Pachinko machine

The gaming machine addresses the lack of interest in existing gaming machines by allowing players to choose between two shooting methods and transitioning between gaming states, enhancing gameplay interest through dynamic displays and strategic game management.

JP7691103B2Active Publication Date: 2025-06-11SOPHIA CO LTD
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Patent Information

Application Number
JP2021109410
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-30
Publication Date
2025-06-11
Estimated Expiration
2041-06-30

AI Technical Summary

Technical Problem

The existing gaming machines lack an effective mechanism to enhance gameplay interest under various gameplays.

Method used

A gaming machine that allows players to select between two shooting methods, with a control system that transitions between two gaming states, each optimized for different games, and includes reservation storage for tracking execution rights of each game, along with display means for variable symbol groups and guidance displays to manage player engagement.

Benefits of technology

The solution enhances gameplay interest by providing varied and engaging gameplay experiences, improving player engagement through dynamic displays and strategic game state transitions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007691103000003
Patent Text Reader

Abstract

To provide a game machine capable of improving an amusement under various game properties.SOLUTION: A game machine is configured to shift a state from a game state A to a game state B, in execution of 500 times of a special pattern 1 game. The game machine executes a mode shift performance since start of execution of a 501-th special pattern 1 game. At the time, a variation display time of the 501-th special pattern 1 game, is set to a time t100 at which, a mode shift performance execution period can be secured sufficiently. Therefore, the game can shift, the mode shift performance execution period over the variation display time of 501-th special pattern 1 game, and can secure a time for acquiring the execution trigger of the special pattern 2 game.SELECTED DRAWING: Figure 26
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Description

Technical Field

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

Background Art

[0002] There is a gaming machine that performs a mode entry effect when there is a change in the effect mode.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The proposed gaming machine still has room for improvement as an effect corresponding to the gameplay. On one side, the present invention provides a gaming machine capable of improving the interest under various gameplays.

Means for Solving the Problems

[0005] To achieve the above object, as shown below, There is provided a gaming machine that enables gaming by selecting either a shooting method for shooting game balls to the left side of the game board or a shooting method for shooting game balls to the right side of the game board. The gaming machine includes: effect means capable of executing a predetermined effect for producing the game; and control means capable of executing a first game and a second game, and controllable to transition from a first gaming state in which the first game can be mainly executed by selecting one of the shooting methods to a second gaming state in which the second game can be mainly executed by selecting the other of the shooting methods when a predetermined condition is satisfied. The control means has reservation storage means for storing the number of execution rights of the first game as a first reserved storage number and storing the number of execution rights of the second game as a second reserved storage number. The effect means includes display means capable of displaying a predetermined image including a symbol group that variably appears when the first game or the second game is executed, in a first display area and a second display area larger than the first display area. The symbol group is displayed in the first display area in a first size, and the symbol group is displayed in the second display area in a second size larger than the first size. When the first game is executed without obtaining an opportunity to execute the second game in the second gaming state after the transition, a guidance display for guiding the shooting method across two or more first games is made displayable in the second display area in a state where a numerical display corresponding to the first reserved storage number and a numerical display corresponding to the second reserved storage number are arranged side by side in the first display area. When the guidance display is being displayed in the second display area across two or more first games in a state where a numerical display corresponding to the first reserved storage number and a numerical display corresponding to the second reserved storage number are arranged side by side in the first display area, the guidance display is terminated when the first reserved storage number of the first game does not increase. The guidance display includes a first message for guiding waiting for the shooting method and a second message for guiding immediate execution of the shooting method.

Effects of the Invention

[0006] According to one aspect, in a gaming machine, the interest can be improved under various gameplays.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] Hereinafter, embodiments will be described in detail with reference to the drawings. [First Embodiment] First, the first embodiment will be described based on the drawings. FIG. 1 is a perspective view showing an example of the gaming machine of the first embodiment ..

[0009] The gaming machine 10 of the first embodiment includes a front frame 12, and the front frame 12 is pivotally attached to an outer frame (support frame) 11 such that the left side is the pivot side and the right side is the open side in a front view so as to be openable and closable. The game board 30 (see FIG. 2) is stored in a storage portion (not shown) formed on the front side of the front frame 12 .. Further, a glass frame (transparent member holding frame) 15 having a cover glass (transparent member) 14 covering the front surface of the game board 30 is attached to the front frame (main body frame) 12. ..

[0010] On the left and right sides of the glass frame 15, there are lamps, LEDs (Light Emitting Diodes), etc. inside built in for decoration, lighting effects, and notification in case of abnormalities (for example, when an ejection abnormality occurs, the lamps or LEDs are lit (flashed) in an abnormal notification color (for example, red)) to emit light frame decoration device 18, and a speaker (upper speaker) 19a that emits sound (for example, sound effects) are provided. Further, a speaker (lower speaker) 19b is also provided at the lower part of the front frame 12 so that when an abnormality occurs, the abnormal content is notified by voice from the speakers 19a and 19b Note that a lamp for ejection abnormality notification may be provided at a predetermined part of the glass frame 15 as well.

[0011] Also, at the lower part of the front frame 12, there are an upper plate (storage plate) 21 that supplies game balls to a ball shooting device (not shown), an upper plate ball outlet 22 through which game balls ejected from a payout unit provided on the back side of the gaming machine 10 flow out, a lower plate (receptacle) 23 that stores game balls ejected when the upper plate 21 is full, and an operation unit 24 of the ball shooting device, etc. are provided. Furthermore, an effect button 25 used for intervention operations in game effects, etc. is provided at the upper edge part of the upper plate 21 Note that the effect button 25 functions as an effect operation reception part that receives intervention operations in game effects, and also functions as an effect part that can perform effects in a required mode (for example, a light emission mode, vibration, protruding, etc. movement modes, etc.). Also, an option setting unit 29 where a player can perform various option settings is provided at the left edge part of the upper plate 21

[0012] The option setting unit 29 includes a cross cursor switch that can receive input operations in four directions, and a cross cursor and functions as an effect operation reception part that can receive intervention operations in game effects, and also functions as an effect part that can perform effects in a required mode (for example, a light emission mode, vibration, protruding, etc. movement modes, etc.). Also, an option setting unit 29 where a player can perform various option settings is provided at the left edge part of the upper plate 21 The option setting unit 29 includes a cross cursor switch that can receive input operations in four directions, and a cross cursor is provided at the left edge of the upper plate 21 where a player can perform various option settings. The option setting unit 29 can receive input operations in four directions with a cross cursor switch, and a cross cursor ​A central switch capable of receiving a determination operation or the like is provided at the center of the roulette switch, and two accessory switches are provided at the periphery of the cross cursor switch and are used for volume operations and the like. Further, on the lower right side of the front frame 12, there is provided a keyhole 26 for inserting a key for opening and closing the front frame 12 and the glass frame 15.

[0013] Note that the gaming machine 10 can perform an effect that intervenes the player's operation based on the player's operation received from the effect button switch 25a (see FIG. 4) that detects the operation (for example, pressing operation) of the effect button 25. For example, the effect that intervenes the player's operation includes an effect in the variable display game (decoration special figure variable display game) on the display device (variable display device) 41 (see FIG. 2), and the gaming machine 10 can operate the character displayed on the display device 41 or stop the identification information in the decoration special figure variable display game displayed on the display device 41. Note that for such an intervention of the player's operation not only the effect button 25 but also one or more of the switches (cross cursor switch, central switch, accessory switch) of the option setting unit 29 may be used. In FIG. 4 described later, each switch of the option setting unit 29 is collectively represented as a setting switch 29 a.

[0014] Also, to the right of the effect button 25, there are provided a ball lending button 27 for the player to operate when receiving balls from an adjacent ball lending machine, an ejection button 28 for operating to eject a prepaid card from the card unit of the ball lending machine, and a remaining balance display unit (not shown) for displaying the remaining balance of the prepaid card ) and the like. In the gaming machine 10 of this first embodiment, when the player performs the above operation​​​​​​​​​ By rotating the unit 24, the ball shooting device shoots the game balls supplied from the upper tray 21 toward the game area 32 (see FIG. 2) in front of the game board 30. Further, when the player operates one or more of the above-described setting switches 29a (cross cursor switch, center switch, accessory switch) of the option setting unit 29, for example, the volume radiated from the speakers 19a and 19b can be set, or the brightness of the game board 30 can be set.

[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 is a front view showing an example of the game board of the first embodiment. On the surface of the game board 30, a substantially circular game area 32 surrounded by guide rails 31 is formed. The game area 32 is configured to be surrounded by resin side cases 33 provided at the four corners of the game board 30 and the guide rails 31. In the game area 32, a center case (game effect component) 40 having a display device (variable display device) 41 at substantially the center is arranged. The display device 41 is attached to a recess provided in the center case 40 at a position deeper than the front surface of the center case 40. That is, the center case 40 surrounds the periphery of the display area of the display device 41, protrudes forward from the display surface of the display device 41, and is formed so that game balls are less likely to fly into the surrounding game area 32.

[0016] The display device 41 is configured by a device having a display screen such as an LCD (liquid crystal display) or a CRT (Cathode Ray Tube). Note that the display device 41 may be other display devices such as a device having a dot matrix display screen using LEDs, or ​​​​​​​​​​​​​​​ It may be configured by a combination of two or more display devices. Images on the display screen can be displayed In the area (display area) where it is possible, information related to the game such as a plurality of identification information (special symbols) and a special figure variable display game is produced Characters and background images that enhance the production effects, etc. are displayed. For the display device 4 On the display screen of 1, a plurality of special symbols assigned as identification information are variably displayed (can be variably displayed), and a decorative special figure variable display game corresponding to the special figure variable display game is performed . Also, on the display screen, images for production based on the progress of the game (for example, jackpot display images, fanfare display images, ending display images, etc.) are displayed.

[0017] Also, on the upper part of the center case 40, a board production device 44 that performs game production by operating is provided This board production device 44 can operate toward the center of the display device 4 from the state shown in FIG. 2 .

[0018] On the lower right side of the center case 40 in the game area 32, a normal symbol start gate (normal symbol start gate) 34 that gives the start condition of the normal symbol variable display game is provided. The game ball that wins in the normal symbol start gate 34 (the game ball that passes through the normal symbol start gate 34) is detected by the gate switch 34a (see FIG. 3). 34a (see FIG. 3).

[0019] Also, on the lower left side of the center case 40 in the game area 32, a general winning port 35 is arranged, and on the lower right side of the center case 40 and on the right part of the special variable winning device 95 described later There is a general winning port 35. The game balls that win in these general winning ports 35 are detected by the winning port switch 35a (see FIG. 3). 35a (see FIG. 3).

[0020] ​Below the center case 40 in the game area 32, there is a first special figure variable display game (Special figure 1 variable display game), and a first start winning opening (start winning area) that gives the start condition of the game is provided with a start winning opening 36 (start opening 1). The game balls that win in the start winning opening 36 are detected by the start opening 1 switch 36a (see Fig. 3).

[0021] Below the start winning opening 36, an out opening 30a for collecting game balls that did not win in the winning opening or the like is provided. Also, at a position below the center case 40 and to the left of the general figure start gate 34, a normal variable winning device 37 (second start winning opening, start winning area) that gives the start condition of the second special figure variable display game (special figure 2 variable display game) is provided. The normal variable winning device 37 (start opening 2) is provided with a movable member 37b at the position that becomes the inflow part. The movable member 37b is slid back and forth by a general solenoid 37c (see Fig. 3) to block the inflow of game balls into the inflow part in the blocking state and allow the inflow of game balls into the inflow part by retracting backward in the allowing state. The movable member 37b is normally in the closed state (a state disadvantageous to the player). And when the result of the general figure variable display game becomes a predetermined stop display mode, it is changed to the open state (a state advantageous to the player). The game balls that win in the normal variable winning device 37 are detected by the start opening 2 switch 37a (see Fig. 3). Note that it may be possible to win even when the normal variable winning device 37 is in the closed state, and it may be made less likely to win in the closed state than in the open state. The normal variable winning device 37 corresponds to a general electric accessory (general electric).

[0022] On the right side of the center case 40 in the game area 32, there is a special variable winning device (big winning opening 1) 38 that can be converted between a state where it does not accept game balls and a state where it is easy to accept game balls according to the results of the special figure variable display games (special figure 1 variable display game and special figure 2 variable display game). The special variable winning device 38 has an opening and closing member (movable piece) 38c, and depending on the result of the special figure variable display game as an auxiliary game, the opening and closing member 38c changes from a closed state where the big winning opening is closed (a blocked state disadvantageous to the player) to an open state where the opening and closing member 38c retracts and can accept game balls flowing down the game area 32 (a state advantageous to the player). That is The special variable winning device 38 is provided with a big winning opening (big winning opening 1) that is opened and closed by an opening and closing member 38c driven by a big winning opening 1 solenoid 38b (see FIG. 3) as a driving device. During the jackpot game state (special game state depending on the results of the special figure 1 variable display game and the special figure 2 variable display game), and during the jackpot game state (special game state) due to winning in a specific area 96 described later, by converting from a state where the big winning opening is closed to an open state, it facilitates the flow of game balls into the big winning opening and gives the player a predetermined game value (bonus balls). Note that inside the big winning opening (winning area), there is a big winning opening switch (count switch) 38a (see FIG. 3) as detection means for detecting game balls that have entered the big winning opening. Also, on the lower right side of the center case 40 in the game area 32, there is a special variable winning device (big winning opening 2) 95 that can be converted between a state where it does not accept game balls and a state where it is easy to accept game balls according to the results of the special figure variable display games (special figure 1 variable display game and special figure 2 variable display game). The special variable winning device 38 is driven by a big winning opening 1 solenoid 38b (see FIG. 3) as a driving device. During the jackpot game state (special game state depending on the results of the special figure 1 variable display game and the special figure 2 variable display game), and during the jackpot game state (special game state) due to winning in a specific area 96 described later, by converting from a state where the big winning opening is closed to an open state, it facilitates the flow of game balls into the big winning opening and gives the player a predetermined game value (bonus balls). Note that inside the big winning opening (winning area), there is a big winning opening switch (count switch) 38a (see FIG. 3) as detection means for detecting game balls that have entered the big winning opening. Also, on the lower right side of the center case 40 in the game area 32, there is a special variable winning device (big winning opening 2) 95 that can be converted between a state where it does not accept game balls and a state where it is easy to accept game balls according to the results of the special figure variable display games (special figure 1 variable display game and special figure 2 variable display game). The special variable winning device 38 is driven by a big winning opening 1 solenoid 38b (see FIG. 3) as a driving device. During the jackpot game state (special game state depending on the results of the special figure 1 variable display game and the special figure 2 variable display game), and during the jackpot game state (special game state) due to winning in a specific area 96 described later, by converting from a state where the big winning opening is closed to an open state, it facilitates the flow of game balls into the big winning opening and gives the player a predetermined game value (bonus balls). Note that

[0023] On the lower right side of the center case 40 in the game area 32, there is a special variable winning device (big winning opening 2) 95 that can be converted between a state where it does not accept game balls and a state where it is easy to accept game balls according to the results of the special figure variable display games (special figure 1 variable display game and special figure 2 variable display game). The special variable winning device 95 has an opening and closing member (movable piece) 95c, and depending on the result of the special figure variable display game as an auxiliary game, the opening and closing member 95c changes from a closed state where the big winning opening is closed (a blocked state disadvantageous to the player) to an open state where the opening and closing member 95c retracts and can accept game balls flowing down the game area 32 (a state advantageous to the player). That is The special variable winning device 95 is provided with a big winning opening (big winning opening 2) that is opened and closed by an opening and closing member 95c driven by a big winning opening 2 solenoid 95b (not shown in the figure) as a driving device. During the jackpot game state (special game state It is provided. The special variable winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the result of the special figure variable display game as an auxiliary game, the opening / closing member 95c changes from the closed state closing the big winning opening (a disadvantageous closed state for the player) to an open state where it retracts and can receive the game balls flowing down the game area 32 (an advantageous state for the player). Specifically, the special variable winning device 95 includes a big winning opening (big winning opening 2) opened and closed by the opening / closing member 95c driven by the big winning opening 2 solenoid 95b (see Fig. 3) as a driving device. During the small win game state according to the results of the special figure 1 variable display game and the special figure 2 variable display game, by converting the big winning opening from the closed state to the open state, it facilitates the inflow of game balls into the big winning opening and gives the player a predetermined game value (bonus balls). Inside the big winning opening (the winning area), a big winning opening switch (count switch) 38a (see Fig. 3) is provided as a detection means for detecting the game balls that have entered the big winning opening. In addition, the special variable winning device 95 includes a V-channel for guiding the game balls that have won in the winning opening to a specific area 96. The special variable winning device 95 is provided with a specific area switch 38e (see Fig. 3) for detecting the game balls that have flowed into the specific area 96. Note that the detection of game balls at the specific area switch 38e (winning in the specific area 96) is one of the generation conditions of the big win game state (special game state) where the special variable winning device (big winning opening 1) 38 changes from the closed state to the open state. Also, the center case 40 does not have a warp channel, but is made to have a warp channel.

[0024]

[0025] This is also acceptable. For example, a warp port (warp inlet) may be provided on the left side portion of the center case 40, and the game balls flowing into the warp channel from the warp port may be rolled on the stage within the center case 40 so that a part of them is guided to the warp outlet. In that case, the warp outlet may be positioned directly above the start winning port 36, making it easier for the game balls guided to the warp outlet to win in the start winning port 3 6.

[0026] In the gaming machine 10 of the first embodiment, among the gaming areas 32 where the game balls flow down, the area to the left of the center case 40 is regarded as the left gaming area, and the area to the right of the center case 40 is regarded as the right gaming area. And by the player adjusting the firing force and firing the game balls into the left gaming area (so-called left shot), it is possible to aim for winning in the start winning port 36 or the general winning port 35 (positioned in the left gaming area), and by firing the game balls into the right gaming area (so-called right shot) it is possible to aim for winning in the special drawing start gate 34, the normal variable winning device 37, the special variable winning device 38, 95, the general winning port 35 (positioned in the right gaming area), etc. Thus, it becomes possible.

[0027] Also, outside the gaming area 32 (here, the lower right part of the game board 30), there are provided a first special drawing variable display game and a second special drawing variable display game that constitute the special drawing variable display game, and a display of the general drawing variable display game triggered by winning in the general drawing start gate 34, and a collective display device 50 that displays various information.

[0028] The collective display device 50 includes a round display part 51 composed of an LED or the like, a special drawing 1 hold display part 52, a special drawing 1 symbol display part 53, a special drawing 2 symbol display part 54, a general It includes a figure reservation display section 56 and a status display section 57 (see Figure 5). Details of the batch display device 50 will be described later.

[0029] The gaming machine 10 is provided with a right hit guide display device 91c on the right side near the special variable winning device (big winning opening 1) 38. The right hit guide display device 91c lights up when guiding the player to make a right hit and turns off in other states. Note that the right hit guide display device 91c is included in the panel decoration device 46 and.

[0030] The gaming machine 10 is provided with a special figure game variable display status display device 98 at the lower right of the center case 40 in the game area 32. The special figure game variable display status display device 98 is a so-called fourth symbol display device and is composed of two LEDs. The special figure game variable display status display device 98 displays the variable display status of the special figure 1 variable display game with the left LED and the variable display status of the special figure 2 variable display game with the right LED. For example, the special figure game variable display status display device 98 notifies the symbol stop state of the special figure variable display game by lighting and notifies the symbol variable state of the special figure variable display game by blinking. Note that the special figure game variable display status display device 98 is included in the panel decoration device 46.

