance control receives a round specification command from the main control board 80. Determine whether or not it has been done (step S4485). If it has been received (step S4 485:YES), perform the round animation pattern determination process (step S4490). The "Round Performance Pattern Determination Process" is used in special games (jackpot games) for determining the winning slot. This section allows you to select the opening game animation pattern (content) to be executed during the opening period or the interval between openings. That is logical. In the round performance pattern determination process, the performance control microcontroller 91 first determines the round The command specifying the round is analyzed, and the special symbol stop symbols included in the round specification command are analyzed. Data information and round number information are set in sub-RAM94. Then, the type of win and the number of rounds indicated by the special symbol stop data are set in advance. Select a round animation pattern and start the selected round animation. The command to start the animation is set in the animation command set area 94b of sub-RAM 94. The round effect start command set in the effect command set area 94b is transmitted to the image control board When transmitted to 100, the CPU 102 reads a predetermined round animation image from the ROM 103. It is displayed on the display screen 7a. Note that in step S4485, round finger If no command is received (step S4485: NO), the above round presentation will be performed. Skip the turn determination process.

[0164] Next, the microcontroller 91 for performance control receives an ending command from the main control board 80. Determine whether or not it has been done (step S4495). If it has been received (step S4 495:YES), perform the process to determine the ending sequence pattern (step S4500) ). The "ending sequence pattern determination process" is for special games (jackpot games or minor wins). This is a process for selecting the ending sequence (content) to be executed during the game's ending. Yes. In the ending sequence pattern determination process, the microcontroller 91 for sequence control first performs the ending sequence. We will analyze the ending command and the special symbol stop date included in the ending command. The information regarding the symbols is set in sub-RAM94. Then, the special symbol stop symbol data indicates a win. Select an ending sequence pattern according to the type, and then start the selected ending sequence. The command to start the ending sequence is set in the output buffer of sub-RAM94. The ending sequence start command set in the performance command set area 94b controls the image. When transmitted to the circuit board 100, the CPU 102 processes a predetermined ending sequence image in the ROM 10. Read from 3 and display it on display screen 7a. Also, after receiving the ending command... If not present (Step S4495: NO), the above-mentioned process for determining the ending sequence pattern is performed. Skip.

[0165] Next, the microcontroller 91 for performance control performs other processing (step S4535). In other processes, for example, the microcontroller 91 for performance control receives a game state specification command. When this happens, the game state information included in the game state specification command (time reduction flag, time reduction (Counter, probability change flag, probability change counter, ceiling flag, ceiling counter, etc.) SubRAM9 It will be kept in 4. Specifically, based on the information contained in the game state specification command, SubR The time-saving effect counter and probability change effect counter are located in the counter set area 94d of AM94. The value of the ceiling effect counter is updated. For example, the remaining number of spins (games) during the time-saving mode. The time-saving effect counter is set, and the remaining number of spins during the probability variation is set on the probability variation effect counter. Then, the number of remaining spins until the ceiling is reached is set in the ceiling effect counter. Information on the number of time-saving rounds, probability-changing rounds, and ceiling rounds is available not only on the main control board 80 but also on the sub-control board 90. It can hold the V pass command. Also, the microcontroller 91 for performance control receives the V pass command. Sometimes, the information that has passed through V is stored in the sub-RAM 94. Also, the microcontroller 91 for performance control This is based on commands other than those mentioned above (such as the customer waiting command, RAM clear notification command, etc.) The process is completed and the process is finished. In this embodiment, the microcontroller 9 for performance control 1 receives a customer waiting command and displays the display screen 7a of the image display device 7 as a demo screen for customer waiting. Although it was set to a standby screen, it did not receive commands from the main control board 80 even after a predetermined period of time had elapsed. If the system does not trust the system, it will determine that the system is in a waiting state and display screen 7a will show the waiting screen. You may choose to do this.

[0166] [Pre-read animation determination process] Figure 38 is a flowchart of the pre-read animation determination process (Figure 37: step S4420). The microcontroller 91 for performance control first performs a pre-determined information rewriting process (step S4). 601). Specifically, the microcontroller 91 for performance control receives preliminary information from the main control board 80. The command includes the pre-determination result for the jackpot (jackpot determination information) and the pre-determination for the jackpot type. Judgment result (jackpot type information), and pre-judgment result of variation pattern (variation pattern information) ) is stored in the pre-determined information storage area 94c.

[0167] Figure 39 is a diagram illustrating the configuration of the pre-determination information storage area 94c. The information storage area 94c contains the above-mentioned jackpot determination information, jackpot type information, and fluctuations. In addition to pattern information, pre-announcement effect pattern information is stored. This is information indicating the content of the pre-announcement effect that is performed during the fluctuation effect, as described in step S4 below. Selected in 604. Figure 39(A) shows the first to third reserved symbols in Special Feature 2, respectively. The corresponding pre-determination results include the jackpot determination information "miss" and the variation pattern information "P72 "P73" is stored in the 1st to 3rd storage areas, and the pre-determination result corresponding to the fluctuation is The state stored in that region is shown. Figure 39(B) shows the state from Figure 39(A) Figure 2 shows the winning entries, and the pre-determination information included in the pre-determination command received from the main control board 80 This shows the state in which the report has been stored in the fourth storage area, which corresponds to the fourth item in Special Figure 2's hold. Here, as pre-determination information, we have the jackpot determination information "jackpot" and the jackpot type information "2 "1H" and the variable pattern information "P61" are stored. In addition, Special Feature 2 Reserved The first to fourth storage areas corresponding to the first to fourth items, and the area corresponding to the said change. Each of these is set with "Pattern A" as pre-announcement animation pattern information. Figure 39(C) This represents the state after the fluctuation has ended and the pre-determined information shift processing has been executed, from the state shown in Figure 39(B). The state is shown. Specifically, the pre-determination information that was stored in the first storage area is in that area The pre-determination information that was stored in the 2nd to 4th storage areas is shifted to the 1st to 3rd storage areas. Then, the pre-determination information of the fourth memory area is cleared. The pre-determination information shift process is a variable operation. This is executed during the termination process (Figure 37: step S4470).