[0031] The gaming machine 10 is provided with a normal figure variable display device 9 3 and a normal figure reservation display device 94 on the right side of the center case 40 in the game area 32. The normal figure variable display device 93 is composed of two LEDs and notifies the variable display status of the normal figure game by alternating blinking and notifies the variable display result of the normal figure game by the combination mode of lighting or turning off . Also, the normal figure reservation display device 94 is composed of two LEDs and notifies the number of normal figure reservations from 0 to 4 by the combination mode of turning off, lighting, and blinking This is the case. The general drawing change display device 93 and the general drawing hold display device 94 are included in the panel decoration device 46. This is the case.

[0032] Next, the control system of the gaming machine will be described with reference to FIG. 3. FIG. 3 is a block diagram showing an example of the control system of the gaming machine according to the first embodiment. This is a block diagram showing an example of the control system of the gaming machine according to the first embodiment. The gaming machine 10 includes a game control device 100. The game control device 100 is a main control device (main board) that comprehensively controls the game, and includes a CPU (Central Processing Unit) unit 110 having a game microcomputer (hereinafter referred to as a game micro) 111, an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU unit 110, the input unit 120, and the output unit 130. The CPU unit 110 is a main control device (main board) that comprehensively controls the game, and includes a CPU (Central Processing Unit) unit 110 having a game microcomputer (hereinafter referred to as a game micro) 111, an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU unit 110, the input unit 120, and the output unit 130. The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable.

[0033] The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The CPU unit 110 has a game microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator such as a crystal oscillator, and generates an operation clock, a timer interrupt, and a clock serving as a reference for a random number generation circuit for the game microcomputer 111. An oscillation circuit (crystal oscillator) 113, etc. are provided. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with DC (Direct Current) voltages of predetermined levels such as DC 32V, DC 12V, and DC 5V generated by the power supply device 400 and are made operable.

[0034] The power supply device 400 generates the above DC 32V DC voltage from a 24V AC power supply, and generates DC 12V and DC 5V from the DC 32V voltage. The power supply device 400 generates the above DC 32V DC voltage from a 24V AC power supply, and generates DC 12V and DC 5V from the DC 32V voltage. A normal power supply unit 4 having a DC-DC converter or the like that generates a lower-level DC voltage such as 10, and a backup power supply unit 420 that supplies a power supply voltage to the RAM (Random Access Memory) inside the game microcomputer 111 during a power failure, and has a power failure monitoring circuit, and generates control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure, and includes a control signal generation unit 430 or the like that outputs the signals.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100 However, the backup power supply unit 420 and the control signal generation unit 430 may be provided on a separate board or integrated with the game control device 100, that is, on the main board. Since the game board 30 and the game control device 100 are to be replaced when changing the model, as in the first embodiment By providing the backup power supply unit 420 and the control signal generation unit 430 on a board separate from the power supply device 400 or the main board, it is possible to remove them from the replacement target and reduce costs.

[0036] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the game microcomputer 111 ( Especially the built-in RAM) of the game control device 100, and the data stored in the RAM is maintained even during a power failure or after a power cut. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power failure and changes the power failure monitoring signal, and outputs a reset signal after a predetermined time. Also, a reset signal is output after a predetermined time has elapsed from the time of power-on or power failure recovery.​​​​​​​​

[0037] In addition, the game control device 100 is provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, the information stored in the RAM 111C in the game microcomputer 111 and the RAM in the payout control device 200 is forcibly initialized. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 1 11. The reset signal is a type of forced interrupt signal and resets the entire control system.

[0038] In addition, the game control device 100 is provided with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch and detects a pressing operation. The setting key switch 127 can be switched between the ON state and the OFF state by inserting a setting key. The game control device 100 can change the settings related to the game performance, and the settings stored in the RAM are retained even during a power failure or after the power is turned off. For example, the game control device 100 can change the winning probabilities of the special figure 1 variable display game and the special figure 2 variable display game according to six levels of settings.

[0039] The game control device 100 can change the settings of the gaming machine 10 when the power is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the ON state, and transitions the control state to the setting change mode. For example, the game control device 100 is in the setting change mode. While displaying the setting content on the probability setting value display device 136, press the setting value change switch 126 By detecting the downward operation, it is possible to cyclically change the settings from setting 1 to setting 6. The probability setting value table display device 136 is a display device capable of displaying the setting value, for example, a one-digit 7-segment LE D and is mounted on the substrate.

[0040] In addition, the game control device 100 can confirm the settings of the gaming machine 10 when the setting key switch 127 is in the ON state and the RAM initialization switch 112 is in the OFF state and the power is turned on. The control state is transitioned to the setting confirmation mode. For example, the game control device 100 displays the setting content on the probability setting value display device 136 in the setting confirmation mode.

[0041] The game microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111A a read-only ROM (Read Only Memory) 111B and a randomly readable and writable RA M111C.

[0042] The ROM 111B stores non-volatilely the invariant information (programs, fixed data, various random number judgment values, etc.) for game control, and the RAM 111C is used as the working area of the CPU 111A during game control or as a storage area for various signals and random number values. As the ROM 111B or R AM111C, an electrically rewritable non-volatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used.

[0043] In addition, the ROM 111B determines, for example, the variable pattern (variable mode) that defines the execution time of the special figure variable display game, the production content, the presence or absence of the occurrence of the lucky state, etc. The variable pattern for determining the above is used. ​​​​stores a table. The variable pattern table is stored as initial memory is a table for the CPU 111A to refer to variable pattern random number 1, variable pattern random number 2, and variable pattern random number 3 to determine a variable pattern. Also, the variable pattern table includes a deviation variable pattern table selected when the result is a deviation, a jackpot variable pattern table selected when the result is a jackpot, etc. Further, these pattern tables include a table (such as a latter half variable group table or a latter half variable pattern selection table) for determining a latter half variable pattern, which is a variable pattern after reaching a reach state, and a table (such as a former half variable group table or a former half variable pattern selection table) for determining a former half variable pattern, which is a variable pattern before reaching a reach state. (

[0044] Here, a reach (reach state) means a gaming machine 10 having a display device whose display state can change, the display device derives and displays a plurality of display results at different times, and when the plurality of display results become a predetermined special result mode, the gaming state becomes a gaming state advantageous to the player (special gaming state). In the stage where some of the plurality of display results have not yet been derived and displayed, it refers to a display state in which the display results that have already been derived and displayed satisfy the conditions for the special result mode. Also, in other words, the reach state means a display mode that does not deviate from the display conditions for the special result mode even when the variable display control of the display device progresses to the stage before the display results are derived and displayed. And, for example, a state in which a plurality of variable display areas perform variable display while maintaining a state where the special result modes are satisfied (so-called full rotation reach ​​​​​​​​​​​) is also included in the reach state. The reach state is the display state when the display control of the display device has progressed to a stage before the display result is derived and displayed, and at least a part of the display results of a plurality of variable display areas determined before the display result is derived satisfies the condition of becoming a special result mode. That is, it is the display state at the time when it has reached a stage before the display result is derived and displayed, and at least a part of the display results of a plurality of variable display areas determined before the display result is shown satisfies the condition of becoming a special result mode. This is the display state when the condition is satisfied.

[0045] Therefore, for example, in the case of a decorative special figure variable display game corresponding to a special figure variable display game and displayed on a display device, the variable display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and middle to display the result mode. If so, in the left and right variable display areas, the state where the variable display stops in a state satisfying the condition of becoming a special result mode (for example, the same identification information) becomes the reach state. In addition to this, when the variable display in all variable display areas is once stopped, a state (for example, the same identification information, but excluding the special result mode) that satisfies the condition of becoming a special result mode in any two of the left, middle, and right variable display areas is defined as the reach state, and from this reach state, the remaining one variable display area may be variably displayed. And this reach state includes a plurality of reach effects, and as reach effects with different possibilities (different expected values) of deriving a special result mode, normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set. Note that the expected values are "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "s

[0046] And this reach state includes a plurality of reach effects, and the reach effects with different possibilities (different expected values) of deriving a special result mode are normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. Note that the expected values are "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "s reach (SP3 reach), and premium reach are set. The expected value is "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "s reach (SP3 reach), and premium reach are set. The expected value is "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "s "Special 3 Reaches" < "Premier Reach" are arranged in ascending order. Also, this reach state is included in at least the variable display mode when a special result mode is derived in the special figure variable display game (when it becomes a big win case). That is, it may also be included in the variable display mode when it is determined that no special result mode is derived in the special figure variable display game (when it is a loss case). Therefore, the state in which the reach state has occurred is a state with a high probability of becoming a big win compared to the case where the reach state does not occur.

[0047] CPU 111A executes the game control program in ROM 111B to generate control signals (commands) for the payout control device 200 and the effect control device 300, and also generates and outputs drive signals for solenoids and the display device to control the entire gaming machine 10. Also, although not shown in the figure, the game microcomputer 111 includes a big win random number for determining a win in the special figure variable display game, a big win symbol random number for determining a big win symbol, a variable pattern random number for determining a variable pattern (including the execution time of the variable display game in various reaches and variable displays without a reach, etc.) in the special figure variable display game, a win random number for determining a win in the normal figure variable display game, etc., a random number generation circuit for generating these, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds (ms)) for CPU 111A and a clock for giving an update timing to the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. is provided.

[0048] Also, in the process related to the special figure variable display game, CPU 111A accesses ROM 111B ​​​​​​From among a plurality of variation pattern tables stored in [memory], obtain any one variation pattern table. Specifically, CPU 111A, based on the game result of the special figure variation display game (a big win or a small win or a loss), or the probability state of the special figure variation display game as the current game state (normal probability state or high probability state), the operation state of the normal variation winning device 37 as the current game state (time shortening operation state), the start memory number, etc., selects and obtains any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. Obtain. Specifically, CPU 111A, based on the game result of the special figure variation display game (a big win or a small win or a loss), or the probability state of the special figure variation display game as the current game state (normal probability state or high probability state), the operation state of the normal variation winning device 37 as the current game state (time shortening operation state), the start memory number, etc., selects and obtains any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. (a big win or a small win or a loss) or a loss), and the probability state of the special figure variation display game as the current game state (normal probability state or high probability state), the operation state of the normal variation winning device 37 as the current game state (time shortening operation state), the start memory number, etc., selects and obtains any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. of the special figure variation display game (a big win or a small win or a loss), or the probability state of the special figure variation display game as the current game state (normal probability state or high probability state), the operation state of the normal variation winning device 37 as the current game state (time shortening operation state), the start memory number, etc., selects and obtains any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. Based on the operation state of the normal variation winning device 37 as the current game state (time shortening operation state), the start memory number, etc., selects and obtains any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. Select and obtain any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. When CPU 111A executes the special figure variation display game, it obtains any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B. Select and obtain any one variation pattern table from among the plurality of variation pattern tables. Here, CPU 111A constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game. constitutes a variation lottery information acquisition means for obtaining any one variation pattern table from among the plurality of variation pattern tables stored in ROM 111B when executing the special figure variation display game.

[0049] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives the payout motor of the payout unit provided in the gaming machine 10 according to a prize ball payout command (command or data) from the game control device 100 to perform control for paying out prize balls. Also, the payout control device 200 drives the payout motor of the payout unit based on a ball lending request signal from the card unit of the ball lending machine attached to the gaming machine 10 to perform control for paying out lent balls. According to a prize ball payout command (command or data) from the game control device 100, drive the payout motor of the payout unit provided in the gaming machine 10 to perform control for paying out prize balls. Also, the payout control device 200 drives the payout motor of the payout unit based on a ball lending request signal from the card unit of the ball lending machine attached to the gaming machine 10 to perform control for paying out lent balls. Drive the payout motor of the payout unit provided in the gaming machine 10 to perform control for paying out prize balls. Also, the payout control device 200 drives the payout motor of the payout unit based on a ball lending request signal from the card unit of the ball lending machine attached to the gaming machine 10 to perform control for paying out lent balls. For paying out prize balls. Also, the payout control device 200 drives the payout motor of the payout unit based on a ball lending request signal from the card unit of the ball lending machine attached to the gaming machine 10 to perform control for paying out lent balls. Based on a ball lending request signal from the card unit of the ball lending machine attached to the gaming machine 10, drive the payout motor of the payout unit to perform control for paying out lent balls. Perform control for paying out lent balls.

[0050] The input unit 120 of the game microcomputer 111 is connected to the start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variation winning device 37, the gate switch 34a in the general figure start gate 34, the winning port switch 35a, the big winning port switch 38a of the special variation winning devices 38 and 95, and the specific area switch 38e of the special variation winning device 95. The start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variation winning device 37, the gate switch 34a in the general figure start gate 34, the winning port switch 35a, the big winning port switch 38a of the special variation winning devices 38 and 95, and the specific area switch 38e of the special variation winning device 95. The start port 2 switch 37a in the normal variation winning device 37, the gate switch 34a in the general figure start gate 34, the winning port switch 35a, the big winning port switch 38a of the special variation winning devices 38 and 95, and the specific area switch 38e of the special variation winning device 95. The winning port switch 35a, the big winning port switch 38a of the special variation winning devices 38 and 95, and the specific area switch 38e of the special variation winning device 95. A negative logic signal with a high level of 11V and a low level of 7V supplied from the battery is input, and an interface chip (proximity I / F) 121 that converts it into a positive logic signal of 0V - 5V is provided. A detection signal of the board radio wave sensor 62 that detects the emission of radio waves toward the gaming machine 10 is also input to this proximity I / F 121. Further, the proximity I / F 121 is configured such that by setting the input range to 7V - 11V, it can detect abnormal states where the lead wires of sensors or proximity switches are illegally short-circuited, the sensors or switches are disconnected from the connectors, or the lead wires are cut and become floating, and is configured to output an abnormality detection signal.

[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is shown as one block, but actually, a plurality (n pieces) of winning port switches 35a (three in this embodiment) are provided on the game board 30, and their respective signals are input to the proximity I / F 121 via different signal lines. Also, in FIG. 3, the big winning port switch 38a is shown as one block, but actually, a plurality (x pieces) of big winning port switches 38a (three in this embodiment) are provided on the game board 30. And these plurality of big winning port switches 38a are connected via different signal lines respectively, or, for example, are connected to the game control device 100 in a wired OR manner on a relay board (not shown) existing between the switch and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 described later may also be connected via a plurality of different signal lines, or may be connected to the game control device 100

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize winning port switch 35a, a large prize winning port switch 38a, and a specific area switch 3 The detection signal of 8e is input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / F 12 Although the output from 1 is shown as one signal line in Figure 3, there are actually two.

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

[0054] In addition, the output of the proximity I / F 121 to the second input port 123 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. It exists. Further, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input not only to the second input port 123 but also to the game microcomputer 111.

[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, in addition to a voltage such as 5V necessary for the normal operation of an ordinary IC, a 12V voltage is supplied to the proximity I / F 121 from the power supply device 400.

[0056] The data held by the second input port 123 can be read by the game microcomputer 111 decoding the address assigned to the second input port 123 to assert (change to the active level) the chip enable signal CE (Chip Enable) of a chip (not shown). The same applies to the third input port 124 and the first input port 122 described later.

[0057] In addition, the input unit 120 includes a detection signal of the RAM initialization switch 112, a frame wave abnormal signal from the payout control device 20 0 (a signal output based on the frame wave sensor provided on the front frame 12 detecting a radio wave), a payout busy signal (a signal indicating whether the payout control device 200 can accept a command), a payout abnormal status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that a predetermined amount or more of game balls are stored in the lower tray 23 (when it is full)), an out ball detection switch signal (a signal detecting an out ball), ​​​​​​​​​captures the signal output to the outside and supplies it to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided.

[0058] The out-ball detection switch signal is a signal output from an out sensor (not shown) of the gaming machine 10 every time the out sensor detects one out ball of the gaming machine 10. For example, the out-ball detection switch signal is provided in a discharge flow path (not shown) between a discharge port (not shown) for discharging the gaming ball (out ball) from the gaming machine 10 and the out port 30a. The out-ball detection switch signal is used for calculating the gaming performance (for example, the base) per predetermined operation (for example, when 60,000 out balls), and the calculated gaming performance is displayed on the performance display device 135. Note that the out-ball detection switch signal may be input to the effect control device 300. In that case, the out-ball detection switch signal may be used for determining the operating state serving as a trigger for switching to a game effect or displaying a customer waiting screen. For example, the performance display device 135 is a four-digit 7-segment LED and can display the gaming performance in decimal or hexadecimal. For example, the out-ball detection switch signal is a signal output from the out sensor every time the out sensor detects one out ball of the gaming machine 10. The out-ball detection switch signal is provided in a discharge flow path (not shown) between a discharge port (not shown) for discharging the gaming ball (out ball) from the gaming machine 10 and the out port 30a. The out-ball detection switch signal is used for calculating the gaming performance (for example, the base) per predetermined operation (for example, when 60,000 out balls), and the calculated gaming performance is displayed on the performance display device 135. Note that the out-ball detection switch signal may be input to the effect control device 300. In that case, the out-ball detection switch signal may be used for determining the operating state serving as a trigger for switching to a game effect or displaying a customer waiting screen. For example, the performance display device 135 is a four-digit 7-segment LED and can display the gaming performance in decimal or hexadecimal. In that case, the out-ball detection switch signal may be used for determining the operating state serving as a trigger for switching to a game effect or displaying a customer waiting screen. For example, the performance display device 135 is a four-digit 7-segment LED and can display the gaming performance in decimal or hexadecimal. The out-ball detection switch signal is a signal output from an out sensor (not shown) of the gaming machine 10 every time the out sensor detects one out ball of the gaming machine 10. The out-ball detection switch signal is provided in a discharge flow path (not shown) between a discharge port (not shown) for discharging the gaming ball (out ball) from the gaming machine 10 and the out port 30a.

[0059] The gaming machine 10 may be provided with a vibration sensor switch for detecting vibration, and the detection signal of this vibration sensor switch may be input to the first input port 122 or the third input port 124. The gaming machine 10 may be provided with a vibration sensor switch for detecting vibration, and the detection signal of this vibration sensor switch may be input to the first input port 122 or the third input port 124. The gaming machine 10 may be provided with a vibration sensor switch for detecting vibration, and the detection signal of this vibration sensor switch may be input to the first input port 122 or the third input port 124.

[0060] The gaming control device 100 is provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111 and the like. The Schmitt buffer 125 has a function of removing noise from these input signals. The Schmitt buffer 125 has a function of removing noise from these input signals. This is the case. The power failure monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are once input to the first input port 122 and taken into the game microcomputer 111 via the data bus 140. That is, they are treated as signals equivalent to the signals from the various switches described above. This is because there are restrictions on the number of terminals for receiving external signals provided on the game microcomputer 111. On the other hand, the reset signal RESET noise-removed by the Schmitt buffer 125 is directly input to the reset terminal provided on the game microcomputer 111 and supplied to each port of the output unit 130. Also, the reset signal RESET is configured to turn off the firing test signal held at the port (not shown) of the relay board 70 for output to the firing test device by directly outputting it to the relay board 70 without passing through the output unit 130. Further, the reset signal RESET may be configured to be output to the firing test device via the relay board 70. Note that the reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. This is because the data set to each port of the output unit 130 by the game microcomputer 111 immediately before the reset signal RESET is input needs to be reset to prevent malfunction of the system, but the data read by the game microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded due to the reset of the game microcomputer 111. The output unit 130 includes a communication path from the game microcomputer 111 to the effect control device 300 and

[0061]

[0062] A Schmitt buffer arranged in the communication path from the gaming microcomputer 111 to the payout control device 200 is provided. Data is transmitted from the game control device 100 to the effect control device 300 and the payout control device 200 by serial communication. Note that the serial communication from the game control device 100 to the effect control device 300 and the payout control device 200 is one-way communication that prevents a signal from being input from the effect control device 300 side to the game control device 100.

[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data notifying the test firing test device of a certification institution (not shown) of the special drawing symbol information of the variable display game, signals indicating the probability state of a big win, etc. via the relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced and sold product) installed in a game arcade. Note that the detection signals of switches that do not require processing, such as the start port switch output from the proximity I / F 121, are supplied to the test firing test device via the relay board 70 without passing through the buffer 133. On the other hand, detection signals that cannot be directly supplied to the test firing test device, such as the magnetic sensor 61 and the board radio wave sensor 62, are once taken into the gaming microcomputer 111, processed with other signals or information, and then supplied to the test firing test device from the data bus 140 via the buffer 133 and the relay board 70 as, for example, error signals indicating that the gaming machine is in a state where it cannot be game-controlled.

[0064] Note that the relay board 70 has a port for taking in the signal output from the buffer 133 and supplying it to the test firing test device, and relays and transmits the signal lines of the detection signals of switches that do not pass through the buffer. ​​​​​​​​​A connector or the like for reaching is provided. To the port on the relay board 70, the gaming microcomputer 11 also supplies the chip enable signal CE (not shown) output from 1, and the signal of the port selectively controlled by this chip enable signal CE is supplied to the test firing test device.

[0065] Also, the output unit 130 is connected to the data bus 140, and the opening / closing data of the big winning opening 1 solenoid 38b for opening / closing the opening / closing member 38c of the special variable winning device 38 (big winning opening 1), the special opening / closing data of the big winning opening 2 solenoid 95b for opening / closing the opening / closing member 95c of the special variable winning device 95 (big winning opening 2), the opening / closing data of the general electric solenoid 37c for opening / closing the movable member 37b of the normal variable winning device 37, and the first output port 134a for outputting the display data of the performance display device 135 are provided.

[0066] Also, the output unit 130 is provided with a second output port 134b for outputting the display data of the probability setting value display device 136. Also, the output unit 130 has the anode terminals of the LEDs connected according to the content to be displayed on the batch display device 50 and outputs the on / off data of the segment lines, and the fourth output port 1 for outputting the on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected is provided.

[0067] Also, the output unit 130 is provided with a fifth output port 134e for outputting information about the gaming machine 10 such as jackpot information to the external information terminal board 71 . The external information terminal board 71 is equipped with a photo relay, for example, an external device (information collection terminal or game hall installed in a game parlor) ​​​It is connectable to an internal management device (hall computer, etc.) and can supply information regarding the gaming machine 10 to an external device via a photo relay. Note that part of the information supplied to the external device is output from the fourth output port 134d. Also, a firing permission signal is output from the fifth output port 134e to the payout control device 200 via the Schmitt buffer 132.

[0068] Furthermore, the output unit 130 receives the opening / closing data signals of the big winning port solenoid 38b, the specific area solenoid 38d, and the general electricity solenoid 37c output from the first output port 134a, and generates and outputs a solenoid drive signal. The first driver (drive circuit) 138a, the third output port 134c outputs an on / off drive signal for the segment lines on the current supply side of the batch display device 50. The second driver 138b, the fourth output port 134d outputs an on / off drive signal for the digit lines on the current drawing side of the batch display device 50. The third driver 138c, the fifth output port 134e and the fourth output port 134d output an external information signal supplied to an external device such as a management device to the external information terminal board 71. The fourth driver 138d, the first output port 134a outputs a display data signal of the performance display device 135, and the fifth driver 138e that generates and outputs a drive signal for the performance display device 135 is provided. In order for the first driver 138a to be able to drive a solenoid operating at 32V, DC32V is supplied from the power supply device 400 as the power supply voltage. Also, DC12V is supplied to the second driver 138b that drives the segment lines of the batch display device 50.

[0069] The third driver 138c that drives the digit lines is for drawing the digit lines corresponding to the display data with current, so the power supply voltage may be either 12V or 5V. Since it is for this purpose, the power supply voltage may be either 12V or 5V.

[0070] The second driver 138b that outputs 12V supplies current to the anode terminal of the LED via the segment line, and the third driver 138c that outputs the ground potential draws current from the cathode terminal via the segment line, so that the power supply voltage flows through the sequentially selected LEDs in the dynamic driving method and lights them up. The fourth driver 138d that outputs the external information signal to the external information terminal board 71 supplies DC12V in order to give a 12V level to the external information signal. Note that the buffer 133, the first output port 134a, the first driver 138a, etc. may be provided on the output unit 130 of the game control device 100, that is, on the relay board 70 side instead of the main board. Also, the performance display device 135, or the fifth driver 138e and the performance display device 135 may be provided on the output unit 130 of the game control device 100, that is, on the side of an external board (not shown) instead of the main board.

[0071]

[0071] Furthermore, a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 490 is provided in the output unit 130. The photocoupler 139 is configured to be capable of two-way communication so that the game microcomputer 111 can perform data transmission and reception with the inspection device 490 by serial communication. Note that such data transmission and reception is performed using the serial communication terminal that the game microcomputer 111 has, similar to a normal general-purpose microprocessor, so ports such as the first to third input ports 122, 123, and 124 are not provided.

[0072] Next, the configuration of the effect control device 300 will be described with reference to FIG. 4. FIG. 4 is a block diagram showing an example of the configuration of the effect control device according to the first embodiment. The effect control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC ) similar to the game microcomputer 111, and a graphic that performs image processing for video display on the display device 41 according to commands and data from the main control microcomputer 311 VDP (Video Display Processor) 312 as a processor, and a sound source LSI 31 4 that controls the output of sound to reproduce various melodies, sound effects, etc. from the speakers 19a and 19b. is provided.

[0073] Connected to the main control microcomputer 311 are a PROM 321 composed of a PROM (programmable read-only memory) that stores programs and various data executed by the CPU, a RAM 322 that provides a work area, a FeRAM ( Ferroelectric RAM) 323 that can retain the stored content even when power is not supplied during a power failure, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). Note that a RAM 311a that provides a work area is also provided inside the main control microcomputer 311. Also, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands (effect commands) from the game microcomputer 111, determines the content of the effect, instructs the content of the output video to the VDP 312, instructs the reproduction sound to the sound source LSI 314, lights the decorative lamp, controls the driving of the motor and solenoid, ​​​​​​​​Execute processes such as management of performance time.

[0074] The VDP312 is provided with a RAM312a that provides a working area, and a scaler 312b for performing enlargement and reduction processing of images. In addition, the VDP312 is connected to an image ROM 325 in which character images and video data are stored, and a super-high-speed VRAM 326 used for developing and processing image data such as characters read from the

[0075] Although not particularly limited, between the main control microcomputer 311 and the VDP312, data transmission and reception are configured to be performed in a parallel manner. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in

[0076] the serial case. From the VDP312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamps provided on the game board 30 and the glass frame 15, and a synchronization signal STS for giving the data transmission timing are input. Note that from the

[0077] VDP312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing They are as follows. From the VDP312 to the signal conversion circuit 313, video data, horizontal synchronization signal HSY NC and vertical synchronization signal VSYNC are input, and the video generated by the VDP312 is displayed on the display device 41 via the signal conversion circuit 313.

[0078] An audio ROM 327 storing audio data is connected to the audio source LSI 314. The main control microcomputer 311 and the audio source LSI 314 are connected via the address / data bus 340 and continue. Also, an interrupt signal I NT is input from the audio source LSI 314 to the main control microcomputer 311. In the effect control device 300, there is provided an audio amplifier circuit 337 composed of an amplifier power amplifier or the like for driving the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12. The audio generated by the audio source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. is output.

[0079] Also, the effect control device 300 is provided with an interface chip (command I / F) 331 for receiving commands transmitted from the game control device 100. Through this command I / F 331, the decoration reservation number command, decoration special figure command, variation command, stop information command, etc. transmitted from the game control device 100 to the effect control device 300 are received as effect command signals (effect commands). The game microcomputer 111 of the game control device 100 operates at DC5V, and the main control microcomputer 311 of the effect control device 300 operates at DC3.3V. Therefore, the command I / F 331 is provided with a function for signal level conversion.

[0080] In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). A board decoration LED control circuit 332, a frame decoration device (for example, the frame decoration device 18 or the like) having an LED (light-emitting diode) provided on the glass frame 15 is driven and controlled by a frame decoration LED control circuit 333, and a board effect device 44 provided on the game board 30 (including the center case 40) (for example, a movable accessory that enhances the effect in cooperation with the effect display in the display device 41) is driven and controlled by a board effect movable body control circuit 334. These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device having a drive source such as a motor (for example, a motor that operates an effect device) or the like may be provided on the glass frame 15, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided. Furthermore, the effect control device 300 has a function of detecting the on / off state of the effect button switch 25a of the effect button 25, the setting switch 29a of the option setting unit 29, and the effect accessory switch 47 (effect motor switch) that detects the initial position of the motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience, but in detail, the states of the above-described respective switches (cross cursor switch, center switch, accessory switch) are switch inputs. In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). A board decoration LED control circuit 332, a frame decoration device (for example, the frame decoration device 18 or the like) having an LED (light-emitting diode) provided on the glass frame 15 is driven and controlled by a frame decoration LED control circuit 333, and a board effect device 44 provided on the game board 30 (including the center case 40) (for example, a movable accessory that enhances the effect in cooperation with the effect display in the display device 41) is driven and controlled by a board effect movable body control circuit 334. These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device having a drive source such as a motor (for example, a motor that operates an effect device) or the like may be provided on the glass frame 15, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided. Furthermore, the effect control device 300 has a function of detecting the on / off state of the effect button switch 25a of the effect button 25, the setting switch 29a of the option setting unit 29, and the effect accessory switch 47 (effect motor switch) that detects the initial position of the motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience, but in detail, the states of the above-described respective switches (cross cursor switch, center switch, accessory switch) are switch inputs. In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). A board decoration LED control circuit 332, a frame decoration device (for example, the frame decoration device 18 or the like) having an LED (light-emitting diode) provided on the glass frame 15 is driven and controlled by a frame decoration LED control circuit 333, and a board effect device 44 provided on the game board 30 (including the center case 40) (for example, a movable accessory that enhances the effect in cooperation with the effect display in the display device 41) is driven and controlled by a board effect movable body control circuit 334. These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device having a drive source such as a motor (for example, a motor that operates an effect device) or the like may be provided on the glass frame 15, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided. Furthermore, the effect control device 300 has a function of detecting the on / off state of the effect button switch 25a of the effect button 25, the setting switch 29a of the option setting unit 29, and the effect accessory switch 47 (effect motor switch) that detects the initial position of the motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience, but in detail, the states of the above-described respective switches (cross cursor switch, center switch, accessory switch) are switch inputs. In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). A board decoration LED control circuit 332, a frame decoration device (for example, the frame decoration device 18 or the like) having an LED (light-emitting diode) provided on the glass frame 15 is driven and controlled by a frame decoration LED control circuit 333, and a board effect device 44 provided on the game board 30 (including the center case 40) (for example, a movable accessory that enhances the effect in cooperation with the effect display in the display device 41) is driven and controlled by a board effect movable body control circuit 334. These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device having a drive source such as a motor (for example, a motor that operates an effect device) or the like may be provided on the glass frame 15, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided.

[0081] Furthermore, the effect control device 300 has a function of detecting the on / off state of the effect button switch 25a of the effect button 25, the setting switch 29a of the option setting unit 29, and the effect accessory switch 47 (effect motor switch) that detects the initial position of the motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience, but in detail, the states of the above-described respective switches (cross cursor switch, center switch, accessory switch) are switch inputs. In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). A board decoration LED control circuit 332, a frame decoration device (for example, the frame decoration device 18 or the like) having an LED (light-emitting diode) provided on the glass frame 15 is driven and controlled by a frame decoration LED control circuit 333, and a board effect device 44 provided on the game board 30 (including the center case 40) (for example, a movable accessory that enhances the effect in cooperation with the effect display in the display device 41) is driven and controlled by a board effect movable body control circuit 334. These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device having a drive source such as a motor (for example, a motor that operates an effect device) or the like may be provided on the glass frame 15, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided. Furthermore, the effect control device 300 has a function of detecting the on / off state of the effect button switch 25a of the effect button 25, the setting switch 29a of the option setting unit 29, and the effect accessory switch 47 (effect motor switch) that detects the initial position of the motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience, but in detail, the states of the above-described respective switches (cross cursor switch, center switch, accessory switch) are switch inputs. In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). A board decoration LED control circuit 332, a frame decoration device (for example, the frame decoration device 18 or the like) having an LED (light-emitting diode) provided on the glass frame 15 is driven and controlled by a frame decoration LED control circuit 333, and a board effect device 44 provided on the game board 30 (including the center case 40) (for example, a movable accessory that enhances the effect in cooperation with the effect display in the display device 41) is driven and controlled by a board effect movable body control circuit 334. These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device having a drive source such as a motor (for example, a motor that operates an effect device) or the like may be provided on the glass frame 15, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided. Furthermore, the effect control device 300 has a function of detecting the on / off state of the effect button switch 25a of the effect button 25, the setting switch 29a of the option setting unit 29, and the effect accessory switch 47 (effect motor switch) that detects the initial position of the motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided. In FIG. 4, each switch of the option setting unit 29 is collectively represented as a setting switch 29a for convenience, but in detail, the states of the above-described respective switches (cross cursor switch, center switch, accessory switch) are switch inputs. In addition, the effect control device 300 drives and controls a board decoration device 46 having LEDs (light-emitting diodes) or the like provided on the game board 30 (including the center case 40). They are connected so as to be individually detected by the force circuit 336, and detection signals indicating the states of the respective switches are input to the main control microcomputer 311 respectively.

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

[0083] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is supplied to the main control microcomputer 311 to reset the device. Also, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, and the amplifier circuit 337 (SNDRESET signal), and the control circuits 332 to 334 (IORESET signal) that drive and control a lamp, a motor, etc., to reset these. Further, a cooling FAN 45 that cools various parts of the gaming machine 10 is connected to the effect control device 300, and the cooling FAN 45 is driven when the power supply of the effect control device 300 is turned on. is also provided. The circuit board constituting the effect control device 300 corresponds to a sub-control board (also referred to as a sub-board).

[0084] Next, the game control performed in these control circuits will be described. In the CPU 111A of the game microcomputer 111 of the game control device 100, based on the input of the detection signal of the game ball from the gate switch 34a provided in the general pattern start gate 3 4, a random value for general pattern hit determination is extracted and compared with the determination value stored in the ROM 111B, and a process for determining the hit or miss of the general pattern variable display game is performed. Then, after the identification symbol (identification information) is variably displayed on the general pattern display unit 55 of the batch display device 50 for a predetermined time and then stopped and displayed, a process for displaying the general pattern variable display game is performed. When the result of this general pattern variable display game is a hit, a special result mode corresponding to each of the first hit stop symbol to the third hit stop symbol is displayed on the general pattern symbol display unit 55, and the general power solenoid 37c is operated to open the movable member 37b of the normal variable winning device 37 for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. That is, the game control device 100 forms a conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the general pattern variable display game is a miss, control for displaying the miss result mode is performed on the general pattern symbol display unit 55. a special result mode corresponding to each of the first hit stop symbol to the third hit stop symbol is displayed on the general pattern symbol display unit 55, and the general power solenoid 37c is operated to open the movable member 37b of the normal variable winning device 37 for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. That is, the game control device 100 forms a conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the general pattern variable display game is a miss, a special result mode corresponding to each of the first hit stop symbol to the third hit stop symbol is displayed on the general pattern symbol display unit 55, and the general power solenoid 37c is operated to open the movable member 37b of the normal variable winning device 37 for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. That is, the game control device 100 forms a conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the general pattern variable display game is a miss, a special result mode corresponding to each of the first hit stop symbol to the third hit stop symbol is displayed on the general pattern symbol display unit 55, and the general power solenoid 37c is operated to open the movable member 37b of the normal variable winning device 37 for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. control for displaying the miss result mode is performed on the general pattern symbol display unit 55.

[0085] Also, based on the input of the detection signal of the game ball from the start port 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on this start storage, a random value for determining the big win of the first special pattern variable display game is extracted and compared with the determination value stored in the ROM 111B. a random value for determining the big win of the first special pattern variable display game is extracted and compared with the determination value stored in the ROM 111B. ​​​Based on the comparison, a process for determining the winning or losing of the first special figure variable display game is performed. Also, for normal variation Based on the input of the detection signal of the game ball from the start port 2 switch 37a provided in the winning device 37, start memory is stored. Based on this start memory, the jackpot determination random number value for the second special figure variable display game is extracted and compared with the determination value stored in the ROM 111B, and a process for determining the winning or losing of the second special figure variable display game is performed.

[0086] And the CPU 111A of the game control device 100 outputs a control signal (production control command, production command) including the determination results of the above first special figure variable display game and the second special figure variable display game to the production control device 300. Then, after the identification symbol (identification information) is variably displayed on the special figure 1 symbol display section 53 and the special figure 2 symbol display section 54 of the batch display device 50 for a predetermined time and then stopped and displayed, a process for displaying the special figure variable display game is performed. That is, the game control device 100 performs game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down in the game area 32 into the start winning area (start winning port 36, normal variation winning device 37).

[0087] Also, in the production control device 300, based on the control signal from the game control device 100, a process for displaying a decorative special figure variable display game corresponding to the special figure variable display game on the display device 41 is performed. Further, in the production control device 300, based on the control signal from the game control device 100, processes such as setting the production state, outputting sounds from the speakers 19a, 19b, and controlling the light emission of various LEDs are performed. That is, the production control device 300 forms production control means for controlling the production related to the game (variable display game, etc.).