[0168] Returning to Figure 38, the microcontroller 91 for performance control then... Determine whether or not the reading performance pattern information is stored (Step S4602) Specifically, the microcontroller 91 for performance control controls the relevant area of ​​the pre-determination information storage area 94c, Determine whether or not pre-read animation pattern information is stored in any of the storage areas 1-4. Perform if the pre-read animation pattern information is stored (Step S4602: YES). ) The process will terminate. That is, the relevant area of ​​the pre-determination information storage area 94c, the 1st ~ If pre-read animation pattern information is stored in any of the four storage areas, a new pre-read animation will be generated. The performance pattern information is not selected and stored. On the other hand, the pre-determined information storage area 94c is pre-read. If the performance pattern information is not stored (Step S4602: NO), the performance system The official microcontroller 91 determined that the pre-determination result included in the received pre-determination command was a "jackpot". Alternatively, determine whether it is a "reach but miss" (step S4603). "Big win" Whether it is a "reach" or a "miss with a reach" is determined, for example, by the pre-determination result of the variation pattern (variation pattern This can be determined by the turn information. The microcontroller 91 for performance control receives the prior information. If the pre-determination result included in the judgment command is "no reach, miss" (Step S4) 603:NO), this process is terminated. This is because there is no need to perform a pre-read animation. The pre-judgment result included in the received pre-judgment command is either "Big Win" or "Reach Available". If the result is "miss" (Step S4603: YES), it will be determined whether or not to perform the pre-read animation. The execution of the predetermined pre-announcement effect is determined, and the pre-announcement effect pattern is selected (Step S4). 604). Specifically, the microcontroller 91 for controlling the effects takes the value of the pre-read random number counter. The random number obtained and the pre-read animation pattern determination data stored in sub-ROM93 Whether or not to perform a pre-announcement animation by referring to Bull T51, and if a pre-announcement animation is performed. Determine the predictive animation pattern.

[0169] Figure 40 is a diagram illustrating the pre-reading animation pattern determination table T51. So, if the pre-judgment result is "Big Win" and the pre-read animation random number is "0-55", then the pre-read animation The special effect will be "none," and if the pre-announcement special effect random value is "56-67," the pre-announcement special effect will be " If "Pattern A" is selected and the pre-announcement random value is "68-127", the pre-announcement will be Then "Pattern B" is selected. Also, the pre-judgment result is "Reach but miss," and the prediction If the random value for the animation is "0-107", there will be "no" pre-announcement animation, and the random value for the pre-announcement animation is In the case of "108~114", "Pattern A" is selected as the pre-read animation, and the pre-read animation is random. If the value is between "115 and 127", "Pattern B" will be selected as the pre-announcement effect. The type, content, and range of random values ​​selected for the pre-announcement effect can be set arbitrarily. Cut.

[0170] Returning to Figure 38, it was determined in step S4604 that the pre-read animation would be executed. In the case of (Step S4605: YES), the selected pre-read animation pattern is recorded in the pre-determined information section. Store in memory area 94c (step S4606). Here, the pre-read performance pattern is stored in advance. When storing the judgment information in the judgment information storage area 94c, among the first to fourth storage areas, the received pre-judgment code Not only the storage area corresponding to the command, but also the storage areas prior to the corresponding storage area and the relevant storage area. The area also stores the look-ahead animation pattern. Specifically, as shown in Figure 39(B), In addition to setting "Pattern A" in the fourth storage area corresponding to the pre-determination command, Set "Pattern A" in the first to third storage areas, and also in those areas. A variation effect that is executed before the variation effect corresponding to the fourth storage area is executed (the said area and In the variable effects corresponding to the 1st to 3rd storage areas, pre-read effect pattern A is also executed. Furthermore, whether or not a pre-announcement effect is executed in the variation effect corresponding to that area depends on the variation effect. It depends on the progress of the process. In other words, the timing of executing the pre-announcement effect in the relevant variation effect. If the time has already passed, the pre-announcement effect will not be executed, but the timing for executing the pre-announcement effect If it's before the step, it will be executed at that time. This will be explained later. In step S4604, if it is determined that the pre-read animation will not be executed (step S46 05:NO), terminate processing.

[0171] [Start of variation effect processing] Figure 41 is a flowchart of the process for initiating the variable animation (Figure 37: step S4460). The microcontroller 91 for performance control first analyzes the variation start command (step S5). 000). Here, the microcontroller 91 for performance control is included in the variation start command, special symbol stop. Information regarding the pattern data and information regarding the variation pattern are set in sub-RAM94. The set information includes game status information indicating the current game state, and special feature 1 or special feature This includes symbol information, etc., that shows the symbols as the result of the hit detection process in step 2. The acquired game state information and symbol information can be referenced as appropriate by the performance control microcomputer 91. .

[0172] Next, the microcontroller 91 for performance control performs the core performance pattern determination process (step S5010). The core performance pattern determination process determines the basic configuration of the variable performance (for example, image table Display device 7 displays background images and switches between them, displays predetermined characters and so on. This determines the operation of the device, the output of melodies and sound effects using speaker 67, and the control of the lighting of lamps, etc. This is a process to determine the outcome. The variable effects include chance-up effects and pre-announcement effects in addition to this core effect. The effect is completed by superimposing additional effects such as those mentioned above. The microcontroller 91 for controlling the effects uses sub-ROM 93. The core performance pattern is determined by referring to the core performance pattern determination table T52 stored in the system. To determine.

[0173] Figure 42 is a diagram illustrating the core performance pattern determination table T52. This involves multiple core animation patterns that perform normal reach animations, and SP1 animations. Multiple types of core performance patterns, multiple types of core performance patterns that perform SP2 performance, S Multiple core animation patterns that perform P3 animations, and multiple animations that perform non-reach miss animations. Several core animation patterns are pre-configured. The type of core animation pattern can be set arbitrarily. This is possible. For example, if the variation pattern included in the variation start command is "P If it is "1", the core performance pattern that performs the SP1 performance will be selected. Also, the starting frame of the variation If the included variation pattern is "P72", a no-reach miss animation will be performed. The core presentation pattern is selected.

[0174] Returning to Figure 41, after determining the core performance pattern, the performance control microcontroller 91 determines the chance Perform the process to determine the chance-up animation pattern (step S5015). The turn determination process is the process for determining additional effects to be superimposed on the variable effects. The microcontroller 91 for output control acquires the value of the chance-up random number counter, and the acquired random number Then, the chance-up effect pattern determination table T53 stored in sub-ROM93 Refer to this to determine the chance-up animation pattern.

[0175] Figure 43 is a diagram illustrating the chance-up effect pattern determination table T53. Here, among the chance-up effect pattern determination table T53, when not in a time-saving state... It only shows the part that determines the variation effect pattern of the specific figure 1. That is, FIG. 43 shows the chance-up effect pattern that is executed when the variation pattern included in the variation start command is "P1" to "P16". Note that the chance-up effect pattern determination table T₅₃ may or may not include a part that determines the chance-up effect pattern that is executed when the variation pattern is "P21" to "P33", "P41" to "P56", "61" to "73".

[0176] In FIG. 43, "2-NO", "2-SP1", "2-S P2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4- NO", "4-SP1", "4-SP2", "4-SP3", "ANO" are set as the chance-up effect pattern. These chance effect patterns correspond to various chance-up effects described later.

[0177] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs a count effect pattern determination process (step S5016). Here, the count effect pattern determination process is a process for displaying on the display screen 7a the remaining variation count (number of games) at the time of certain change, the remaining variation count at the time of time shortening, the remaining variation count until reaching the ceiling, the variation count since power-on, the variation count since after a big win game, etc. The effect control microcomputer 91 displays the remaining certain change count on the display screen 7a based on the value of the certain change effect counter at the time of certain change. Also, the effect control microcomputer 91 displays the remaining certain change count on the display screen 7a based on the value of the time shortening effect counter at the time of time shortening.

[0178] Furthermore, the microcontroller 91 for controlling the performance controls the value of the ceiling performance counter and the value of the carryover performance counter. From there, various effects can be performed. The ceiling effect counter shows the remaining time until the ceiling is reached. The number of spins is memorized, and the overnight performance counter records the number of spins since the power was turned on. The microcontroller 91 for performance control receives, for example, a variable performance termination command from the main control board 80. Each time a signal is received, the overnight effect counter is incremented, which means that the power-on time is... The number of variations can be set. The microcontroller 91 for performance control controls the overnight performance count When the value of TH1 (for example, TH1=10) the value of the ceiling effect counter is TH2 (for example Then, a check is performed to determine whether TH2 is less than or equal to 200. If the value of the ceiling effect counter is less than or equal to TH2 In this case, a predetermined chance image will be displayed. If the value of the ceiling effect counter is greater than TH2 If not, the chance image will not be displayed. This means that players who have seen the chance image will not be able to see the chance image. Gaming machine 1 has carried over the number of games played from the previous day, and it has been recognized that a RAM reset has not been performed. This is possible. Also, the microcontroller 91 for performance control sets the value of the overnight performance counter to TH3 (For example, the value of the ceiling effect counter when TH3=50) may be displayed. The microcontroller 91 for output control has a value of TH4 (for example, TH4 = 100) for the overnight performance counter. You can also hide the display showing the value of the ceiling effect counter and the chance image again. The microcontroller 91 for output control has a value of TH5 (for example, TH5 = 200) for the overnight performance counter. The value of the ceiling effect counter at that time may be displayed again. The effect control microcontroller 91 controls the ceiling As mentioned above, whether or not to display the value of the performance counter is based on the value of the performance counter carried over from the previous night. It may be determined by default, or it may be determined based on the ceiling effect counter value. For example, effect control The microcontroller 91 is used when the value of the ceiling effect counter is TH6 (for example, TH6 = 100) The value of the ceiling effect counter is displayed, and the value of the ceiling effect counter is TH7 (for example, TH7 = 70) When the value of the ceiling effect counter is reached, the display of the value of the ceiling effect counter is turned off, and the value of the ceiling effect counter is TH8( For example, when TH8=50, the value of the ceiling effect counter may be displayed again.

[0179] After the counting animation pattern determination process, the animation control microcontroller 91, random values ​​and stop symbol patterns Refer to the sequence determination table T54 to determine the combination of the stop display symbols 8L, 8C, and 8R. You may decide on things like this. Based on these, you can decide what kind of effects to use as variable effects. It will be decided.

[0180] The microcontroller 91 for performance control determines the variation in steps S5010 to S5016 above. The command to start the variation effect is set in sub-RAM94 so that variation effects based on the effect pattern can be implemented. Set the performance command set area 94b (output buffer) (step S5020) The variable effect start command set in the effect command set area 94b of sub-RAM 94. In the command transmission process (Figure 36: step S4315), it is transmitted to the image control board 100. Then, the CPU 102 of the image control board 100 reads the fluctuating animation image from the ROM 103. It is then displayed on the display screen 7a of the image display device 7.

[0181] Next, the microcontroller 91 for performance control sets the variable performance timer (step S503 0) This process ends. The variable animation timer contains the variable pattern included in the variable start command. A variation time (Figure 42) is set according to the variation pattern. For example, if the variation pattern is " When it's set to "P1", the variable animation timer is set to "40 seconds".

[0182] [Processing during variation animation] Figure 44 is a flowchart of the processing during the variation animation (Figure 36: step S4305). The microcontroller 91 for controlling the performance determines whether or not a variation performance is in progress (step S4701). Whether or not a variation animation is in progress can be determined, for example, by whether or not the variation animation timer has reached zero. This is possible. If a variation animation is not in progress (step SS4701: NO), this process is performed. The process ends. On the other hand, if a variation effect is in progress (step SS4701: YES), the effect control min The controller 91 sets the command before the end of the variation to the performance command set area 94b of the sub-RAM 94. Determine whether or not it is time to set (step S4702). Command before the end of the variation The microcontroller 91 for performance control communicates to the image control board 100 and other components a specific animation during the variation animation. This is a command to indicate that it is time, and the image control board 100 will signal before the end of the variation. When a command is received, the performance content will switch according to the information contained in the command before the variation ends. For example, it displays a specific image.

[0183] If it is not the time to set the command before the end of the variation (Step S4702: NO ), then this process is completed. On the other hand, if it is the timing to set the command before the end of the change ( Step S4702:YES), the pre-read performance pattern is stored in the relevant area of ​​the pre-determination information storage area 94c. A determination is made as to whether or not there is line information (step S4703). A pre-read animation is performed in the area. If pattern information exists (Step S4703: YES), the pre-read animation pattern information is included. The command to be used before the end of the variation is set in the performance command set area 94b of sub-RAM 94. (Step S4704). On the other hand, if there is no pre-read animation pattern information in the area (Step S4703:NO) does not include pre-release performance pattern information for the command before the end of the variation. Set in the performance command set area 94b of RAM94 (step S4705). Therefore, if there is pre-read animation pattern information in that area, the animation will end 2 seconds later. Previously, a command before the end of the variation, which includes information about the predictive performance pattern, was sent to the image control board 100. The image control microcontroller 101 then performs a lookup operation on the display screen 7a of the image display device 7. The pre-reading animation that displays the image is initiated. Meanwhile, the pre-reading animation pattern information is placed in the area. Even if there is no such command, a command indicating the end of the variation is sent to the image control board 100 2 seconds before the end of the variation. Here, the microcontroller 101 for image control already has the display screen 7a of the image display device 7 ready. If a preview image is displayed, a preview fade-out effect will begin, fading out the preview image. To make someone do it.