[0088] Then, when the result of the special figure variable display game is a big win or a small win, the CPU 111A of the game control device 100 displays a special result mode or a small win result mode on the special figure 1 symbol display unit 53 and the special figure 2 symbol display unit 54, and performs a process of generating a special game state or a small win game state (that is, a process of executing a special game or a small win game). In the process of generating a special game state due to the result of the first special figure variable display game or the second special figure variable display game being a big win, the CPU 111A, for example, controls the opening and closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b to open it, enabling the inflow of game balls into the big winning port. In this special game state, the CPU 111A, for example, keeps the big winning port open until either a predetermined number (for example, 9) of game balls win in the big winning port or a predetermined openable time elapses from the opening of the big winning port. One round is defined as such, and this is continued (repeated) for a predetermined number of rounds (cycle game). Also, in the process of generating a small win game state due to the result of the first special figure variable display game (special figure 1 variable display game) or the second special figure variable display game (special figure 2 variable display game) being a small win, the CPU 111A, for example, controls the opening and closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b to open it, enabling the inflow of game balls into the big winning port. Note that the opening and closing operation pattern (opening and closing operation mode) of the big winning port performed in these small win game states is, for example, to keep the opening and closing member in the open state for 200 milliseconds at intervals of 1500 milliseconds 4 times. In this way, the game control device 100 has a stop result mode that is In the first special figure variable display game (special figure 1 variable display game) or the second special figure variable display game (special figure 2 variable display game), when the result is a small win and a small win game state is generated, the CPU 111A, for example, controls the opening and closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b to open it, enabling the inflow of game balls into the big winning port. Note that the opening and closing operation pattern (opening and closing operation mode) of the big winning port performed in these small win game states is, for example, to keep the opening and closing member in the open state for 200 milliseconds at intervals of 1500 milliseconds 4 times. In this way, the game control device 100 has a stop result mode that is

[0089] In addition, the opening and closing operation pattern (opening and closing operation mode) of the big winning port performed in these small win game states is, for example, to keep the opening and closing member in the open state for 200 milliseconds at intervals of 1500 milliseconds 4 times. In this way, the game control device 100 has a stop result mode that is When a special result mode occurs, the big winning opening / closing control means for performing control to open and close the big winning opening is provided. Further, when the result of the special figure variable display game is a loss, the CPU 111A performs batch display control to display a loss result mode on the special figure 1 symbol display unit 53 and the special figure 2 symbol display unit 54 of the batch display device 50 .

[0090] Also, the game control device 100 of the first embodiment does not perform probability variation in the special figure variable display game, but may perform probability variation in the figure variable display game. For example, based on the result mode of the special figure variable display game, the game control device 100 can generate a high probability state as a game state after the end of the special game state. This high probability state is a state where the probability of a winning result in the special figure variable display game is higher than that in the normal probability state . Also, even if a high probability state is reached based on the result mode of either the first special figure variable display game or the second special figure variable display game, both the first special figure variable display game and the second special figure variable display games become high probability states.

[0091] Also, based on the result mode of the special figure variable display game, the game control device 100 can generate a time-saving state (specific game state, normal figure high probability state) as a game state after the end of the special game state . In this time-saving state, the probability of a winning result in the normal figure variable display game (normal figure probability) can be set to a high probability (normal figure high probability state) higher than the normal probability (normal figure low probability state) of 0 . As a result, when the normal variable winning device 37 is in the normal figure low probability state, it is controlled so that the opening time of the normal variable winning device 37 per unit time is increased compared to the case where the normal variable winning device 37 is in the normal figure low probability state . Here, the normal variable winning device 37 in the present embodiment is in the normal game state ​​​ The general drawing probability is set to "0" so as not to release the movable member 37b.

[0092] Also, in the time-saving state, the execution time (general drawing variation time) of the general drawing variation display game is, for example, 500 milliseconds, and the general drawing stop time for displaying the result of the general drawing variation display game is, for example, , 600 milliseconds. When the general drawing variation display game results in a winning and the normal variation winning device 37 is released, it is possible to set the opening time (general power opening time) and the number of opening times of the first winning stop symbol (for example, 500 milliseconds × 1 time), the opening time (general power opening time) and the number of opening times of the second winning stop symbol (for example, 1700 milliseconds × 2 times), and the opening time (general power opening time) and the number of opening times of the third winning stop symbol ( for example, 1700 milliseconds × 3 times) accordingly.

[0093] Note that the control for setting the general drawing variation display game and the normal variation winning device 37 to the time-saving operation state can appropriately set the execution time of the general drawing variation display game, the general drawing stop time, the general power opening number of times, and the general power opening time. For example, in the time-saving state, the execution time (general drawing variation time) of the above-mentioned general drawing variation display game can be controlled to be a second variation display time shorter than the first variation display time (for example, 10000 milliseconds becomes 1000 milliseconds). Also, in the time-saving state , the general drawing stop time for displaying the result of the general drawing variation display game can be controlled to be a second stop time shorter than the first stop time (for example, 1604 milliseconds becomes 704 milliseconds). Also, in the time-saving state, when the general drawing variation display game results in a winning and the normal variation winning device 37 is released, the opening time (general power opening time) can be controlled to be a second opening time longer than the first opening time in the normal state (general drawing low probability state) (for example, it is possible). For example, it can be controlled to be a second opening time longer than the first opening time in the normal state (general drawing low probability state) (for example, For example, 100 milliseconds is 1352 milliseconds). Also, in the time-saving state, the general pattern variable display game For each result of one play of the general pattern variable display game, the number of opening times (general electric opening times) of the general variable winning device 37 is set to the second opening number of times (for example, 4 times), which is more than the first opening number of times (for example, 2 times). Also, in the time-saving state, the probability (general pattern probability) of the general pattern variable display game resulting in a win is set to a high probability (general pattern high probability state, for example, 250 / 251) that is higher than the normal probability (general pattern low probability state, for example, 1 / 251) in the case of the normal operation state. This is possible.

[0094] In the time-saving state, by changing any one or more of the general pattern variable time, general pattern stop time, general electric opening times, general electric opening time, and general pattern probability, the time for converting the general variable winning device 37 to the open state is extended compared to normal. Also, it is possible to set multiple types of time-saving states with different things to be changed. Also, when a win occurs, either the first opening mode or the second opening mode can be selected. In this case, the selection probabilities of the first opening mode and the second opening mode can be made different. Also, the high probability state and the time-saving state can occur independently of each other, and it is possible for both to occur simultaneously, or only one of them to occur. Also, the time-saving state can also be referred to as the general electric support state (during general electric support, or during electric support).

[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 is a diagram showing an example of the collective display device of the first embodiment. The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18 ​ It includes D. The batch display device 50 performs various status displays according to the lighting modes of the 7-segment LED_d1, 7-segment LED_d 2, and LEDs_d3 to LEDs_d18.

[0096] The batch display device 50 distributes various status display functions to the 7-segment LED_d1, 7-segment LED_d2, and LEDs_d3 to LEDs_d18, thereby having a round display section 51, a special figure 1 hold display section 52, a special figure 1 symbol display section 53, a special figure 2 symbol display section 54, and a general figure symbol display section 55, a general figure hold display section 56, a status display section 57, and a special figure 2 hold display section 58. The round display section 51 displays the number of rounds in the special figure game according to the lighting modes of the 4 LEDs from LEDs_d3 to LEDs_d6. The special figure 1 hold display section 52 displays the number of holds in the special figure 1 game according to the lighting modes of the 2 LEDs, LEDs_d11 and LEDs_d12. The special figure 1 symbol display section 53 uses the 8 L EDs (7 segment LEDs and 1 dot LED) of the 7-segment LED_d1 to display the symbols in the special figure 1 game . The special figure 2 symbol display section 54 uses the 8 LEDs (7 segment LEDs and 1 dot LED) of the 7-segment LED_d2 to display the symbols in the special figure 2 game . The general figure symbol display section 55 displays the symbols in the general figure game according to the lighting modes of the 3 LEDs, LEDs_d8, LEDs_d10, and LEDs_d18. The general figure hold display section 56 displays the number of holds in the general figure game according to the lighting modes of the 2 LEDs, LEDs_d15 and LEDs_d16. The status display section 57 uses the 3 LEDs, LEDs_d7, LE Ds_d9, and LEDs_d17 to display the status in the special figure game . Displays the game state. The special figure 2 hold display unit 58 uses the lighting modes of two LEDs, LED_d13 and LED_d14, to display the number of holds in the special figure 2 game.

[0097] Next, the control of the gaming machine that performs such a game will be described. First, the control executed by the game microcomputer 111 of the game control device 100 will be described. The control process by the game microcomputer 111 mainly consists of a main process and a timer interrupt process that occurs at a predetermined time period (for example, 4 milliseconds).

[0098] 〔Main Process〕 First, the main process of the game control device according to the first embodiment will be described with reference to FIGS. 6 to 10. FIG. 6 is a diagram (part 1) showing the flowchart of the main process of the first embodiment. FIG. 7 is a diagram (part 2) showing the flowchart of the main process of the first embodiment. FIG. 8 is a diagram (part 3) showing the flowchart of the main process of the first embodiment. FIG. 9 is a diagram (part 4) showing the flowchart of the main process of the first embodiment. FIG. 10 is a diagram (part 5) showing the flowchart of the main process of the first embodiment.

[0099] The main process is started by the control unit (game microcomputer 111) when the power is turned on. In this main process, first, a process of prohibiting interrupts (step S1) is performed, and then, at the head address of the area for saving the values of registers and the like when an interrupt occurs, a stack pointer setting process (step S2) for setting a stack pointer is performed. Next, register bank 0 is specified (step S3), and the upper address of the RAM start address is set in a predetermined register (for example, the D register). Next, the upper address of the RAM start address is set in a predetermined register (for example, the D register) by designating register bank 0 (step S3). RAM11​ The address range of 1C is from 0000h to 01FFh, and the upper bit takes 00h or 01h. In step S4, 00h at the head side of the address range of RAM 111C is set.

[0100] Next, an emission stop signal is output to set the emission permission signal to the prohibited state (step S5). The emission permission signal is set to the prohibited state when at least one of the game control device 100 and the payout control device 200 outputs an emission stop signal, and the emission of game balls is prohibited.

[0101] Thereafter, the state of the input port 1 (the first input port 122) is read into the first register (for example, the B register) (step S6), and subsequently, the state of the input port 3 (the third input port 124) is read into the second register (for example, the C register) (step S7).

[0102] Here, a predetermined bit of the first register is masked and the other bits are cleared (step S8). For example, only the second bit of the B register corresponding to the detection signal from the RAM initialization switch 112 is retained, and the 0th bit, the 1st bit, and the bits from the 3rd bit to the 7th bit are cleared. Then, a predetermined bit of the second register is masked and the other bits are cleared (step S9). For example, only the fourth bit of the C register corresponding to the detection signal from the setting key switch 127 is retained, and the bits from the 0th bit to the 3rd bit and the bits from the 5th bit to the 7th bit are cleared.

[0103] The information of the first register is integrated into the second register, and the information held by the second register is held as reference information independent of RAM 111C (step S10). For example, the B register ​ Store the logical sum of the flag and the C register in the C register, and use the C register as the status reference register to hold.

[0104] For example, the value "00000000B" of the status reference register (C register) has the 0th bit and the 1st bit, the 3rd bit and the 5th bit to the 7th bit cleared to "0", the 2nd bit is "0" corresponding to the detection signal on from the RAM initialization switch 112, the 4th bit is "0" corresponding to the detection signal on from the setting key switch 127, indicating this. That is, the value "00000000B" of the status reference register means that the RAM initialization sw itch 112 is on (ON) and the setting key switch 127 is on (ON), showing the setting change status.

[0105] Also, the value "00010000B" of the status reference register has the 0th bit and the 1st bit, the 3rd bit and the 5th bit to the 7th bit cleared to "0", the 2nd bit is RA M initialization switch 112 corresponding to the detection signal on "0", the 4th bit is set key switch 127 corresponding to the detection signal off "1", indicating this. That is, the value "00010000B" of the status reference register means that the RAM initialization switch 112 is on (ON) and the setting key switch 127 is off (OFF), showing the RAM initialization state .

[0106] Also, the value "00000100B" of the status reference register has the 0th bit and the 1st bit, the 3rd bit and the 5th bit to the 7th bit cleared to "0", the 2nd bit is RA M initialization switch 112 corresponding to the detection signal off "1", the 4th bit is set Indicates "0" corresponding to the detection signal on from the key switch 127. That is, The value "00000100B" of the status reference register indicates the setting confirmation state where the RAM initialization switch 112 is off (OFF) and the setting key switch 127 is on (ON).

[0107] Also, the value "00010100B" of the status reference register has the 0th bit and the 1st bit, the 3rd bit to the 7th bit cleared to "0", the 2nd bit is "1" corresponding to the detection signal off from the RAM initialization switch 112, and the 4th bit is the setting "1" corresponding to the detection signal off from the key switch 127. That is, The value "00010100B" of the status reference register indicates the power restoration (power failure recovery) state where the RAM initialization switch 112 is off (OFF) and the setting key switch 127 is off (OFF). (OFF), and the setting key switch 127 is off (OFF). Indicates.

[0108] Thus, the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are held in the C register. Note that since the storage position (2nd bit) in the B register of the detection signal from the RAM initialization switch 112 is different from the storage position (4th bit) in the C register of the detection signal from the setting key switch 127, the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are saved without being lost by the logical sum of the B register and the C register. The detection signal from the RAM initialization switch 112 is stored in the B register, and the detection signal from the setting key switch 127 is stored in the C register. The storage position (2nd bit) in the B register of the detection signal from the RAM initialization switch 112 and the storage position (4th bit) in the C register of the detection signal from the setting key switch 127 are different, so the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are saved without being lost by the logical sum of the B register and the C register. Since the storage position (2nd bit) in the B register of the detection signal from the RAM initialization switch 112 is different from the storage position (4th bit) in the C register of the detection signal from the setting key switch 127, the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are saved without being lost by the logical sum of the B register and the C register. By the logical sum of the B register and the C register, the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are saved without being lost. The detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are saved without being lost.

[0109] Thereafter, a process of setting the power-on delay timer is performed (step S11). In this process, by setting a predetermined initial value, the game control device 100 that forms the main control means The standby time (for example, 3 seconds) is set to wait for the programs of the slave control means (for example, the payout control device 200 and the slave control devices such as the effect control device 300) that perform various controls according to the instructions of others to start up normally. As a result, when the power is turned on, if the game control device 100 happens to start up first and sends a command to the slave control means before the slave control means starts up, it is possible to avoid the slave control means missing the command. That is, the game control device 100 forms standby means for setting a predetermined standby time for delaying the startup of the main control means and waiting for the startup of the slave control means when the power is turned on. Also, the counting of the power-on delay timer is performed using a storage area (a RAM area outside the validity determination target or a register, etc.) that is not subject to the validity determination (checksum calculation) of the data held in the RAM area. Thereby, when calculating check data such as the checksum of the RAM area, it is not necessary to exclude a part of the RAM area from the calculation, so it is possible to prevent the control at the time of power-on from becoming complicated. Note that the detection signal of the RAM initialization switch 112 is stored in the second register (C register), but by being stored before the start of the standby time, the operation of the RAM initialization switch 112 can be surely stored. That is, if the state of the RAM initialization switch 112 is read after the standby time has elapsed, it is necessary to operate the RAM initialization switch 112 after waiting for the standby time to elapse, or to continue operating the RAM initialization switch 112 from when the power is turned on until the standby time has elapsed. However, by reading the state before the start of the standby time,

[0110]

[0111] This allows you to operate the device immediately after turning it on without having to go through such troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations from occurring.

[0112] In addition, the detection signal of the setting key switch 127 is stored in the second register (C register). However, the setting is saved before the start of the standby time, so the setting In other words, the operation of the setting key switch 127 can be detected reliably after the waiting time has elapsed. If you set it to read the state of 7, the setting key switch 127 will be read after the waiting time has elapsed. or the setting key switch 127 has been operated continuously from power-on until the standby time has elapsed. However, by reading the state before the wait time begins, this hassle can be avoided. Even if you do not perform any new operations, the device will be detected as soon as you perform an operation after turning on the power. This prevents any setting changes or setting confirmation operations performed when the power is turned on from being accepted. This can prevent such situations from occurring.

[0113] Next, a process of setting a power-on delay timer (for example, about 3 seconds) (step S11 ), the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S16 are performed. First, the power failure warning input from the power supply device 400 The number of times the monitoring signal is read and checked via the port and data bus (for example, twice ) is set (step S12), and it is determined whether the power failure monitoring signal is on or not (step Step S13).

[0114] If the power failure monitoring signal is on (step S13; Y), the power failure monitoring signal is set in step S12. Determine whether the power failure monitoring signal remains on for the number of checks (step S1 4). And when the power failure monitoring signal does not remain on for the number of checks (step S14; N), the process returns to the determination of whether the power failure monitoring signal is on (step S13) . Also, when the power failure monitoring signal remains on for the number of checks (step S14; Y), that is, when it is determined that a power failure has occurred, the power supply of the gaming machine 10 is cut off and wait. In this way, by determining that a power failure has occurred when the power failure monitoring signal continues to be received for a predetermined period, it is possible to prevent misdetection of a power failure due to noise or the like, and to appropriately handle problems at power-on . .

[0115] That is, the game control device 100 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. As a result, it becomes possible to respond to a power failure that occurs during the period when the activation of the game control device 100 serving as the main control means is delayed, and to appropriately handle problems at power-on . Note that access to the RAM 111C is not permitted until the end of the standby time, and the stored content at the previous power-off is kept held. Therefore , there is no need to perform backup processing or the like when a power failure occurs here. For this reason, even if a power failure occurs during the standby time, there is no need to back up the RAM 111C, and the control burden can be reduced . . On the other hand, when the power failure monitoring signal is not on (step S13; N), that is, when a power failure has not occurred, the power-on delay timer is updated to "-1" (step S15), and it is determined whether the value of the timer is "0" (step S16). When the value of the timer is not 0

[0116] ​​​ Combination (step S16; N), that is, if the standby time has not ended, the process returns to the process of setting the number of checks for the power failure monitoring signal (step S12). Also, when the value of the timer is "0 " (step S16; Y), that is, when the standby time has ended, access to the RWM (Read Write Memory) such as RAM11 1C or EEPROM that can be read and written is permitted (step S17), and off data is output to all output ports (set to a state where there is no output) (step S18).

[0117] Next, the serial port (a port pre-installed in the game microcomputer 111 and used for communication with the effect control device 300 and the payout control device 200) is set (step S19 )

[0118] In step S20, the process of starting the CTC circuit that generates the timer interrupt signal and the random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) is performed

[0119] In step S21, the process of setting the RAM error flag is performed. Note that the setting of the RAM error flag is provisional and can be updated in the process of checking for RAM anomalies that will be executed later

[0120] In step S22, it is determined whether the value of the power failure inspection area 1 in the RWM is the normal power failure inspection area check data 1 (for example, 5Ah). If the value of the power failure inspection area 1 is normal (step S22; Y), it is determined whether the value of the power failure inspection area 2 in the RWM is the normal power failure inspection area check data 2 (for example, A5h) (step S23), and for the power failure inspection area 2 If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. Perform the checksum calculation process (step S24) to calculate it.

[0121] In the checksum calculation process, the sum of the data in the game control work area and the data in the status display work area may be calculated as the checksum, or the checksum may be calculated separately from the data in the game control work area and the data in the status display work area, or the checksum may be calculated only from the data in the game control work area. The game control work area is a work area used for game control among the storage areas in the RWM. The status display work area is a work area used for status display among the storage areas in the RWM. is the work area.

[0122] Next, determine whether the checksum calculated in step S24 matches the checksum at the time of power-off (step S25). If it is determined that the checksum matches (is normal) (step S25; Y), clear the RAM abnormality flag temporarily set in step S21 (step S26).

[0123] If it is determined that the checksum does not match (is not normal) (step S25; N), by passing step S26 and shifting to step S27, the RAM abnormality flag temporarily set in step S21 becomes definitive. If the check data in the power-off inspection area is not normal data (step S22; N or step S23; N), by also passing step S26 and shifting to step S27, the RAM abnormality flag temporarily set in step S21 becomes definitive.

[0124] In step S27, with reference to the second register (C register), it is determined whether the detection signal of the setting key switch 12 7 is on and whether the detection signal of the RAM initialization switch 112 is on. If the detection signal of the setting key switch 127 is on and the detection signal of the RAM initialization switch 112 is on, the process proceeds to step S33. If the detection signal of the setting key switch 127 is on and the detection signal of the RAM initialization switch 112 is not on, the process proceeds to step S 28. In step S27, with reference to the second register (C register), it is determined whether the detection signal of the setting key switch 127 is on and whether the detection signal of the RAM initialization switch 112 is on. If the detection signal of the setting key switch 127 is on and the detection signal of the RAM initialization switch 112 is on, the process proceeds to step S33. If the detection signal of the setting key switch 127 is on and the detection signal of the RAM initialization switch 112 is not on, the process proceeds to step S 28. Proceed to

[0125] Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets. Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets. Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets. Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets. Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets. Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets. Note that since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to determine the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 simultaneously. Also, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it is possible to make the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before performing the validity determination of the RAM as the determination targets.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., when the RAM abnormality flag is set), the process proceeds to step S30. If the RAM abnormality flag is not on (i.e., when the RAM abnormality flag is cleared), the process proceeds to step S29. In step S28, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., when the RAM abnormality flag is set), the process proceeds to step S30. If the RAM abnormality flag is not on (i.e., when the RAM abnormality flag is cleared), the process proceeds to step S29.

[0127] In step S29, the control unit determines whether the setting change mode flag is on. The control When the flag is on during the setting change mode, the control unit proceeds to step S48, and when the flag is not on during the setting change mode, it proceeds to step S30. Steps S30 to S32 are processes executed when a RAM abnormality occurs or when the power is cut off during setting and the device is restarted without clearing the RAM. In step S30, the control unit sends a command for notifying a main abnormality error to the effect control device 300.

[0128] As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. Steps S30 to S32 are processes executed when a RAM abnormality occurs or when the power is cut off during setting and the device is restarted without clearing the RAM. In step S30, the control unit sends a command for notifying a main abnormality error to the effect control device 300. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. As a result, the effect control device 300 performs effects corresponding to the command for notifying the main abnormality error. For example, when the effect control device 300 receives the command for notifying the main abnormality error, it causes the display device 41 to display a message guiding a restart accompanied by RAM clearing, or outputs sound from the speakers 19a and 19b. Also, when the effect control device 300 receives the command for notifying the main abnormality error, it notifies the main abnormality error by means of the frame decoration device 18, the panel decoration device 46, and the panel effect device 44.

[0129] In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50. In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50. In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50. In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50. In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50. In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50. In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display the status corresponding to the main abnormality error on the performance display device 135. Also, the control unit outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numerical values and characters not included in the probability setting value on the probability setting value display device 136. Note that the control unit may output the 7-segment display data including the LED display data at the time of game stop to the batch display device 50. At this time, the control unit may turn off or turn on all the lights of the batch display device 50.

[0130] In step S32, the control unit outputs the on-data of the security signal from the external information terminal board 71. At this time, the control unit turns off the output data of the other signals output from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32 and waits for the power-off. That is, until waiting for the power-off, the gaming machine 10 outputs the security signal from the external information terminal board 71. Also, until waiting for the power-off, the gaming machine 10 does not output signals other than the security signal from the external information terminal board 71.

[0131] Note that the control unit does not prohibit RAM access during the repeated execution of steps S31 and S32 until waiting for the power-off. Thereby, the gaming machine 10 can store the return address in the RAM when an NMI (Non-Maskable Interrupt) occurs, reducing the risk of program runaway. In this way, the control unit protects the stored content of the RAM during the repeated execution of steps S31 and S32 until waiting for the power-off by prohibiting RAM access, but since the RAM clear at restart is a condition for starting game control, the risk that the stored content of the RAM is not protected is limited. That is, the gaming machine 10 obtains the effect of reducing the risk of program runaway while accepting the limited risk that the stored content of the RAM is not protected. Also, since the control unit does not prohibit RAM access during the repeated execution of steps S31 and S32 until waiting for the power-off, it is possible to call subroutines in steps S31 and S32 and improve program efficiency.

[0132] Steps S33 to S36 are processes related to preparation for setting change, and step S 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of No. 2 is ON.

[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S34. If not, the process proceeds to step S35.

[0134] In step S34, since the RAM abnormality flag is on, the control unit clears the set value. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, the most disadvantageous value to the player may be set. .

[0135] In step S35, the control unit performs a process of setting a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is changing the setting or not. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).

[0136] In step S36, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command during the setting change. For example, the performance control device 300 receives a command during the setting change and A message informing the user that the device is in use is displayed on the display device 41, and the user is notified through the speakers 19a, 1 9b to output sound. In addition, the performance control device 300 receives a command during the setting change. Trust and inform the frame decoration device 18, the panel decoration device 46, and the panel effect device 44 that the settings are being changed. to.

[0137] Step S37 is a process executed after the setting change preparation (from step S33 to step S36) or after the setting confirmation preparation (step S49, step S50). In step PS37, the control unit sets 128 ms in the security signal control timer. Accordingly the gaming machine 10 outputs a security signal until at least the security signal control timer times out.

[0138] Steps S38 to S40 are processes related to waiting for the end of setting change or waiting for the end of setting confirmation. The gaming machine 10 enables the external part to grasp the execution of the process related to waiting for the end of setting change or waiting for the end of setting confirmation by setting the output of the security signal in step S37.

[0139] After permitting the interruption (step S38), the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is off (step S 39). When the detection signal of the setting key switch 127 is off, the control unit proceeds to step S5 5, and when the detection signal of the setting key switch 127 is not off, the control unit proceeds to step S40.

[0140] In step S40, the control unit determines whether a power failure has occurred. Note that the control unit can determine the occurrence of a power failure by continuously detecting the power failure monitoring signal for a predetermined time. When the control unit determines that a power failure has occurred, it proceeds to step S41, and when no power failure has occurred, it proceeds to step S ​​​​​Proceed to 39. That is, in the state where interrupts are permitted in step S38, the control unit waits for the setting key to be turned off until a power failure occurs.

[0141] When the control unit determines that a power failure has occurred, it performs a process of prohibiting interrupts (step S4 1) and a process of outputting off data to all output ports (step S42). After that, it saves the power failure inspection area check data 1 in the power failure inspection area 1 (step S43 ) and saves the power failure inspection area check data 2 in the power failure inspection area 2 (step S44). Furthermore, it performs a checksum calculation process (step S45) for calculating the checksum at the time of power-off of the RWM, and a process of saving the calculated checksum in the checksum area (step S46 ). After that, it performs a process of prohibiting access to the RAM (step S47) and then waits for the power of the gaming machine to be turned off. In this way, by saving the check data in the power failure inspection area and calculating the checksum at the time of power-off, it is possible to determine whether the information stored in the RWM before the power-off has been correctly backed up when the power is restored.

[0142] Step S48 is executed when it is determined in step S29 that the setting change mode in flag is on. In step S48, the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is on. When the detection signal of the setting key switch 127 is on, the control unit proceeds to step S49, and when the detection signal of the setting key switch 127 is not on, it proceeds to step S51.

[0143] ​​​​Step S49 and step S50 are processes related to preparation for setting confirmation. In step S4 9, the control unit performs a process of setting a flag during setting confirmation mode. The flag during setting confirmation mode is a flag indicating whether the gaming machine 10 is in the setting confirmation process. When in the setting confirmation process, the flag during setting confirmation mode is set, and when not in the setting confirmation process, the flag during setting confirmation mode is cleared (reset). In step S50, the control unit transmits the command during setting confirmation to the effect control device 300. As a result, the effect control device 300 performs effect control corresponding to the command during setting confirmation. For example, the effect control device 300 receives the command during setting confirmation and causes the display device 41 to display a message guiding that it is in the setting confirmation process or outputs sound from the speakers 19a and 19b. Also, the effect control device 3 00 receives the command during setting confirmation and notifies that it is in the setting confirmation process by the frame decoration device 18, the panel decoration device 46, and the panel effect device 44. After that, the control unit proceeds to step S37

[0144] .

[0144] On the other hand, when the control unit determines in step S48 that the detection signal of the setting key switch 127 is off, it executes step S51. In step S51, the control unit refers to the second register (C register) and determines whether the detection signal of the RAM initialization switch 112 is on. When the detection signal of the RAM initialization switch 112 is on, the control unit proceeds to step S52, and when the detection signal of the RAM initialization switch 112 is off the control unit proceeds to step S58. That is, the gaming machine 10 proceeds to execute the process related to RAM initialization (RAM clear) by detecting startup with the pressing operation of the RAM initialization switch 112, and R Upon startup detection without pressing the AM initialization switch 112, the process related to power failure recovery proceeds to execution.

[0145] Next, the process related to RAM initialization performed after step S52 will be described. R In the process related to AM initialization, the control unit clears to 0 the RAM areas other than the set values (zero clear clear) (step S52), and saves the initial values at the time of RAM initialization in the areas to be initialized ( step S53). For example, the control unit sets the RAM clear start address 2 as the start address at the time of RAM clear, and the data in the storage area (the area excluding the access prohibited area) of the RWM (for example, RAM111C), which is the clear target area (game control work area), is zero-cleared.

[0146] Since the setting change mode flag and the setting confirmation mode flag are included in the data of the area to be cleared, they are cleared by zero-clearing the data of the area to be cleared.

[0147] In step S54, the control unit sends the command at the time of RAM initialization to the effect control device 300. Thereby, the effect control device 300 performs effect control corresponding to the command at the time of RAM initialization. For example, upon receiving the command at the time of RAM initialization, the effect control device 300 causes the display device 41 to display a message notifying that the RAM has been initialized, or outputs sound from the speakers 19a, 19b. In addition, upon receiving the command for RAM initialization, the effect control device 300 notifies the frame decoration device 18, the panel decoration device 46, and the panel effect device 44 that the RAM has been initialized.

[0148] ​​​​​​Also, after the control unit executes the process related to waiting for the end of setting change or waiting for the end of setting confirmation (steps from step S38 to step S40), when it detects that the detection signal of the setting key switch 127 is off, it executes step S55. After prohibiting interrupts (step S55), the control unit sends a command for the end of notification to the effect control device 300 (step S56). After the execution of steps from step S38 to step S40 regarding waiting for the end of setting change or waiting for the end of setting confirmation, when it detects that the detection signal of the setting key switch 127 is off it executes step S55. After prohibiting interrupts (step S55), the control unit sends a command for the end of notification to the effect control device 300 (step S56). After prohibiting interrupts (step S55), the control unit sends a command for the end of notification to the effect control device 300 (step S56). 56).

[0149] As a result, the effect control device 300 ends the notification that it is in the middle of setting change started by receiving the command during setting change, or the notification that it is in the middle of setting confirmation started by receiving the command during setting confirmation. notification that it is in the middle of setting change started by receiving the command during setting change, or the notification that it is in the middle of setting confirmation started by receiving the command during setting confirmation ends.

[0150] Next, the control unit refers to the setting change mode flag and determines whether it is in the setting change mode (step S57). If the control unit is in the setting change mode, it proceeds to step S5 2 and executes the process related to RAM initialization. On the other hand, if the control unit is not in the setting change mode, it proceeds to step S58 and executes the process related to power failure recovery. 2 and executes the process related to RAM initialization. On the other hand, if the control unit is not in the setting change mode, it proceeds to step S58 and executes the process related to power failure recovery. If not, it proceeds to step S58 and executes the process related to power failure recovery.

[0151] In step S58, the control unit executes the power failure recovery process. The power failure recovery process includes saving the initial values at the time of power failure recovery in the area to be initialized, referring to the special figure status to determine whether the special figure game is in the high probability state, saving the on information in the high probability notification flag area when the special figure game is in the high probability state, and saving the on data of the high probability notification LED in the segment area. saving the initial values at the time of power failure recovery in the area to be initialized, referring to the special figure status to determine whether the special figure game is in the high probability state, saving the on information in the high probability notification flag area when the special figure game is in the high probability state, and saving the on data of the high probability notification LED in the segment area including the process of saving the on information in the high probability notification flag area when the special figure game is in the high probability state, and saving the on data of the high probability notification LED in the segment area is included.

[0152] Note that the area to be initialized in the power failure recovery process refers to the power failure inspection area, the checksum area , the setting change mode flag, the setting confirmation mode flag, and the area related to error illegal monitoring This is the case. In the power failure recovery process, the payout control device 200 also clears the busy signal status area that stores the status of the payout busy signal, which is a signal indicating whether the device can receive commands. The status of the payout busy signal is set to an indeterminate state, indicating that the status of the payout busy signal has not been determined. Similarly, the touch switch signal status monitoring area that stores the status of the touch switch signal is also cleared, and the status of the touch switch signal is set to an indeterminate state, indicating that the status of the touch switch signal has not been determined. Next, the control unit transmits the command at the time of power failure recovery corresponding to the special figure game process number to the effect control board (effect control device 300) (step S59) and proceeds to step S60. In step S59, a plurality of commands such as a model designation command, a special figure 1 hold number command, a special figure 2 hold number command, a probability information command, a probability setting value information command, and a screen designation command are transmitted. Also, depending on the model, in addition to these commands, effect count information and high probability count information are transmitted. The screen designation command is a command for instructing the display of the customer waiting demo screen when the control states of the special figure 1 variable display game and the special figure 2 variable display game are both in the normal processing state (not in any of the states of variable, big win (first special game state), small win (second special game state)), and a command for instructing the display of the recovery screen in other cases.

[0153] a probability information command, a probability setting value information command, and a screen designation command are transmitted. Also, depending on the model, in addition to these commands, effect count information and high probability count information are transmitted. The screen designation command is a command for instructing the display of the customer waiting demo screen when the control states of the special figure 1 variable display game and the special figure 2 variable display game are both in the normal processing state (not in any of the states of variable, big win (first special game state), small win (second special game state)), and a command for instructing the display of the recovery screen in other cases. When the control states of both the special figure 1 variable display game and the special figure 2 variable display game are in the normal processing state (not in any of the states of variable, big win (first special game state), small win (second special game state)), it is a command for instructing the display of the customer waiting demo screen, and in other cases, it is a command for instructing the display of the recovery screen.

[0154] In step S60, the control unit performs a process of starting and setting the random number generation circuit. After that, the values of predetermined registers (software random number registers 1 to n) in the random number generation circuit at the time of power-on are extracted, and the corresponding various initial value random numbers (big win symbol initial value random number, small win symbol initial value random number, initial win ​​​​​​​​​​​As the initial value (start value) of the expected value random number and the winning symbol initial value random number, set it in a predetermined area of the RWM After that (step S61), interrupts are permitted (step S62).

[0155] Subsequently, the control unit performs an initial value random number update process (step S63) to update the values of various initial value random numbers and disrupt the regularity of the random numbers. This initial value random number update process is a process of updating each initial value random number for example by incrementing each by " +1". In this way, the gaming machine 10 continuously updates the initial value random numbers as long as time permits during the main process, so as to enhance the randomness of the random numbers.

[0156] Here, the control unit once prohibits interrupts (step S64) and executes a performance display editing process (step S65). After executing the performance display editing process, interrupts are permitted (step S66). The performance display editing process is a process related to the calculation and display of the base. Since the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to obtain a more prompt processing result derivation. Thereby, the gaming machine 10 ensures the derivation of the processing result of the performance display editing process before the gaming state is updated by the timer interrupt.

[0157] In step S67, the control unit determines whether a power failure has occurred. Note that the control unit can determine the occurrence of a power failure by continuously detecting the power failure monitoring signal for a predetermined time. The control unit proceeds to step S41 if a power failure has occurred, and proceeds to step S 63 if a power failure has not occurred.

[0158] That is, as long as a power failure does not occur, the control unit repeats from step S63 to step S67 ​​​​​​Execute the processing of initial value random number update, performance display editing, and checking of power failure monitoring signal (loop processing) repeatedly.

[0159] And, by permitting interruption before the initial value random number update process (step S63) (step S 66), when a timer interruption occurs during the initial value random number update process, the interruption process will be executed preferentially, and it is possible to avoid the interruption process from being oppressed by waiting for the timer interruption by the initial value random number update process.

[0160] Similarly, by prohibiting interruption before the performance display editing process (step S65) (step S6 4), the performance display editing process will be executed preferentially over the timer interruption, and it is possible to avoid the performance display editing process from being oppressed.

[0161] From the above, in a gaming machine including main control means (gaming control device 100) for comprehensively controlling a game, and sub-control means (payout control device 200, effect control device 300, etc.) for performing various controls according to instructions from the main control means, the main control means has a predetermined standby time for delaying the startup of the main control means and waiting for the startup of the sub-control means when power is turned on. It is provided with standby means (gaming control device 100) for setting, and power failure monitoring means (gaming control device 100) for monitoring the occurrence of a power failure during the predetermined standby time.

[0162] In addition, it is provided with a power supply device 400 for supplying power to various devices. The power supply device 400 is configured to output a power failure monitoring signal when detecting the occurrence of a power failure. The power failure monitoring means (gaming control device 100) ​​​​​When the power failure monitoring signal is continuously received for a predetermined period, it is determined that a power failure has occurred. It will be determined in this way.

[0163] Also, the main control means (game control device 100) includes a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization means that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit (game control device 100), and is configured to read the operation state of the initialization operation unit before the start of the standby time. It will be in this way.

[0164] Note that the game control device 100 has a function (first initialization means, second initialization means) that distinguishes and executes the initialization process (first initialization process) at the time of data abnormality and the initialization process (second initialization process) at the time of initialization operation, so that an optimal and waste-free initialization process according to the situation can be realized. It can be realized.

[0165] Also, the main control means (game control device 100) includes a RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 12 7) that can be operated from the outside, and a setting change means (game control device 100) that changes the setting value stored in the RAM 111C based on the operation of the setting operation unit, enabling setting changes. At the same time, by providing a setting display unit (probability setting value display device 136), the setting (setting value) can be confirmed. Also, the main control means (game control device 100) will allow access to the RAM 111C after the elapse of the standby time. It will be in this way.

[0166] Also, the main control means (game control device 100) accesses the RAM (RAM 111C) Forbids (step S47) and waits for all processes to stop execution. Standby process during power failure ( loop after step S47), and allows access to the RAM (RAM111C) (step S17) and waits for all processes to stop execution. Standby process during RAM abnormality (step S31, loop of step S32) are made executable.

[0167] Here, the standby process during power failure and the standby process during RAM abnormality will be explained. The standby process during power failure is executed after access to the RAM is prohibited in step S47 of the main process and is a loop process that waits for all processes to stop execution. Also, since the standby process during power failure is executed after interrupts are prohibited in step S41 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that since the standby process during power failure cannot prohibit interrupts for NMI interrupts, NMI interrupts can occur. However, since the standby process during power failure is a process executed at the time of power failure, the risk of NMI interrupts occurring during the execution of the process is small. Also, the standby process during power failure is a standby process without abnormal notification . As a result, the gaming machine 10 can direct the power until power-off to the power-off process . Note that the gaming machine 10 reduces the risk of the stored content of the RAM changing due to unstable voltage by prohibiting access to the RAM in the standby process during power failure . .

[0168] The standby process during RAM abnormality is executed after access to the RAM (RWM) is permitted in step S17 of the main process and is a loop process that waits for all processes to stop execution. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is stopped, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power to be cut off. , the risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of a power outage. However, the RAM abnormality standby process does not allow access to the RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 is in step S30. A command for notifying an abnormality in the RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.