[0184] 8. Operation of the image control microcontroller 101 Based on Figure 45, the image control microcontroller 101 is provided on the image control board 100 (Figure 4). This section explains the operation of the image control microcontroller 101, including buffers and other components that appear in the operation description. It is located in RAM104. Figure 45 is a flowchart of the display control process. When the power to the gaming machine 1 is turned on, the microcontroller 101 for image control receives a program from the ROM 103. The program is read, and after CPU initialization, the display control process is repeatedly executed. First, the microcontroller 101 for image control receives a command from the sub-control board 90 to start the variation effect. Determine whether or not a message has been received (step S5001). If a message has been received (step (S5001:YES), the microcontroller 101 for image control starts the display of the fluctuating effects. Step S5002). Specifically, the microcontroller 101 for image control receives the variable animation opening The start command is analyzed, and the predetermined variation animation image instructed in the variation animation start command is R Read from OM103 and display on image display device 7. On the other hand, if no data is received ( Step S5001: NO), skip the above process.

[0185] Next, the image control microcontroller 101 receives a command from the sub-control board 90 before the change ends. Determine whether the message was received or not (step S5003). If received (step 5 003:YES), the microcontroller 101 for image control starts the pre-read animation display (step (Step S5004). On the other hand, if no signal is received (Step S5003: NO), for image control The microcontroller 101 skips the above-mentioned process.

[0186] Next, the image control microcontroller 101 receives a command from the sub-control board 90 to end the variation effect. Determine whether or not it has been received (step S5005). If it has been received (step 5005:YES), the image control microcontroller 101 displays the image with the variable effect stopped, R The system reads from OM103 and displays a stop notification for the variable animation on the image display device 7. Step S5006). On the other hand, if not received (Step S5005: NO), image The control microcontroller 101 skips the above-mentioned processing.

[0187] Next, the image control microcontroller 101 performs other processing (step S5007). ). In other processes, the image control microcontroller 101 uses various commands in addition to the commands mentioned above. The command reads the specified image from the ROM 103 and displays it on the image display device 7. Display. For example, the microcontroller 101 for image control receives the opening sequence start command. When you start the opening sequence, the predetermined opening sequence will be performed as instructed in the opening sequence start command. The output image is read from ROM 103 and displayed on the image display device 7. When the start command is received, the predetermined command instructed in the round performance start command The round animation images are read from ROM 103 and displayed on the image display device 7. When the command to start the ending sequence is received, the command to start the ending sequence will The specified ending sequence image is read from ROM103 and displayed on the image display device. Display it in step 7 and then terminate this process.

[0188] 9. Movement of the movable body and display effects of the sub-display screen 64 Using Figures 46 to 50, the operation of the movable parts of the board (first movable part 14, second movable part 15) The operation of the movable frame (movable frame mechanism 69), and the sub-display screen 64 (right sub-display screen 64R) This section explains the display effects of the left sub-display screen 64L and the upper sub-display screen 64U. The microcontroller 91 for controlling the game's effects (display effects) and initial operations when the power is turned on, etc. The drive system operates the first movable part 14, the second movable part 15, and the frame movable part 69. The control is performed. In addition, the microcontroller 91 for performance control is used during game performances (display performances) and when the power is turned on. During initial operation, a display effect is performed that shows a specific image on the sub-display screen 64.

[0189] Figure 46 is an explanatory diagram illustrating the movement of the first movable mechanism 14. Figure 47 is an explanatory diagram illustrating the movement of the first movable mechanism 14. This is an explanatory diagram illustrating a second embodiment of the 14 component. The first movable component 14 is a vertically elongated rod-shaped member. The upper end is located near the upper end of the image display device 7, and the lower end is located near the lower end of the image display device 7. The first movable part 14 has its upper and lower ends difficult to see, and the central part is shown in the image. It is visible from the front (front) of the display device 7. As shown in Figure 1, the first movable Object 14 can remain stationary in the retracted position (home position) on the left side of the image display device 7. (First aspect). In the retracted position, only a portion of the first movable part 14 is stored and the rest is It may be visible, or it may be completely hidden and difficult to see. Figure 46 As shown, the first movable component 14 is movable in the left-right direction in front of the image display device 7. It is configured as follows. It moves (advances) from the retracted position toward the right edge of the display screen 7a and displays The front surface of surface 7a is configured to be movable in the left-right direction. Also, in front of the display screen 7a It can be stopped at any extension position. The movement mode of the first movable mechanism 14 can be set arbitrarily. Also, as shown in Figure 47, the first movable part 14 moves to the right edge of the display screen 7a. And it can remain stationary in that position (second embodiment). The first movable part 14 has at least one The part may have a decorative element formed on it, or it may be transparent.

[0190] Figure 48 is an explanatory diagram illustrating a second aspect of the second movable mechanism 15. The second movable mechanism 15 is It features a rectangular decorative section inscribed with "OARO" and is configured to be movable vertically. The second movable component 15 is positioned in the retracted position above the display screen 7a (home point), as shown in Figure 1. It can be stopped in the (first embodiment). At this time, the second movable part 15 is partially The second movable mechanism 15 moves from the state shown in Figure 1 to the center of the display screen 7a. It moves downwards and comes to rest in the extended position (deployment position) shown in Figure 48. This is possible (second embodiment). In this second embodiment, the decorative part is in front of the image display device 7 (front ) In this case, it stops so as to cover the area near the center of the display screen 7a. The second movable mechanism 15 is shown in Figure 4 By moving upward (retreating) from the advance position 8, it moves to the retreat position shown in Figure 1. It is possible to do so, and to remain still there.

[0191] Figure 49 is an explanatory diagram illustrating a second embodiment of the movable frame component 69. The movable frame component 69 is It is composed of a pair of flat plate-shaped members positioned on both the left and right sides of the handle 60, and each of them is on the left It is configured to be movable to the right. The two members are made of flexible material. The configuration is such that one main surface of each component moves closer to or further away from the handle 60. As shown in Figure 1, the two components of the movable frame 69 are normally connected by the handle 60. On the left and right sides, the retracted position (home position) is away from the handle 60. ) is stationary (first aspect). As shown in Figure 49, the two members of the movable frame piece 69 are They move (advance) from their retracted positions toward the handle 60, that is, They can move so that they are close to each other and stop in a position where they can touch the handle 60. (Second aspect). When the movable frame 69 is in the extended position, the handle 60 or the handle 60 It touches the right hand of the player who is operating it. The movable frame mechanism 69 changes from the second state to the first state. Furthermore, the two members can move in a direction away from each other.

[0192] Figure 50 shows the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and This is an explanatory diagram illustrating the display effects of the upper sub-display screen 64U. Right sub-display screen 64R, The left sub-display screen 64L and the upper sub-display screen 64U each display images independently. It can be displayed. Furthermore, it can perform effects that are synchronized with the image on display screen 7a. .

[0193] [Sensor position] Figure 51 is a diagram illustrating the position of the sensor. First movable part 14 detection sensor 14 a is the first movable component 14 detection sensor 14a when the first movable component 14 is in the origin region. The signal is positioned to turn ON. The first movable part 14 detection sensor 14a is the first movable The microcontroller 91 for performance control detects that the first movable part 14 is in the origin area. The signal from the object detection sensor 14a determines whether the first movable object 14 is in the origin region. To make a judgment.

[0194] The origin region of a movable mechanism is the region in which the movable mechanism includes its storage position (origin position) and the detection range of the movable mechanism. This is the area where the sensor can detect the object. The origin area is the area where the detection sensor for the movable object can detect the object. Because it is a region, the detection sensor for the movable part determines the position of the boundary of the detectable area and the detectable area The position is detected in the same way as when the sensor moves in the direction it can detect from the boundary of the area. Therefore, even if the sensor detects a movable part, the movable part may not be in the same position. .

[0195] The second movable component 15 detection sensor 15a detects when the second movable component 15 is in the origin region. The second movable mechanism 15 is positioned so that the signal of the detection sensor 15a is turned ON. The detection sensor 15a detects that the second movable component 15 is located in the origin area. The control microcontroller 91, based on the signal from the second movable mechanism 15 detection sensor 15a, controls the second movable mechanism Determine whether 15 exists in the origin region.

[0196] The gaming machine frame release sensor 50a detects that the gaming machine frame 50 is open. When frame 50 is open, the signal from the gaming machine frame opening sensor 50a is turned ON. The discharge sensor 50a is positioned between the front frame (front frame section) 53 and the game board 2. When 0 is open, it means that the front frame 53 is separated from the game board 2. Sensor 50a detects that the front frame 53 is separated from the game board 2. Microcontroller 9 for performance control 1 determines whether the gaming machine frame 50 is open or not based on the signal from the gaming machine frame open sensor 50a. To make a judgment.

[0197] The gaming machine frame release sensor 50a detects when the gaming board 2 is separated from the outer frame of the gaming machine. It is also permissible. In this case, the gaming machine frame release sensor 50a is located between the game board 2 and the outer frame of the gaming machine. It is positioned as follows. Furthermore, the gaming machine frame release sensor 50a is located when the front frame 53 is separated from the gaming board 2. The system may detect both the state and the state in which the game board 2 is separated from the outer frame of the game machine. In this case, the gaming machine frame release sensor 50a is located between the front frame 53 and the gaming board 2 and between the gaming board 2 and the game It is positioned between the outer frame of the machine. The front frame 53 is separated from the game board 2 and the game board 2 is The signals for when the gaming machine is separated from its outer frame can be the same, or they can be separate and each state can be treated differently. It may be detected.

[0198] The magnetic sensor 151a detects magnetism and detects the presence of a magnet near the gaming machine 1. When the air sensor 151a detects a magnetism, the signal from the magnetic sensor 151a turns ON. Sensor 151a detects when a magnet is brought close to the gaming machine 1. Magnetic sensor 151a It is positioned in a location where cheating is likely to occur. In gaming machine 1, magnetic sensor 15 1a is positioned close to the V region 39 and the non-V region 70. 151a is located near the first starting opening 20, the second starting opening 21, and the first major prize opening 30. It may be done. The game control microcomputer 81 controls the game machine 1 based on the signal from the magnetic sensor 151a. Determine whether or not there is a magnet nearby.

[0199] The radio wave sensor 152a detects radio waves. When the radio wave sensor 152a detects magnetism, The signal from radio wave sensor 152a is turned ON. Radio wave sensor 152a is detected when fraudulent activity is occurring. It is located in an easily accessible position. In gaming machine 1, it is close to the first start port 20 and the second start port 21. It is positioned at the location. The radio wave sensor 152a is located near the first large prize slot 30. It may be arranged in such a way. The game control microcontroller 81 controls the game based on the signal from the radio wave sensor 152a. Determine whether or not radio waves are being generated near device 1.

[0200] The supply ball shortage sensor 153a detects a shortage of supply balls. It is located in a ball tank 400 located on the back of the gaming machine 1. When the number of game balls in the ball tank 400 reaches the position where the supply ball shortage sensor 153a is located... When there are no balls stored, the signal from the supply ball shortage sensor 153a turns ON. Unit 81 determines whether or not there is a shortage of supply balls based on the signal from the supply ball shortage sensor 153a. do.

[0201] [Power-on process] Figure 52 is a flowchart of the power-on process (Figure 15: Step S006). Then, when power is turned on to the gaming machine 1, the microcontroller 81 for game control clears the RAM. The system determines whether to power on or off, and then performs the appropriate processing for each case.

[0202] The game control microcontroller 81 determines whether the RAM clear switch 161 is ON or not. Determine (step S601). The RAM clear switch 161 is provided on the main control board 80. When pressed, the RAM clear button press signal is sent to the main control board 80. The microcontroller 81 for game control makes a decision based on the RAM clear button press signal.

[0203] When the RAM clear switch 161 is ON, the microcontroller 81 for game control is in step S6 01:YES), the process proceeds to step S608. The game control microcontroller 81 controls RA When the M clear switch 161 is OFF (step S601: NO), create a sum value. (Step S602). This sum value is the sum of the values ​​in the RAM of the game control microcontroller 81. This refers to the value obtained when the power is turned on and the value obtained when the power is turned off match. If so, it is determined that the RAM value of the game control microcontroller 81 is normal. If the RAM value of n81 is normal, power recovery is possible. Created when power is turned on. If the calculated SAM value does not match the SAM value created when the power was cut off, the game control microcontroller 81 The RAM value is determined to be abnormal. In this case, the system cannot recover from the state it was in when the power was cut off. The microcontroller 81 for game control does not perform a power recovery, but instead clears the RAM. To do this is to clear (reset) the information stored in the main RAM84. The main RAM 84 stores information such as the game state controlled by the game control microcomputer 81. It is remembered.

[0204] The game control microcontroller 81 uses the created sum value and the stored sum value created when the power was cut off. The sum values ​​are compared (step S603). The game control microcontroller 81 will check if the sum values ​​do not match. When this happens (step S604: NO), the process proceeds to step S608. For game control. When the sum value matches (step S604: YES), the microcontroller 81 will restart the power supply. It is determined that this will not happen. The game control microcontroller 81 will instruct the performance control microcontroller 91 to recover from power failure. Set the power recovery command to send the command (step S605). The command is then used by the game control microcontroller 81 for output processing (S108 in Figure 16) to control the game. The microcontroller 81 outputs to the sub-control board 90. The power-off recovery command is issued regardless of the game state. There is information regarding whether a power-off recovery will be performed.