[0169] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be described with reference to FIG. 1 is a flowchart showing a timer interrupt process according to a first embodiment of the present invention. Interrupt processing is performed from when interrupts are permitted until they are prohibited in the main processing described above. During (from step S38 to step S41, from step S38 to step S55 Step S66 to Step S64, Step S66 to Step S41) The timer interrupt process is executed by the CPU 111A. .

[0170] The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, it automatically enters the interrupt prohibition state and the timer interrupt process is started.

[0171] When the timer interrupt process is started, first, register bank 1 is specified (step S7 1). By switching to register bank 1, the process of saving the values held in a predetermined register (for example, the register used in the main process) to the RWM is equivalent to the process of saving the register. Next, the upper address of the RAM start address is set in a predetermined register (for example, the D register) (step S72). In step S72, the same process as step S4 in the main process is performed, but the register bank is different.

[0172] Next, input from various sensors and switches and signal capture, that is, input processing (step S7 3) to read the states of each input port is performed. In step S74, the control unit refers to the setting change mode flag and the setting confirmation mode flag, and determines whether it is in the setting change mode or the setting confirmation mode. If the control unit is in the setting change mode or the setting confirmation mode, it proceeds to step S75, executes the setting change / confirmation process, and ends the timer interrupt process. On the other hand, if the control unit is not in either the setting change mode or the setting confirmation mode, it proceeds to step S76.

[0173] In step S76, the control unit, based on the output data set in various processes, ​​​​​​​Drive actuators such as solenoids (big winning opening solenoid 38b, general power solenoid 37c), etc. Execute output processing for performing control, etc.

[0174] Note that when a signal to stop firing is output in step S5 of the main processing, this output processing is performed, and a signal to permit firing is output. The signal to permit firing can be set to the permitted state and is in this state. This signal to permit firing is output to the firing control device via the payout control device . At that time, no processing such as signal processing is performed. Also, the said signal to permit firing is the first signal indicating the state of permission to fire as seen from the game control device 1 00, and a second signal (signal to permit firing) indicating the state of permission to fire as seen from the payout control device 200 is also generated within the payout control device 200 and output to the firing control device. That is, two signals to permit firing are output to the firing control device, and when both of them are in a state of permitting firing, it is configured such that the game balls can be fired.

[0175] Next, the control unit performs payout command transmission processing (step S77) for outputting the commands set in the transmission buffer to the payout control device 20 0, random number update processing 1 (step S7 8), and random number update processing 2 (step S79). Here, random number update processing 1 is for updating the initial values (start values) of the big win symbol random number, small win symbol random number, win random number, and win symbol random number that are the targets of the initial value random number update processing. Also, random number update processing 2 is processing for updating the variation pattern random number for determining the variation pattern in the variation display game of special figure 1 and special figure 2. Note that random number update processing 1, or in addition to random number update processing 1, random number update processing 2 may be configured to stop the random number update during setting changes or change the update cycle. Yes.

[0176] Next, the control unit performs a winning port switch / status monitoring process (step S80) to monitor whether normal signals are input from the start port 1 switch 36a, start port 2 switch 37a, gate switch 34a in the general drawing, winning port switch 35a, big winning port switch 38a, specific area switch 38e, and to monitor for errors (such as whether the front frame and glass frame are not open). In addition, a start port switch monitoring process (step S81) is performed to monitor winning at the start port 1 switch 36a and start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins at the start winning port 36 that forms the first start winning port or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment is performed to pre-determine the game result based on the winning at a stage before the start of the special figure variable display game. Next, the control unit performs a special figure 1 game process (step S82) for processing related to the special figure 1 variable display game, a special figure 2 game process (step S83) for processing related to the special figure 2 variable display game, then executes a two-kind game process (step S830) for processing related to the so-called two-kind game, and then executes a general drawing game process (step S84) for processing related to the general drawing variable display game. Next, a segment LED editing process (step S85) is performed to drive the segment LEDs (for example, the LEDs such as the special figure 1 symbol display unit 53 of the batch display device 50) provided in the gaming machine 10 and showing various information related to the display and game of the special figure variable display game to display desired contents.

[0177]

[0178] ​​​​​​​​​​​​​​) Perform a process of checking the detection signal from the magnetic sensor 61 to determine if there is any abnormality Magnet fraud monitoring process (step S86), check the detection signal from the panel radio wave sensor 62 Perform a panel radio wave fraud monitoring process (step S87) of determining if there is any abnormality . Then, perform an external information editing process (step S88) of setting the signal to be output to various external devices in the output buffer, and a performance display device control process (step S89), and end the timer interrupt process.

[0179] Here, in the first embodiment, the process of restoring the interrupt prohibition state (that is, the process of enabling interrupts) and the process of restoring the register bank designation (that is, the process of designating register bank 0) are automatically performed at the time of interrupt return (when the timer interrupt process ends). Note that depending on the CPU used, there are also gaming machines that require an instruction to execute the process of restoring the interrupt prohibition state and the process of restoring the register bank designation.

[0180] 〔Main Process〕 Next, the main process of the effect control device 300 will be described with reference to FIG. 12. FIG. 12 is a diagram showing a flowchart of the main process in the effect control device of the first embodiment.

[0181] The main process is a process executed by the control unit (CPU 311) of the effect control device 300 when the power supply of the pachinko machine 1 is started. [Step D11] The control unit prohibits interrupts.

[0182] [Step D12] The control unit performs the initial setting of the CPU 311. [Step D13] The control unit performs the initial setting of the VDP 312. [Step D14] The control unit permits interrupts.

[0183] [Step D15] The control unit permits generation of display data. That is, the control unit permits the display circuit (not shown) in the V DP312 to access the VRAM (not shown) in the VDP312 and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is a process of setting the generation sequence of pseudo-random numbers using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as the argument given to the srand function, or may use a value created based on an ID value such as that of the CPU etc., which varies for each gaming machine.

[0185] [Step D17] The control unit sets the initial values at power-on for the area to be initialized in the RWM (for example, RAM322) of the effect control device 300 (for example, the effect flag area (the storage area used as various flags to be described later in the control process of the effect control device 300)).

[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes effect button input processing. The effect button input processing is the process of performing editing when the effect button 25 (effect button switch 25a) is operated while it is valid. Note that since the effect button does not turn on and off at high speed, the control unit may perform the process of detecting the input of the effect button within the effect button input processing, or may perform it within a short cycle timer interrupt (not shown).

[0187] [Step D20] The control unit executes the hall player setting mode process. The hall player setting mode process is a process for setting the changeable ranges of the brightness of LEDs and the display device 41, the volume, etc., and accepting operations such as changing the brightness and volume of the LEDs and the display device 41 by the player. .

[0188] [Step D21] The control unit executes the random number update process. The random number update process is a process for updating at least once a pseudo-random number for each control cycle of the main process using, for example, the rand function. The rand function generates a random number based on a specified generation sequence each time recalculation is performed, so the control unit can obtain a random number simply by executing the rand function. Note that a counter that increments by "1" like the main board (game control device 100) may be used as the random number.

[0189] [Step D22] The control unit executes the received command check process. The received command check process is a process for analyzing the commands received from the game control device 100 in units of a predetermined number.

[0190] [Step D23] The control unit executes the effect display editing process. The effect display editing process is a process for setting various commands for instructing the drawing content on the display device 41 to the VDP312 and their parameters. For example, the control unit sets commands in a table form in the effect display editing process.

[0191] [Step D24] The control unit executes the drawing command preparation completion setting. The drawing command preparation completion setting is a process for setting that the preparation of all commands to the VDP312 set in the effect display editing process has been completed. ​

[0192] [Step D25] The control unit determines whether it is the frame switching timing. If it is the frame switching timing, it proceeds to Step D26. If it is not the frame switching timing, it waits for the frame switching timing. Here, the frame switching timing is the timing that arrives at time intervals corresponding to the processing period (for example, 1 / 30 second ≈ 33.333 ms) created based on the period of the V blank interruption (also called V sync interruption) (for example, 1 / 60 second). Note that the V blank interruption occurs each time the entire screen rendering by the VDP312 is completed. The occurrence period of this V blank interruption is, as described above, for example, 1 / 60 second. In the case of this embodiment, when the same rendering is repeated twice and the V blank interruption occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period of the V blank interruption (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms). However, it is not limited to this mode, and the frame switching timing can be arbitrarily changed as appropriate. For example, frame switching (image update) may be performed at a period of 1 / 30 second or more, or frame switching may be performed at a period of less than 1 / 30 second. If it is the frame switching timing, it proceeds to Step D26. If it is not the frame switching timing, it waits for the frame switching timing. Here, the frame switching timing is the timing that arrives at time intervals corresponding to the processing period (for example, 1 / 30 second ≈ 33.333 ms) created based on the period of the V blank interruption (also called V sync interruption) (for example, 1 / 60 second). Note that the V blank interruption occurs each time the entire screen rendering by the VDP312 is completed. The occurrence period of this V blank interruption is, as described above, for example, 1 / 60 second. In the case of this embodiment, when the same rendering is repeated twice and the V blank interruption occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period of the V blank interruption (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms). However, it is not limited to this mode, and the frame switching timing can be arbitrarily changed as appropriate. For example, frame switching (image update) may be performed at a period of 1 / 30 second or more, or frame switching may be performed at a period of less than 1 / 30 second. Note that the V blank interruption occurs each time the entire screen rendering by the VDP312 is completed. The occurrence period of this V blank interruption is, as described above, for example, 1 / 60 second. In the case of this embodiment, when the same rendering is repeated twice and the V blank interruption occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period of the V blank interruption (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms). However, it is not limited to this mode, and the frame switching timing can be arbitrarily changed as appropriate. For example, frame switching (image update) may be performed at a period of 1 / 30 second or more, or frame switching may be performed at a period of less than 1 / 30 second. In the case of this embodiment, when the same rendering is repeated twice and the V blank interruption occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period of the V blank interruption (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms). However, it is not limited to this mode, and the frame switching timing can be arbitrarily changed as appropriate. For example, frame switching (image update) may be performed at a period of 1 / 30 second or more, or frame switching may be performed at a period of less than 1 / 30 second. By the determination process of the frame switching timing, the subsequent processes (Steps D26 to D30, and subsequent Steps D18 to D24) are executed every processing period at this frame switching timing. Note that the time management that needs to be synchronized with the production content is performed in units of this frame (that is, in units of the above processing period). When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base By the determination process of the frame switching timing, the subsequent processes (Steps D26 to D30, and subsequent Steps D18 to D24) are executed every processing period at this frame switching timing. Note that the time management that needs to be synchronized with the production content is performed in units of this frame (that is, in units of the above processing period). When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base

[0193] By the determination process of the frame switching timing, the subsequent processes (Steps D26 to D30, and subsequent Steps D18 to D24) are executed every processing period at this frame switching timing. Note that the time management that needs to be synchronized with the production content is performed in units of this frame (that is, in units of the above processing period). When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base By the determination process of the frame switching timing, the subsequent processes (Steps D26 to D30, and subsequent Steps D18 to D24) are executed every processing period at this frame switching timing. Note that the time management that needs to be synchronized with the production content is performed in units of this frame (that is, in units of the above processing period). When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base By the determination process of the frame switching timing, the subsequent processes (Steps D26 to D30, and subsequent Steps D18 to D24) are executed every processing period at this frame switching timing. Note that the time management that needs to be synchronized with the production content is performed in units of this frame (that is, in units of the above processing period). When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base By the determination process of the frame switching timing, the subsequent processes (Steps D26 to D30, and subsequent Steps D18 to D24) are executed every processing period at this frame switching timing. Note that the time management that needs to be synchronized with the production content is performed in units of this frame (that is, in units of the above processing period). When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base When the above processing period is 1 / 30 second, for example, it becomes 100 ms in 3 frames. This means that the main base It is the same as that the board (game control device) manages the time value in units of 4 ms of the timer interrupt period. That's it.

[0194] [Step D26] The control unit instructs VDP3 12 to perform screen drawing according to the command set in Step D23. For example, the control unit sequentially sends the commands set in a table form to instruct VDP312 to perform screen drawing.

[0195] [Step D27] The control unit executes sound control processing. The sound control processing is the processing relating to the volume control of the sound from the speakers (the upper speaker 19a and the lower speaker 19b). That's it.

[0196] [Step D28] The control unit executes decoration control processing. The decoration control processing is the processing for controlling various LEDs such as the board decoration device 46 and the frame decoration device 18. [Step D29] The control unit executes movable body control processing. The movable body control processing is the processing for controlling a movable body (for example, the board effect device 44) including various motors and SOL (solenoid). That's it.

[0197] [Step D30] The control unit executes emission information control processing. The emission information control processing is the processing for setting emission-related information based on the emission state flag and performing mode correction of the effect according to the special figure rotation state (the number of special figure variations per game for a predetermined amount of money minutes (that is, for a predetermined number of loan balls)). That's it.

[0198] [Step D31] The control unit executes information disclosure processing. The information disclosure processing is the processing for disclosing performance information related to the game performance to the player. After executing Step D31, the control unit returns to Step D18, and thereafter, Step D1 8 to the process of step D31 is repeatedly executed. That is, steps D18 to step D 31 constitute a loop process ( in some cases called the main loop process) that is repeatedly executed in the above processing cycle after the activation of the effect control device 300.

[0199] Note that the control unit executes the processes of steps D27 to step D29 within the main loop process in order to match the effects on the screen. However, the signals and data (especially signals for driving and controlling various LEDs and motors, etc.) generated or set in these control processes are actually output to the ports within a short - cycle timer interrupt (not shown). However, when using an IC specialized for controlling various devices, it may be possible to simply instruct via serial communication or the like, and there may be cases where signals and the like are not output within the timer interrupt.

[0200] Next, the game properties of the gaming machine 10 will be described with reference to FIGS. 13 and 14. FIG. 13 is a diagram showing an example of the state transition of the gaming state in the first embodiment. FIG. 14 is a diagram showing an example of the gaming performance in the first embodiment.

[0201] The gaming state of the game of the gaming machine 10 includes the gaming state during the winning derivation process and the gaming state for each win. The gaming state during the winning derivation process includes gaming state A, gaming state B, gaming state C, and gaming state D. The gaming state for each win includes a win in special figure 1, a win in special figure 2, and a win in V.

[0202] The gaming machine 10 can generate a big win gaming state (special gaming state: a win in special figure 1, a win in special figure 2) as a result of the two special symbol variation display games consisting of the special figure 1 game and the special figure 2 game and, at the same time, by winning in a specific area 96 from a small win as a result of the special symbol variation display game ​ is capable of causing a big win gaming state (special gaming state: jackpot win). That is, the gaming machine 10 is included in the category of gaming machines having a game nature of one type + two types.

[0203] Also, the gaming machine 10 executes the special figure 1 game and the special figure 2 game without probability variation. Also, the gaming machine 10 can transition to three time shortening states of time shortening a (gaming state D), time shortening b (gaming state B), and time shortening c (gaming state C).

[0204] Note that the time shortening a (gaming state D) is a time shortening with a win as the trigger and continues until the end condition is satisfied. Also, the time shortening b (gaming state B) is a time shortening with the execution of a predetermined number of games in a low probability state as the trigger and continues until the end condition is satisfied. Also, the time shortening c (gaming state C) is a time shortening with the derivation of a predetermined result (derivation of a predetermined symbol) in a low probability state as the trigger and continues until the end condition is satisfied.

[0205] The gaming state A is a gaming state without time shortening and is generally a gaming state called the normal gaming state. The gaming state A is a gaming state that is not advantageous (disadvantageous) to the player. Therefore, in many cases, the player starts the game from the gaming state A and ends the game in the gaming state A. The gaming state B is a gaming state with a b time shortening. The gaming state B is a gaming state that is advantageous to the player compared to the gaming state A. The gaming state C is a gaming state with a c time shortening. The gaming state C is a gaming state that is advantageous to the player compared to the gaming state A. The gaming state D is a gaming state with an a time shortening. The gaming state D is a gaming state that is advantageous to the player compared to the gaming state A.

[0206] ​​​​​​Special Figure 1 Game has a jackpot probability of 1 / 199, a small win probability of 0, a probability of occurrence of a time shortening of 0, a condition for the occurrence of b time shortening is the execution of 500 games since the previous jackpot, and a probability of occurrence of c time shortening is 1 / 199. The b time shortening that occurs in the Special Figure 1 Game continues for 1000 games, and the c time shortening that occurs in the Special Figure 1 Game continues for 6 games. The occurrence condition of b time shortening is the execution of 500 games since the previous jackpot, and the probability of occurrence of c time shortening is 1 / 199. In the Special Figure 1 Game, the b time shortening that occurs continues for 1000 games, and the c time shortening that occurs in the Special Figure 1 Game continues for 6 games.

[0207] Special Figure 2 Game has a jackpot probability of 1 / 199, a small win probability of 1 / 7, a probability of occurrence of a time shortening of 1, and there is no setting for b time shortening and c time shortening due to the restriction that start-up memory only occurs during time shortening. The a time shortening that occurs in the Special Figure 2 Game continues for 100 games. There is no setting for b time shortening and c time shortening due to the restriction that start-up memory only occurs during time shortening. In the Special Figure 2 Game, the a time shortening that occurs continues for 100 games.

[0208] The two types of games enable the occurrence of a win (jackpot) triggered by winning in a specific area 96 after deriving a combination of symbols that results in a small win as a result of the variable display in the Special Figure 2 Game. There is no setting for b time shortening and c time shortening due to the restriction that start-up memory only occurs during time shortening. Note that the probability of occurrence of a time shortening after the jackpot generated by the two types of games is 1, and the a time shortening that occurs in the two types of games continues for 16 games. There is no setting for b time shortening and c time shortening due to the restriction that start-up memory only occurs during time shortening. Note that the probability of occurrence of a time shortening after the jackpot generated by the two types of games is 1, and the a time shortening that occurs in the two types of games continues for 16 games.

[0209] Each game state obtains an opportunity to transition to another game state every time a game (Special Figure Game) is executed, but remains in the current game state if the predetermined transition condition is not met. The gaming machine 10 has no chance of winning in the normal variable winning device 37 except during time shortening and cannot generate start-up memory for the Special Figure 2 Game. Therefore, in the game state A without time shortening, it guides a left hit that can generate start-up memory for the Special Figure 1 Game by obtaining an opportunity to win in the start winning port 36. The gaming machine 10 can generate start-up memory for the Special Figure 2 Game by obtaining an opportunity to win in the normal variable winning device 37 during time shortening. Therefore, in the game state A without time shortening, it guides a left hit that can generate start-up memory for the Special Figure 1 Game by obtaining an opportunity to win in the start winning port 36. Since the gaming machine 10 has no chance of winning in the normal variable winning device 37 except during time shortening and cannot generate start-up memory for the Special Figure 2 Game, it guides a left hit that can generate start-up memory for the Special Figure 1 Game by obtaining an opportunity to win in the start winning port 36 in the game state A without time shortening. The gaming machine 10 can generate start-up memory for the Special Figure 2 Game by obtaining an opportunity to win in the normal variable winning device 37 during time shortening. Therefore, during time shortening, it can generate start-up memory for the Special Figure 2 Game by obtaining an opportunity to win in the normal variable winning device 37. ​​Guides right hitting in gaming states B, C, and D. That is, gaming state A is a gaming state in which, in principle, the game progress is mainly carried out by left hitting in the main figure 1 game, and gaming states B, C, and D are gaming states in which, in principle, the game progress is mainly carried out by right hitting in the main figure 2 game.