[0205] The microcontroller 81 for game control determines whether the game state to be restored after a power outage is a waiting state for customers. Step S606). The microcomputer 81 for game control will reset the game state to a customer waiting state when the power is cut off. If not (step S606: NO), this process ends. The game control microcontroller 81, When the game state in which the power is turned off and then restored is the customer waiting state (Step S606: YES), customer waiting state Set the command (step S607) and end this process.

[0206] In step S608, the game control microcomputer 81 returns the game state to its initial state. Set the RAM value of the game control microcontroller 81 to "0" or its initial value (Step S608). The microcontroller 81 for game control sends RAM clear command 1 to the microcontroller 91 for performance control. Therefore, set RAM clear command 1 (step S609). RAM clear command Mand 1 refers to the state before the gaming machine 1 transitions to the game state (ball entry opening operation confirmation state). This is a command that is sent when the performance control microcontroller 91 receives a RAM clear command. Upon receiving a signal (1), an image of the ball entry gate operation status will be displayed on screen 7a. Ball entry gate operation check Images of the condition will be described later.

[0207] The microcontroller 81 for game control sets the RAM clear command 1, and then changes the state of the ball entry gate. The system transitions to the operation confirmation state, and the operation of the movable parts related to ball entry in the game machine 1 is confirmed (step S610). Specifically, a movable object that opens the ball entry opening, for example, the first prize winning device 31 (the first Attacker), Second major prize winning device (Second Attacker) 36, Regular variable prize winning device (Electric Tuner) The operation is checked by repeatedly opening and closing the 22. The opening time and closing time are, for example, Each takes 1 second. This ball entry port operation confirmation state is achieved when the RAM clear switch 161 is pressed. This will continue until a certain period of time has elapsed. stomach.

[0208] The microcontroller 81 for game control determines whether the RAM clear switch 161 is turned ON or OFF. (Step S611). The microcontroller 81 for game control has a RAM clear switch 161. When it is determined that it is not ON (step S611: NO), the microcontroller for game control 8 Step 1 determines whether the RAM clear switch 161 is turned ON again (Step S6). 11) Repeat this determination until it is determined that the RAM clear switch 161 is ON. vinegar.

[0209] The microcontroller 81 for game control determined that the RAM clear switch 161 was turned ON. (Step S611: YES), the game control microcontroller 81 sets its state to the initial operation confirmation state. The process is then transitioned to (step S612). After that, the microcontroller 81 for game control controls the performance control microcontroller. Set RAM clear command 2 to send RAM clear command 2 to ICON 91. (Step S613). RAM clear command 2 means that the gaming machine 1 is in the initial operation check state. This is the command sent when transitioning to the next state. The microcontroller 91 for performance control will clear the RAM. Upon receiving command 2, an image of the initial operation confirmation state is displayed on display screen 7a. Initial operation Images of the confirmation state will be described later. After that, the microcontroller 91 for performance control completes this process. In this embodiment, the operation of the ball entry opening is to be checked, but the operation of the ball entry opening is to be checked. If the process from steps S608 to S611 is not performed, the game will proceed to the game state. This may also be done. In addition, although this embodiment states that it will transition to the initial operation confirmation state, You may proceed to the game state without transitioning to the operation check state.

[0210] [Power outage monitoring process] Figure 53 is a flowchart of the power outage monitoring process (Figure 16: Step S111). Here, when the power switch 163 of the power supply board 162 is turned OFF, the game control microcontroller Unit 81 prepares to shut off the power. Preparation for shutting off the power means that after the power is shut off, the power switch 163 When this is turned ON, it is determined whether the value in the RAM of the game control microcontroller 81 is normal or not. This involves creating and storing information.

[0211] The game control microcontroller 81 determines whether the power switch 163 on the power supply board 162 is OFF or OFF. Set (step S701). The microcontroller 81 for game control is set when the power switch 163 is OFF. If it is determined otherwise (step S701: NO), this process ends. (Game control microcontroller) n81 determines that the power switch 163 is OFF (step S701:YE S) The microcontroller 81 for game control creates a sum value (step S702). The microcontroller 81 sums the values ​​in the RAM of the game control microcontroller 81 and takes the last two digits as the sum value. The sum value can be one, three, or four digits from the end.

[0212] Subsequently, the microcontroller 81 for game control stores the sum value (step S703). The calculated sum is used when determining whether or not to perform a power recovery when the power is turned on. , and is referenced. After that, the microcontroller 81 for game control turns the power switch 163 ON again. The process will not be executed until the power supply remains constant. A sufficient supply of RAM is available, and it is highly likely that the RAM values ​​were preserved during the power outage.

[0213] [Sub-side RAM clearing process] Figure 54 is a flowchart of the sub-side RAM clearing process (Figure 36: step S4325). Here, when the game control microcomputer 81 determines that it is time to clear the RAM, the presentation system The official microcontroller 91 performs the necessary processing to execute the animation corresponding to the RAM clear.

[0214] The microcontroller 91 for performance control determines whether or not it has received the RAM clear command 1 ( (Tep S6001). The microcontroller 91 for performance control receives RAM clear command 1. If not found (step S6001: NO), the process proceeds to step S6003. When the control microcontroller 91 receives the RAM clear command 1 (step S6001: YES), set the command to display the ball entry gate operation confirmation screen (step S6002), and process. The program then proceeds to step S6003.

[0215] The command that controls the set image display is sent by the microcontroller 91 for performance control. The data is transmitted to the image control microcontroller 101 during the transmission process (S4315 in Figure 36). In the case of a command to control the lighting, it is sent to the lamp control board 107. Also, audio Commands for control are sent to the voice control board 106. (Image showing ball entry gate operation being checked) When the face is displayed, the game board 2 performs a check of the movement of the movable parts related to ball entry. In this embodiment, the operation of the ball entry opening is to be checked, but the operation of the ball entry opening You may choose not to perform the verification.

[0216] In step S6003, the microcontroller 91 for performance control receives RAM clear command 2. It determines whether or not it has been done. The microcontroller 91 for performance control receives the RAM clear command 2. If not present (Step S6003: NO), this process ends. Microcontroller 91 for performance control. When the RAM clear command 2 is received (step S6003: YES), the left decorative diagram... Set the pattern to "1", the central decorative pattern to "2", and the right decorative pattern to "3" (Step S6004) In this embodiment, when the RAM clear command 2 is received and the power off / recovery command is received The decorative patterns set upon reception are different, but they can be the same.

[0217] The microcontroller 91 for controlling the effects sets the left decorative symbol to "1", the middle decorative symbol to "2", and the right decorative symbol to Set the decorative pattern specification command "3" (step S6005). By being transmitted to the image control microcontroller 101, the image control microcontroller 101 controls the decorative diagram. When displaying patterns, the decorative pattern to be displayed is designated as "1" for the left decorative pattern and "2" for the middle decorative pattern. The decorative pattern on the right will be "3".

[0218] Subsequently, the microcontroller 91 for performance control sets the initial screen display command (Step S 6006). When this command is sent to the image control microcontroller 101, operation confirmation is confirmed. An image indicating that the recognition is in progress is displayed on screen 7a.

[0219] The display screen 7a shows an image indicating that the operation is being checked, but this operation check After a certain amount of time (e.g., 30 seconds) has elapsed since the image indicating that was displayed, or, The background for gameplay is created by initiating the change and operating the control device. The transition occurs when microcontroller 91 sends a command to the image control microcontroller 101. In this design, the left design is "1", the middle design is "2", and the right design is "3". The background displayed when the RAM is cleared is predetermined, and the display screen 7a shows: A predetermined background image is displayed.

[0220] When this image indicating that the operation is being checked is displayed, the initial operation of the lamp LED, as described later, will begin. Initial operation of the speakers and movable parts is performed.

[0221] In this embodiment, an image indicating that operation is being checked is displayed, but operation is being checked It is also acceptable for no image indicating this to be displayed, and instead, a background for gameplay to be shown.

[0222] In this embodiment, the ball entry opening operation is confirmed and an image indicating that the operation is being confirmed is displayed. However, they do not perform an operation check of the ball entry point or display an image indicating that the operation check is in progress. That's good too.

[0223] Subsequently, the microcontroller 91 for performance control turns on the lamp initial operation flag (step S 6007). When the lamp initial operation flag is turned ON, the initial operation of the lamp LED is performed. The initial operation of the LED lamp will be described later.

[0224] Subsequently, the microcontroller 91 for performance control turns on the speaker initial operation flag (step S6008). When the speaker initial operation flag is turned ON, the speaker's initial operation is performed. The initial operation of the speaker will be described later.

[0225] Subsequently, the microcontroller 91 for performance control turns on the initial operation flag for the movable mechanism (step S6009). When the initial operation flag for movable parts is turned ON, the initial operation of the movable parts will be performed. The initial operation of the movable parts will be described later. After that, the microcontroller 91 for controlling the effects will This process is now complete.

[0226] [Sub-side power supply recovery process] Figure 55 is a flowchart of the sub-side power outage recovery process (Figure 36: step S4330). Yes. Here, when the microcontroller 81 for game control determines that the power has been restored, the performance control Microcontroller 91 performs processing to create a visual effect in response to a power outage and subsequent recovery.

[0227] The microcontroller 91 for performance control determines whether or not it has received a power-off / recovery command (step (P6201). When the performance control microcontroller 91 has not received a power-off recovery command... (Step S6201: NO), this process is completed. The microcontroller 91 for performance control is powered off. When a recovery command is received (step S6201: YES), set the left decorative symbol to "1", and the middle Set the decorative pattern to "2" and the right decorative pattern to "3" (step S6203).

[0228] In this embodiment, the decorative patterns displayed when the RAM is cleared and when the power is restored are They are designed to be different, but they could also be the same. For example, when clearing RAM, power off and on again. At the same time, you can also use "7" for the left decorative pattern, "8" for the middle decorative pattern, and "9" for the right decorative pattern. Also, the decorative patterns displayed when the RAM is cleared and when the power is turned off and restored have been rearranged. It can also be used as a decorative pattern. For example, the decorative pattern displayed when the RAM is cleared can be used as the decorative pattern shown on the left. Set the pattern to "1", the central decorative pattern to "2", and the right decorative pattern to "3", and when the power is turned off and restored, the front The decorative patterns shown are numbered as follows: the left decorative pattern is "3", the middle decorative pattern is "2", and the right decorative pattern is "1". You can set it.

[0229] Furthermore, the microcontroller 91 for controlling the effects sets the left decorative symbol to "7", the middle decorative symbol to "8", and the right decorative symbol to "7". Set the pattern to the decorative pattern specification command "9" (step S6203). Also, the performance The control microcontroller 91 sets the power-off recovery screen display command (step S6204). ). When the power-off recovery screen display command is sent to the image control microcontroller 101, An image indicating that the power has been restored is displayed on the display screen 7a of the image display device 7. Images showing his return will be discussed later.

[0230] Subsequently, the microcontroller 91 for performance control turns on the initial operation flag for the movable mechanism (step S6205). When the initial operation flag for movable parts is turned ON, the initial operation of the movable parts will be performed. It will break. The initial operation of the movable parts will be described later.

[0231] Subsequently, the microcontroller 91 for controlling the performance determines whether or not the player is in the right-hand shooting state (step S 6206). The determination of whether or not it is in right-handed mode is made using the power off / recovery command. Power off The recovery command is a command that indicates the game state to be recovered from. (Microcontroller for performance control) If 91 is not in the right-handed hitting state (step S6206: NO), this process ends. The official microcontroller 91 controls the performance when the player is in the right-hand position (step S6206: YES). The microcontroller 91 sets a command to indicate right-handed play (step S6207). When a suggestion display command is sent to the image control microcontroller 101, the image display device On screen 7a of display 7, an image suggesting right-handed play is displayed. Power is cut off and restored when right-handed play is in progress. If this occurs, an image indicating that the power has been restored and an image suggesting a right-handed press will be displayed together. This is what happens. After that, the microcontroller 91 for performance control finishes this process.

[0232] [RAM Clear Animation] Figure 56 is a diagram illustrating the animation when RAM is cleared. Here, when the power is turned on, R The contents of the display screen 7a of the image display device 7 when AM is cleared, and the input of the game board 2 Movable parts related to the ball (normal variable prize winning device (electric chute) 22, first major prize winning device (first attacker) -) 31, Operation of the second major prize-winning device (second attacker) 36), initial operation of the lamp LED, S This explains the initial operation of the Pika and the initial operation of the movable parts. The game state after a RAM reset is normal. The situation is one of waiting for customers.

[0233] Figure 56(A) shows the image display device 7 before the power switch 163 of the gaming machine 1 is turned ON. This is screen 7a. Figure 56(B) shows the image control microcontroller 101 when power is turned on. The image TSO, which indicates that the power has been turned on, is displayed on screen 7a. By displaying SO on screen 7a, the image control microcontroller 101 starts up normally. This indicates that the power has been turned on. The TSO image means "Please wait a moment." This is an image of the character "sai".