[0210] Since gaming state A does not allow for the occurrence of small wins while allowing for the occurrence of big wins, the winning opportunity results in the derivation of a symbol combination that is a main figure 1 win (big win) as a result of the variable display game. Since the main figure 1 win does not generate an a time shortening, the gaming state after the end of the main figure 1 win is gaming state A. Gaming state A transitions to gaming state B by generating a b time shortening due to the execution of 500 variable display games, so-called ceiling reaching. Also, gaming state A transitions to gaming state C by generating a c time shortening due to a specific result pattern of the variable display game, so-called time shortening symbols.

[0211] Since gaming state B allows for the occurrence of both big wins and small wins, the winning opportunity results in the derivation of a symbol combination that is a main figure 2 win (big win) as a result of the variable display game and the winning of entering a specific area 96 after the derivation of a symbol combination that is a small win as a result of the variable display game. Gaming state B transitions to gaming state A when the b time shortening ends without generating a main figure 2 win or a V win. Also, the gaming state after the end of the main figure 2 win and the V win is gaming state D because an a time shortening occurs.

[0212] Since gaming state C allows for the occurrence of both big wins and small wins, the winning opportunity results in the derivation of a symbol combination that is a main figure 2 win (big win) as a result of the variable display game and the winning of a symbol combination that is a small win as a result of the variable display game. ​​​It wins in the specific area 96 after deriving the symbol combination that becomes a minor win. The game state C transitions to the game state A when the short time c ends without generating a special figure 2 wins or V wins. Also, for the game state C, after the end of the special figure 2 wins and V wins, the game state becomes D because the short time a occurs.

[0213] Since the game state D enables major wins and minor wins, the winning chance is the derivation of the symbol combination that becomes a special figure 2 wins (major win) as a result of the variable display game and winning in the specific area 96 after deriving the symbol combination that becomes a minor win as a result of the variable display game. The game state D transitions to the game state A when the short time a ends without generating a special figure 2 wins or V wins. Also, for the game state D, after the end of the special figure 2 wins and V wins, the game state becomes D again because the short time a occurs.

[0214] Thus, the gaming machine 10 has a first game property of generating a special figure 1 win in the progress of the special figure 1 game and a second game property of generating a short time (short time b, short time c) in the special figure 1 game to shift to the progress of the special figure 2 game, and generating a V win with the short time a in the progress of the special figure 2 game to loop the progress of the special figure 2 game. Note that the gaming machine 10 can also generate a special figure 2 win with the short time a in the progress of the special figure 2 game, and creates an interest by setting a difference in the number of continuous times of the short time a between the special figure 2 wins and V wins. In addition, the gaming machine 10 may execute the special figure 2 game preferentially over the special figure 1 game when there is "1" or more start memory in each of the special figure 1 game and the special figure 2 game, or the special figure 1

[0215] Note that the gaming machine 10 may execute the special figure 2 game preferentially over the special figure 1 game when there is "1" or more start memory in each of the special figure 1 game and the special figure 2 game, or the special figure 1 game may be executed preferentially over the special figure 2 game. In the game and Special Figure 2 game, if there is a start memory of "1" or more in each, whether it is the Special Figure 1 game It may be executed in the order of generation of the start memory regardless of whether it is the Special Figure 2 game.

[0216] Next, the game display screen at the time of the occurrence of the short b will be described with reference to FIGS. 15 to 19. FIG 15 is a diagram showing an example (part 1) of the game display screen of the first embodiment. FIG. 16 is a diagram showing an example (part 2) of the game display screen of the first embodiment. FIG. 17 is a diagram showing an example (part 3) of the game display screen of the first embodiment FIG. 18 is a diagram showing an example (part 4) of the game display screen of the first embodiment. FIG. 19 is a diagram showing an example (part 5) of the game display screen of the first embodiment FIG. 19 is a diagram showing an example (part 5) of the game display screen of the first embodiment. is a diagram showing an example (part 5) of the game display screen of the first embodiment.

[0217] The display screen 500 shown in FIG. 15(1) is a display screen during the stop of the symbols, and is a symbol in the result state of the variable display game in the Special Figure 1 game ( variable display game) that is stopped and displayed for a predetermined period after the end of the variable display (before the start of the variable display game when the short b occurrence condition is satisfied). Note that the display screen 500 is an example of the display screen in the gaming state A (normal gaming state). The display screen 500 includes a large symbol group 501 that is a decorative symbol, a small symbol group 502 that is also a decorative symbol a Special Figure 1 hold count display 503, a Special Figure 2 hold count display 504, a hold display 505, and a hold cancel display 506. and displays a hold cancellation display 506.

[0218] In addition, in this Special Figure in the Special Figure 1 game or the Special Figure 2 game, it is the symbol (lighting mode of the LED) displayed on the Special Figure 1 symbol display unit 53 or the Special Figure 2 symbol display unit 54 of the batch display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to this Special Figure. Also, as shown in the figure, However, the gaming machine 10 has, as symbols in the special figure 1 game or the special figure 2 game, a variable table indicating the variable state and the stop state without distinguishing the result states of the shown games, for example, by the blinking and lighting of an LED.

[0219] The large symbol group 501 is responsible for game effects for the purpose of enhancing the interest. Therefore, the large symbol group 5 01 is set in a variable display area at approximately the center of the display device 41 and is displayed large. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol.

[0220] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", the middle symbol indicates that the symbol has stopped at "5", and the right symbol indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 indicates that the special figure variable display game is in the stop state (during symbol stop).

[0221] Note that the large symbol group 501 and the small symbol group 502 stop and display at the same timing (the timing determined in advance at the start of the variation, or the timing determined based on the reception of a command instructing the end of the variation ).

[0222] The small symbol group 502 is responsible for notifying the variable display state for the purpose of improving the ease of the player's understanding of the game state. Therefore, the small symbol group 502 is displayed small at the peripheral part of the display device 41 so as not to interfere with the display effect by the large symbol group 501 and to ensure visibility. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol forming the small symbol group 502, the middle symbol, and the right symbol all indicate that the corresponding special figure variable display game is in the stop state.

[0223] In addition, the small symbol group 502 varies at a predetermined speed (constant speed) from the start of the variation (constant speed variation display ) and stops displaying without temporarily stopping at the end of the variation. Note that the small symbol group 502 may be displayed with a predetermined acceleration variation period provided until it reaches the predetermined speed from the stop display, or may be displayed without being provided . Also, the small symbol group 502 may be displayed with a predetermined deceleration variation period provided until it stops displaying from the constant speed variation display, or may be displayed without being provided . .

[0224] Generally, the large symbol group 501 is displayed larger compared to the small symbol group 502, has a higher degree of freedom in the display position, and its display mode can change greatly. On the contrary, the small symbol group 502 is displayed smaller compared to the large symbol group 501 and has a lower degree of freedom in the display position (for example, position fixed ). )

[0225] The special figure 1 hold count display 503 displays the hold memory count of the special figure 1 game. On the display screen 500 , the special figure 1 hold count display 503 indicates that the hold memory count of the special figure 1 game is "0". The special figure 2 hold count display 504 displays the hold memory count of the special figure 2 game. On the display screen 500, the special figure 2 hold count display 504 indicates that the hold memory count of the special figure 2 game is "0".

[0226] The hold display (standby hold display) 505 displays either the hold count of the special figure 1 game or the hold count of the special figure 2 game according to the game state by the hold icon 507. Note that , the display screen 500 indicates the hold count of the special figure 1 game by the display of the hold icon. The hold cancellation display (digest hold display) 506 is the display screen of the game state (game state A) indicating that the special figure game is in the process of variation by the display of the hold digestion icon. The display screen 500 is the hold table The hold memory number of the special figure 1 game or the hold memory number of the special figure 2 game is shown as "0" by the display 505. Further, the display screen 500 shows, by the hold completion display 506, that the special figure 1 game or the special figure 2 game is not in a variable state because there is no hold completion icon on the pedestal.

[0227] The display screen 510 shown in FIG. 15(2) is a display screen after starting a variable display game in which the b-time short occurrence condition is satisfied (for example, execution of 500 games since the previous big win). The display screen 510 is a screen after the display screen 500 and shows a screen during variable display (during the three-symbol variable display). Note that the display screen 510 is an example of a display screen in the game state A (normal game state). In the display screen 510, the left symbol, the middle symbol, and the right symbol of the large symbol group 501 are changing, indicating that the special figure variable display game is in variable display. Also, in the display screen 510, the left symbol, the middle symbol, and the right symbol of the small symbol group 502 are changing, indicating that the special figure variable display game is in variable display.

[0228] In the display screen 510, the special figure 1 hold number display 503 indicates that the hold memory number of the special figure 1 game is "0", the special figure 2 hold number display 504 indicates that the hold memory number of the special figure 2 game is "0", the hold display 505 is a game state that guides the hold number of the special figure 1 game, and indicates that the hold memory number of the special figure variable display game (special figure 1 game) is "0". Also, in the display screen 510, the hold completion display 506 displays the hold memory display during digestion and indicates that the special figure variable display game is in variable display.

[0229] Note that the display screen 500 and the display screen 510 may include background displays, character displays, texts (not shown). It may include production display elements such as character displays, and the production display elements may also produce displays with movement through animations or the like.

[0230] Also, the reservation digestion display 506 shows a state where the reservation digestion icon 50 8 corresponding to the reservation digestion of the special figure game is displayed. The reservation digestion icon 508 is, for example, spherical, and the reservation digestion icon 508 can also produce displays with movement through animations (such as deformation, color change, vertical movement, etc.).

[0231] The reservation display 505 indicates the number of reservation memories of the special figure variable display game according to its display mode (the reservation memory display shown on the reservation display 505), and can notify the expectation level for the game result for each reservation memory. Note that the number of reservations or reservation memories means the number of start memories for which the special figure variable display game has not been executed yet.

[0232] The reservation digestion display 506 can indicate whether the special figure variable display game is in the variable display state according to its display mode and notify the expectation level for the game result. On the display screen 500, the reservation digestion display 506 shows that the inside of the frame is blank, indicating that the special figure variable display game is in the stopped state. After this, the gaming machine 10 starts the variable display when the number of reservation memories of the special figure 1 game or the number of reservation memories of the special figure 2 game becomes 1 or more.

[0233] The display screen 512 shown in FIG. 15(3) is the display screen during the symbol stop after the display screen 510. The display screen 512 stops and displays the symbol, which is the result state of the variable display game, for a predetermined period after the end of the variable display in the special figure 1 game (the end of the variable display game when the b-time short occurrence condition is satisfied). It is such. Also, the display screen 512 sets the number of reserved memories to "0" in both the special figure 1 game and the special figure 2 game. The display screen 512 is an example of the display screen before transitioning from the gaming state A (normal gaming state ) to the gaming state B (b time shortening). The gaming machine 10 transitions from the gaming state A (normal gaming state) to the gaming state B (b time shortening) when a predetermined symbol stop time elapses.

[0234] For the display screen 512, the left symbol indicates that the symbol has stopped at "2", the middle symbol indicates that the symbol has stopped at "4", and the right symbol indicates that the symbol has stopped at "1". That is, the display screen 512 indicates that the large symbol group 501 and the small symbol group 502 are in a stopped state (during symbol stop) with a special stop symbol combination that anticipates a b time shortening entry. Note that the special stop symbol combination for guiding the b time shortening entry may use a dedicated symbol (for example, all of the large symbol group 501 is "b time shortening"). At this time, the small symbol group 502 may also use a dedicated symbol similar to the large symbol group 501, but it is desirable that it is a special stop symbol combination corresponding to the dedicated symbol. In this way, the gaming machine 10 can make it easy for the player to grasp the establishment of the b time shortening generation condition by the dedicated symbol, and can guide the player that the special figure game has derived a predetermined result (for example, a loss) by a special stop symbol combination.

[0235] Since the gaming machine 10 has a reserved memory number of " 0" in both the special figure 1 game and the special figure 2 game, it displays the screen for a predetermined time and then starts a waiting-for-guest effect. Then, when the reserved memory number becomes "1" or more in the special figure 2 game, the gaming machine 10 performs a special figure Start the variable display of the 2 games, and start the variable display of the Special Figure 1 game when the number of suspended memories is "0" in the Special Figure 2 game and the number of suspended memories is "1" or more in the Special Figure 1 game. Start the variable display of the Special Figure 1 game when the number of suspended memories becomes "1" or more in the Special Figure 1 game and the number of suspended memories is "0" in the Special Figure 2 game.

[0236] The display screen 514 shown in Fig. 16(1) is the display screen during the waiting performance after the display screen 512. The display screen 514 includes an effect display 515, a hitting method guidance display 516, a small symbol group 50 2, the Special Figure 1 reserved number display 503, and the Special Figure 2 reserved number display 504 in its display content.

[0237] The effect display 515 is an effect screen that guides the player that they are waiting. In the waiting performance, a movie effect or the like may be repeatedly executed. Note that the effect display 515 may include guidance on the occurrence of short b time. In the waiting performance, a movie effect or the like may be repeatedly executed. Note that the effect display 515 may include guidance on the occurrence of short b time. The effect display 515 may include guidance on the occurrence of short b time.

[0238] The hitting method guidance display 516 is a display that guides the player on the hitting method (right hitting) in the short b time (short b time mode), and is displayed in a required display mode with a message or a pictogram. For example, the hitting method guidance display 516 displays the message "Right hitting". For example, the hitting method guidance display 516 displays the message "Right hitting".

[0239] The display screen 518 shown in Fig. 16(2) is the display screen after the variable display based on the suspended memory is started after the number of suspended memories in the Special Figure 2 game becomes "1" or more. Note that the display screen 518 is an example of the display screen after the game machine 10 has transitioned to the game state B (short b time). At this time, since the game machine 10 has a suspended memory in the Special Figure 2 game, it can be considered that the player is playing with a right hit. since the game machine 10 has a suspended memory in the Special Figure 2 game, it can be considered that the player is playing with a right hit. since the game machine 10 has a suspended memory in the Special Figure 2 game, it can be considered that the player is playing with a right hit.

[0240] The display screen 518 is the display screen during the variable display of the Special Figure 2 game. The display screen 518 is The performance display 519, the internal display 516 of the hitting plan, the large symbol group 501a, the small symbol group 502, includes the remaining number display 503 of Special Figure 1 and the remaining number display 504 of Special Figure 2 in the display content. Note that the display surface 518 aims to improve the performance effect by making the remaining display 505 and the remaining digestion display 506 non-displayed in the performance display 515, but it may also always display the remaining display 505 and the remaining digestion display 506, or display either one of them, or display them when a predetermined condition is satisfied. When a predetermined condition is satisfied, for example, it is when the preview performance is executed or when a selection operation by the player is received, etc.

[0241] The performance display 519 is, for example, a performance screen that performs the b-time short mode performance, and is a performance screen that guides the player that it is the b-time short mode. In the b-time short mode performance, independent performances may be executed for each single variation display, or performances such as a movie performance spanning multiple variations may be executed.

[0242] The large symbol group 501a is a decorative symbol that is displayed in place of the large symbol group 501, and is displayed in a display area smaller than the large symbol group 501 so that the performance display 515 exerts a performance effect. Note that both the large symbol group 501 and the large symbol group 501a are one aspect of the decorative symbol, and the large symbol group 501 may be distinguished and called a large decorative symbol, and the large symbol group 501a may be called a small decorative symbol. Also, the large symbol group 501 may be used as a decorative symbol displayed during non-movie performance, and the large symbol group 501a may be used as a decorative symbol during movie performance, distinguished from each other.

[0243] The display screen 512a shown in FIG. 17(1) is the display screen during symbol stop after the display screen 510. This is another example. The display screen 512a shows the symbols in the result state of the variable display game for a predetermined period after the end of the variable display in the special figure 1 game (when the b-time shortening occurs and the variable display game ends with the condition being satisfied). Also, the display screen 512a sets the hold memory count of the special figure 1 game to "1" and the hold memory count of the special figure 2 game to "0". Note that the display screen 512a is an example of the display screen before transitioning from the game state A (normal game state) to the game state B (b-time shortening). The gaming machine 10 transitions from the game state A (normal game state) to the game state B (b-time shortening) when a predetermined symbol stop time elapses. Note that since the gaming machine 10 sets the hold memory count of the special figure 1 game to "1" or more and the hold memory count of the special figure 2 game to "0", it starts the mode transition effect after displaying the screen for a predetermined time. And when the variable display of the special figure 1 game ends,

[0244] the gaming machine 10 starts the variable display of the special figure 2 game and also starts the b-time shortening mode effect if the hold memory count in the special figure 2 game is "1" or more when the variable display of the special figure 2 game is to be started. Note that the hold display 505 shows a state where the hold icons 507 corresponding to the hold count of the special figure 1 game are displayed according to the current game state (for example, the normal game state). The hold icons 507 are, for example, spherical, and the hold icons 507 can also be displayed with movement through animation (for example, deformation, color change, vertical movement, etc.).

[0245] Note that the hold display 505 displays either the hold count of the special figure 1 game or the hold count of the special figure 2 game corresponding to the current game state using the hold icons 507. However, for the special figure 1 game, although it was assumed that either one of the hold counts of the special figure 1 game and the special figure 2 game was displayed by the hold icons 507 according to the game state, the hold icons 507 are, for example, spherical, and the hold icons 507 can also be displayed with movement through animation (for example, deformation, color change, vertical movement, etc.).

[0246] Note that the hold display 505 displays either the hold count of the special figure 1 game or the hold count of the special figure 2 game corresponding to the game state using the hold icons 507. However, for the special figure 1 game, although it was assumed that either one of the hold counts of the special figure 1 game and the special figure 2 game was displayed by the hold icons 507 according to the game state, The hold count of the game and the total hold count of the game in FIG. 2 may be displayed by the hold icon 507. It may be so.

[0247] The display screen 520 shown in FIG. 17(2) is the display screen after the display screen 512a, and in the game of FIG. 2, the hold memory count is "0" and in the game of FIG. 1, the hold memory count is "1". After that, it is the display screen where the variable display based on the hold memory is started. Note that the display screen 520 is an example of the display screen after transitioning to the game state B (b time shortening). At this time, since the hold memory count in the game of FIG. 2 is "0", the gaming machine 10 can be regarded as before the player plays the game by hitting the right. The display screen 520 is the display screen during the variable display of the game of FIG. 1. The display screen 520 includes the production display 521, the hitting plan display 516, 522, the viewing explanation display 523, the large symbol group 501a, the small symbol group 502, the hold count display 503 of FIG. 1, and the hold count display 504 of FIG. 2 in the display content. Note that the display screen 520 aims to improve the production effect by the production display 521 with the hold display 505 and the hold digestion display 506 hidden, but the hold display 505 and the hold digestion display 506 may always be displayed, or either one of them may be displayed, or it may be displayed when a predetermined condition is satisfied. When the predetermined condition is satisfied, for example,

[0248] it is when the preview notice production is executed or when a selection operation by the player is received, etc. The production display 521 is, for example, a production screen that produces the transition to the b time shortening mode, and is a production screen that guides the player that it is the b time shortening mode. In the mode transition production, a movie production that spans multiple fluctuations can be executed.