[0234] Figure 56(C) shows that the image control microcontroller 101 controls the image NKK during ball entry gate operation and RAM. The image TRO prompting the user to press the A button is displayed on screen 7a. Also, at this time, the game system The official microcomputer 81 performs normal operation checks on the movable parts involved in ball entry on the game board 2. Variable prize winning device (electric chute) 22, first major prize winning device (first attacker) 31, and second major prize winning device The (second attacker) 36 repeatedly opens and closes. Gaming machine 1 is in the ball entry opening operation confirmation state. The display screen 7a shows an image of the ball entry gate operation status (image of ball entry gate in operation NKK). An image (TRO) prompting you to press the RAM clear button is displayed. This opening and closing is This is done at regular time intervals. For example, it is opened for 1 second, and then closed for 1 second. Then, release for 1 second, and repeat this action. In relation to the ball entering each game board 2 The opening and closing of each movable part may be done at the same time, or with a time difference. It is also permissible. For example, when the first major prize device (first attacker) 31 is open, The second major prize-winning device (second attacker) 36 has closed, and the first major prize-winning device (first attacker) 3 When 1 is closed, the second major prize-winning device (second attacker) 36 may be opened.

[0235] The image NKK, indicating the ball entry gate is operating, is an image with the text "Ball entry gate being checked". Also, RAM reset. The TRO image prompting the user to press a button displays the text "Please press the RAM Clear button." Yes. The image NKK, showing the ball entry gate in operation, and the image TRO, prompting the user to press the RAM clear button, are part of the image control. The microcontroller 101 displays the "Checking Ball Inlet Operation" screen upon receiving the command. .

[0236] Figure 56(D) shows the image control microcontroller 101 controlling the lamp LED, speaker, and movable parts. The image DKK is displayed to indicate that the operation is being checked. Also, at this time, the performance control machine ICON 91 controls the initial operation of the lamp LED, speaker, and movable parts. Now. Gaming machine 1 is in initial operation check state. Display screen 7a shows initial operation check Image showing the current state (DK) indicating that the operati...

Claims

[Claim 1] The outer frame that is fixed to the gaming island, The aforementioned outer frame is attached to the front frame so as to be openable and closable, and the front frame has an opening, The front frame is attached in a manner that allows it to be opened and closed, and the inner frame is attached in a manner that allows it to be opened and closed. Frame and, A game area that is detachably attached to the inner frame and visible through the opening. A game board in which a game board is formed, The unit portion attached to the front of the game board, A power supply board box that houses the power supply board, which is mounted on the rear side of the inner frame below the game board. Lol, A game control microprocessor mounted on the rear of the game board controls the progress of the game. A game control board box that houses the game control board on which the system is implemented, It is mounted on the rear side of the game board, in a position different from the game control board box, A performance control microcontroller capable of controlling the progress of the performance based on commands from the aforementioned game control board. A performance control board box that houses a performance control board on which a Rossesser is implemented, A gaming machine equipped with, On the front side of the aforementioned front frame, Frame lamp in the designated position At least one such provision is provided. The light emission modes of the frame lamp include: A light emitted when the gaming machine is restored to power, if no malfunction has occurred during power restoration. The manner and, Multiple types of lighting patterns for special effects that are emitted during the performance, There is at least one such instance. The aforementioned light emission mode for power restoration and the multiple types of light emission modes for performance are different light emission modes. The aforementioned game control board includes: A first electronic component assembly on which various electronic components, including the aforementioned game control microprocessor, are mounted. The cover and, The side opposite to the first electronic component mounting surface and the game control microprocessor A first electronic component-free surface on which various electronic components, including, are not mounted, Multiple leads of various electronic components, including the aforementioned game control microprocessor, are inserted into each other. First through-hole for electronic components, The first ground plane on the electronic component mounting surface and The first non-mounted electronic component ground plane and, The first ground plane on the mounting surface of the electronic component and the first ground plane on the non-mounted surface of the electronic component Multiple first ground through holes that electrically connect to the ground, At least one such is formed, The aforementioned game control board includes leads for various electronic components, including the game control microprocessor. Insert the wire from the first electronic component mounting surface into the first through-hole for the electronic component. The first electronic component is positioned to protrude from the non-mounted surface, and on the non-mounted surface of the first electronic component Soldering is performed, and the multiple first ground through holes are filled with solder. The proportion of those that are not filled with solder is higher than that of those that are not filled with solder. The aforementioned power supply board includes: A second electronic component mounting surface on which various electronic components are mounted, The second side opposite to the second electronic component mounting surface, on which various electronic components are not mounted. The side without electronic components, Multiple through-holes for second electronic components through which the lead wires of various electronic components are inserted, The ground plane of the second electronic component mounting surface and The ground plane on the second non-mounted electronic component side, The ground plane on the second electronic component mounting surface and the ground plane on the second electronic component non-mount surface Multiple second ground through-holes electrically connect to the ground, At least one such is formed, On the power supply board, the lead wires of various electronic components are connected from the second electronic component mounting surface to the Inserted into the through-hole for the second electronic component and protruding from the non-mounted side of the second electronic component. The second non-mounted electronic component surface is then soldered, and a plurality of the second grounds Among the holes, those that are filled with solder are considered to be in an unfilled state. The ratio is higher than that, The aforementioned performance control board includes: For multiple electronic components on which various electronic components, including the aforementioned performance control microprocessor, are mounted. A third electronic component mounting surface on which a pad is formed, The side opposite to the third electronic component mounting surface and the performance control microprocessor A fourth electronic section where multiple electronic component pads are formed on which various electronic components, not included, are mounted. Product mounting surface, The ground plane of the third electronic component mounting surface and The ground plane on the fourth electronic component mounting surface, The ground plane on the third electronic component mounting surface and the ground plane on the fourth electronic component mounting surface Multiple third ground through holes electrically connecting the lands, At least one such is formed, The aforementioned performance control board includes various electronic components, including the performance control microprocessor, in the electronic section With the component placed on the component pad, solder it on the third electronic component mounting surface, and the presentation system With various electronic components, excluding the microprocessor, placed on the electronic component pad, the above Soldering is performed on the electronic component mounting surface of 4, and through a plurality of the third ground through holes. The ratio of those that are not filled with solder is higher than the ratio of those that are filled with solder. high, The aforementioned unit section includes: A flow surface through which game balls can flow, An inclined section connecting the flow surface and the play area, A through hole for inserting a screw is provided at a predetermined position on the downstream surface, Formed, The screw is inserted from the front of the flow surface into the through hole and screwed into the front of the game board. The unit is fixed to the game board, and the game balls flowing down the flow surface are the It is possible to make contact with the head of the creature. A gaming machine characterized by the following features.