[0249]

[0249] For the player, it is a production screen that guides that it is the b time shortening mode. In the mode transition production, a movie production that spans multiple fluctuations can be executed.

[0250] The large symbol group 501a assumes the same display mode as the small symbol group 502 during the mode transition effect display. That is, the large symbol group 501a varies at a constant speed at a predetermined speed during the variable display. Thereby, the gaming machine 10 can direct the player's attention to the effect display 521 without making the large symbol group 501a an obstacle to the effect display 521. Also, since the display mode of the large symbol group 501a is not linked to the mode transition effect display, the mode transition effect display executes a predetermined effect regardless of the display mode of the large symbol group 501a.

[0251] The hitting method guidance display 522 is a display that guides the player on the hitting method (right hitting) in the b-time short mode, and is displayed in a required display mode accompanied by a message and a pictogram. For example, the hitting method guidance display 522 displays the message "You can hit right".

[0252] The hitting method guidance display 516 is a display that clearly guides the hitting method so that the player does not suffer unexpected disadvantages, but the hitting method guidance display 522 is a display that clearly guides the hitting method for the purpose of improving the effect of the effect.

[0253] The hitting method guidance display 522 is displayed in a manner different from the hitting method guidance display 516 when it is not necessary to immediately change the hitting method. Incidentally, when the hitting method guidance displays 516 and 522 on the display screen 520 are regarded as an integrated hitting method guidance display, the hitting method guidance display 516 on the display screen 514 and the hitting method guidance displays 516 and 522 on the display screen 520 are

[0254] The audio-visual explanation display 523 is an audio-visual explanation display for the purpose of improving the effect of the effect display 521. The viewing instruction display 523 indicates the conditions for viewing all of the performance display 521 and the performance display A notice explaining the terms and / or conditions for canceling viewing of 521 For example, when the performance display 521 is a movie performance spanning multiple changes, When the reserved memory number in the 2nd game becomes "1" or more, the change display of the special chart 2nd game begins Then, the performance display 521 is interrupted, and the performance display 515 is executed instead of the performance display 521. In such a case, the gaming machine 10 receives a performance display 521 from a player who wishes to view the performance display 521. In addition, the gaming machine 10 may deprive the player of the opportunity to view the performance display 521. This would result in meeting unwanted player expectations.

[0255] In order to meet these two requirements, the viewing explanation display 523 is a The condition for viewing the game is to wait for a right hit, and the player is asked to watch the performance display 521. The condition for canceling is to immediately hit the right button. The hearing explanation display 523 displays the message "Wait for a right hit and enjoy the special performance" as a guide to waiting for the right hit. "Let's watch the special performance!" is displayed, and the message "Right-handed special performance" is displayed as a guide to immediately hit the right hand. You can cancel the call!' will be displayed.

[0256] In addition, in the gaming machine 10, when a mode transition effect is performed across two or more special games, In this case, if the number of reserved memories for the special game does not increase, the mode transition performance will end. Alternatively, a mode transition effect may be performed instead of the customer waiting effect.

[0257] The display screen 512b shown in FIG. 18(1) is the display during the symbol stop time after the display screen 512a. It is a display screen, and in the special figure 1 game and the special figure 2 game, the reserved memory number is "0". The display screen 512b is an example of the display screen before transitioning to the game state B (short b time). .

[0258] When the gaming machine 10 transitions to the game state B (short b time) waiting for the elapse of the symbol stop time, it performs the hitting plan guidance display 516 after the transition to the game state B (short b time). Also, it may transition to the game state B (short b time) without waiting for the elapse of the symbol stop time. In that case, the hitting plan guidance display 516 may be displayed during the symbol stop time.

[0259] The display screen 520a shown in Fig. 18(2) is an example of the display screen after transitioning to the game state B (short b time), and is the display screen during waiting for customers after the display screen 512b. In the special figure 1 game and the special figure 2 game, the reserved memory number is "0". The display screen 520a includes the effect display 521, the hitting plan guidance displays 516, 522, the viewing explanation display 523, the small symbol group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content.

[0260] Although the display screen 520a is during waiting for customers, it displays the mode transition effect (effect display 521) instead of the waiting customer effect after transitioning to the game state B (short b time). Such a gaming machine 10 can effectively utilize the waiting time until the reserved memory number occurs in the special figure 2 game as the time of the mode transition effect, and contributes to enhancing the interest without making the player aware of the waiting time.

[0261] In addition, the gaming machine 10 performs the mode transition effect (effect) from the symbol stop of the special figure 1 game after a predetermined time has elapsed. ​​​​​​​​​​​It is also possible to start the display (521), and it is not limited to setting a predetermined time as the symbol stop time. Instead, it is also possible to start the mode transition effect (display 521) without waiting for the symbol stop time. Or, it is also possible to start the mode transition effect (display 521) after exceeding the symbol stop time.

[0262] Note that even if the symbol variation of the special figure 1 game is started again, the game machine 10 can continue the mode transition effect (display 521), and even if it becomes waiting for a customer again, the mode transition effect (display 521) can be continued. However, when the symbol variation of the special figure 1 game is started and the mode transition effect (display 521) is continued, by performing the display of the large symbol group 501a as in the display screen 520, it is possible to make it clearer that the variation display of the special figure 1 game has started.

[0263] Also, while the waiting for a customer continues, the game machine 10 can continue the mode transition effect (display 521) and may not return to the waiting for a customer effect. Thereby, the game machine 10 can suppress the disadvantage that the player forgets the transition to the game state B (short b time) due to the start of the waiting for a customer effect.

[0264] The display screen 520b shown in FIG. 18(3) is the display screen during the waiting for a customer after the display screen 520a, and the hold memory number is "0" in the special figure 1 game and the special figure 2 game. The display screen 520b includes the display content of the effect display 521, the shooting plan display 516, the small symbol group 502, the special figure 1 hold number display 503, and the special figure 2 hold number display 504. The display screen 520b is the display screen after performing the effect display 521 for a predetermined period, and is the shooting plan display 52 ​​​​​​​​​​​​​Hide 2 and the viewing explanation display 523 to simplify the display screen.

[0265] The predetermined period is, for example, the period during which a series of mode transition effects (effect display 521) can be viewed. Or it is the period until the second mode transition effect (effect display 521) becomes viewable. Conversely, the gaming machine 10 may display the display screen 520b during the predetermined period and display the display screen 520a after the predetermined period has elapsed. In this way, the gaming machine 10 can suitably allow the player waiting for the game to view the mode transition effect (effect display 521).

[0266] The display screen 512c shown in FIG. 19(1) is another example of the display screen during the symbol stop after the display screen 510. The display screen 512c stops and displays the symbols in the result state of the variable display game for a predetermined period after the end of the variable display in the special figure 1 game (when the b-time shortening generation condition is satisfied and the variable display game ends). Also, the display screen 512c sets the reserved memory number of the special figure 1 game to "2". And sets the reserved memory number of the special figure 2 game to "0". For example, the reserved memory number "2" of the special figure 1 game is an example of a sufficient reserved memory number when the mode transition effect occurs across two or more special figure 1 games. However, when the mode transition effect occurs across two or more special figure 1 games, the sufficient reserved memory number may be "3" or "4". Note that the display screen 512c is an example of the display screen before the transition from the game state A (normal game state) to the game state B (b-time shortening). The gaming machine 10 transitions from the game state A (normal game state) to the game state B (b-time shortening) when the predetermined symbol stop time elapses.

[0267] Note that the gaming machine 10 sets the reserved memory number of the special figure 1 game to "1" or more. Since the number of stored memories is set to "0", the screen is displayed for a predetermined time and then the mode transition effect is started. Then, when the variation of the special figure 1 game ends, the gaming machine 10 starts the variation display of the special figure 2 game when the number of stored memories in the special figure 2 game is "1" or more, and at the same time

[0268] The display screen 524 shown in FIG. 19(2) is the display screen after the display screen 512c, and in the special figure 2 game, when the number of stored memories is "0" and in the special figure 1 game, when the number of stored memories becomes "2" after that, it is the display screen where the variation display based on the stored memory is started. Note that the display screen 520 is an example of the display screen after transitioning to the gaming state B (b time shortening). At this time, the gaming machine 10 can be regarded as before the player plays the game by hitting the right button since the number of stored memories in the special figure 2 game is "0".

[0269] The display screen 524 is the display screen during the variation display of the special figure 1 game. The display screen 524 includes the effect display 521, the hitting plan guidance displays 516 and 522, the viewing explanation display 523, the large symbol group 501a, the small symbol group 502, the special figure 1 stored number display 503, and the special figure 2 stored number display 504 in the display content.

[0270] The large symbol group 501a on the display screen 524 is a modified example, and has a display mode different from that of the small symbol group 502 during the mode transition effect. Also, the large symbol group 501a on the display screen 524 does not perform a constant speed variation at a predetermined speed during the mode transition effect, and continues the temporary stop display with a special stop symbol combination that guides the entry into the b time shortening.

[0271] In addition, the provisional stop display in the special stop symbol combination in the large symbol group 501a continues over a plurality of variable displays, as shown in the display screen 526 in Fig. 19(3 ). The gaming machine 1 0 may stop displaying when the small symbol group 502 stops displaying, or may continue the provisional stop display when performing the provisional stop display in the special stop symbol combination in the large symbol group 501a. Thus, the gaming machine 10 guides the short entry at time b together with the effect display 521. In addition, since the display mode of the large symbol group 501a is not linked to the mode transition effect, the mode transition effect performs a predetermined effect regardless of the display mode of the large symbol group 501a. Thereby, the gaming machine 10 can meet the expectations of both players who wish to view the mode transition effect and players who do not wish to view the mode transition effect. Such a gaming machine 10 can improve the interests of various players while diversifying the gameplay.

[0272] Next, the effect flow of the mode transition effect will be described with reference to Figs. 20 and 21. Fig. 20 is a diagram showing an example of the effect flow of the mode transition effect of the first embodiment. Fig. 21 is a diagram showing an example of the mode transition effect time and the minimum guaranteed time of the first embodiment.

[0273] The mode transition effect starts from the pitching guidance start effect and proceeds in the order of the blackout effect, the main effect , the mode title guidance effect, the pitching method switching effect, and the pitching method loop effect, and has an effect flow in which the pitching method loop effect is repeated when reaching the pitching method loop effect.

[0274] The pitching guidance start effect is an effect that guides the pitching method with the effect time set as t1. The pitching method

[0275] ​ The guidance start effect, for example, if the symbols are stopped, superimposes and displays the guidance display 516 on the display screen during symbol stop, and if it is during the customer waiting effect, superimposes and displays the guidance display 516 on the customer waiting effect screen. By doing this, the gaming machine 10 first prevents the disadvantage that the player makes a wrong input method. Note that the guidance start effect may be regarded as a useless effect by the player. To respond to such a player, in addition to the guidance display 516, a visual explanation display 523 may be displayed. Note that the guidance start effect may include the large symbol group 501a, the small symbol group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content.

[0276] The blackout effect is an effect that guides the effect switching by the blackout display with the effect time being t2. The blackout effect, for example, blackouts the display screen during symbol stop or the customer waiting effect screen and displays the guidance display 516. By doing this, the gaming machine 10 first prevents the disadvantage that the player makes a wrong input method. Note that the blackout effect may be regarded as a useless effect by the player. To respond to such a player, in addition to the input method guidance display 516, a visual explanation display 523 may be displayed. Note that the blackout effect may include the large symbol group 501a, the small symbol group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content.

[0277] The main effect is an effect that plays a movie with the effect time being t3. The main effect is an effect that arouses the viewing desire of the player and is an effect that plays a predetermined movie. It may also be an effect of playing one movie selected from among two or more options. This may be the case. The main effect may be regarded as a useless effect by the player. In order to respond to the player like this, in addition to the hitting plan guidance display 516, a viewing explanation display 523 may be displayed. This may be the case. The main effect may be regarded as a useless effect by the player. In order to respond to the player like this, in addition to the hitting plan guidance display 516, a viewing explanation display 523 may be displayed. This may be the case. The main effect may include the large symbol group 501a, the small symbol group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content. This may be the case. The main effect can strongly give a viewing motivation to the player. It is desirable that it is a dedicated effect that does not share with other effects, or a premium rare effect even if it is shared with others. This may be the case.

[0278] The mode title guidance effect is an effect that guides the title of the transition destination mode with the effect time being t4 (for example, the b time short mode, more specifically, "Super RUSH", etc.). This may be the case. The mode title guidance effect may be regarded as a useless effect by the player. In order to respond to the player like this, in addition to the hitting plan guidance display 516, a viewing explanation display 523 may be displayed. This may be the case. The mode title guidance effect may be regarded as a useless effect by the player. In order to respond to the player like this, in addition to the hitting plan guidance display 516, a viewing explanation display 523 may be displayed. This may be the case. The mode title guidance effect may include the large symbol group 501a, the small symbol group 50 2, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content. This may be the case.

[0279] The hitting plan switching effect is an effect that switches the guidance mode of the hitting method with the effect time being t5. For example, the hitting plan switching effect, in addition to the hitting plan guidance display 516, or instead of the hitting method guidance display 516, for example, performs the hitting plan guidance by an animation such as hitting a game ball into a target area. This may be the case. The hitting plan switching effect may be regarded as a useless effect by the player. may be performed, and in order to respond to such a player, in addition to the hitting plan display 516, a viewing explanation display 523 may be displayed. Note that the hitting plan switching effect includes the large symbol group 5 01a, the small symbol group 502, the special figure 1 remaining number display 503, and the special figure 2 remaining number display 504 in the display content.

[0280] The hitting plan loop effect is an effect that guides the hitting method with the effect time set to t6. The hitting plan loop effect is an effect that is performed within the hitting plan in a different manner from the hitting plan switching effect, while displaying the game's image character Kuta. The hitting plan loop effect is repeated when the effect time t6 elapses and waits for the switch to the b-time short mode effect. That is, the mode transition effect becomes observable for a series of

[0281] effects in (t1 + t2 + t3 + t4 + t5 + t6) time, and after (t1 + t2 + t3 + t4 + t5 + t6) time has elapsed, the hitting plan loop effect for t6 time becomes repeatedly observable.

[0282] When the gaming machine 10 derives a big win in the special figure 1 game or at the start of the variable display in the special figure 2 game, it switches from the mode transition effect to the b-time short mode effect. The b-time short mode effect starts from the hitting plan start effect within the hitting plan, proceeds in the order of the main effect, and has an effect flow that repeats the main effect when it reaches the main effect. Note that the hitting plan start effect within the mode transition effect and the main effect, and the hitting plan start effect and the main effect within the b-time short mode effect are different from each other.

[0283] The hitting plan start effect within the b-time short mode effect is an effect that guides the hitting method in a predetermined effect time. ​​​Yes. The start performance within the hitting method is to display the hitting method display 516 superimposed on a predetermined display screen. Thus, the gaming machine 10 first prevents the disadvantage that the player makes a mistake in the hitting method. Note that the start performance within the hitting method may include the large symbol group 501 or the large symbol group 501a, the small symbol group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content. In addition, the start performance within the hitting method of the b-time short mode performance may be a common performance with the start performance within the hitting method of the mode transition performance, or may be set to a dedicated performance for each non-common one.

[0284] The main performance is a performance that plays a movie for a predetermined performance time. The main performance is a performance that arouses the viewing desire of the player, and may be a performance that plays a predetermined 1 movie, or may be a performance that plays one movie selected from among two or more options. Note that the main performance may be interrupted after being inferior to the variable display performance of the special figure 2 game. Note that the main performance may include the large symbol group 501 or the large symbol group 501a, the small symbol group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504 in the display content. In addition, the main performance of the b-time short mode performance may be a common performance with the main performance of the mode transition performance, or may be set to a dedicated performance for each non-common one.

[0285] In addition, the main performance of the b-time short mode performance and the main performance of the mode transition performance are not limited to video performances, but may be decorative performances by the light emitting part, movable performances by the movable part, sound performances by sound output including music and voices, etc., or combinations thereof. Also, the b-time short mode ​​​​​​​​Not only for the main performance of the performance and the main performance of the mode transition performance, but also for other performances in the b-time short mode performance and other performances in the mode transition performance, the same applies. The same applies to other performances in the b-time short mode performance and other performances in the mode transition performance.

[0286] Note that when the gaming machine 10 derives a big win in the special figure 1 game or starts the variable display of the special figure 2 game, it is assumed that the mode transition performance is switched to the b-time short mode performance, but it may be switched with a predetermined delay time provided. For example, the minimum guarantee time shown in Fig. 21(2) guarantees the minimum value of the performance time of the mode transition performance. The minimum guarantee time can be realized by the delay time set when switching from the mode transition performance to the b-time short mode performance.

[0287] The gaming machine 10 may determine the delay time in advance as one, or may determine one from two or more options. Pattern p1 is the minimum guarantee time t10 (=0), which corresponds to the case where no delay time is provided. Pattern p2 is the minimum guarantee time t20 ( =t1), which corresponds to the case where only the delay time sufficient to execute the start performance within the hitting plan of the mode transition performance is provided. Pattern p3 is the minimum guarantee time t30 (=t1+t2+t3+t4 +t5), which corresponds to the case where only the delay time sufficient to execute a series of mode transition performances excluding the loop performance within the hitting plan is provided. Pattern p4 is the minimum guarantee time t40 (=t1+t2

[0288] +t3+t4+t5+t6), which corresponds to the case where only the delay time sufficient to execute a series of mode transition performances is provided. Note that the setting of the delay time is not limited to the break point of the performance flow in the mode transition performance, but is arbitrary. For example, the minimum guarantee time shown in Fig. 21(2) guarantees the minimum value of the performance time of the mode transition performance. The minimum guarantee time can be realized by the delay time set when switching from the mode transition performance to the b-time short mode performance. =t1), which corresponds to the case where only the delay time sufficient to execute the start performance within the hitting plan of the mode transition performance is provided. Pattern p3 is the minimum guarantee time t30 (=t1+t2+t3+t4 +t5), which corresponds to the case where only the delay time sufficient to execute a series of mode transition performances excluding the loop performance within the hitting plan is provided. Pattern p4 is the minimum guarantee time t40 (=t1+t2 +t3+t4+t5+t6), which corresponds to the case where only the delay time sufficient to execute a series of mode transition performances is provided. Note that the setting of the delay time is not limited to the break point of the performance flow in the mode transition performance, but is arbitrary. For example, the minimum guarantee time shown in Fig. 21(2) guarantees the minimum value of the performance time of the mode transition performance. The minimum guarantee time can be realized by the delay time set when switching from the mode transition performance to the b-time short mode performance. The same applies to other performances in the b-time short mode performance and other performances in the mode transition performance.

[0289] Note that the setting of the delay time is not limited to the break point of the performance flow in the mode transition performance, but is arbitrary. The time may be set. The gaming machine 10 reduces the risk that the player accidentally cancels the mode transition effect. Also, the gaming machine 10 can arouse at least minimum attention in the mode transition effect by setting the delay time .

[0290] When the gaming machine 10 resumes from a power failure that occurred during the mode transition effect, it starts the b-time short mode effect without resuming the mode transition effect. Thereby, it is possible to promptly guide the player who has experienced a power failure during the game to transition to the game state B (b-time short). Also , when the gaming machine 10 resumes from a power failure and starts the b-time short mode effect, it may execute from the start guide display of the hitting plan , or it may skip the start guide display of the hitting plan and execute from the main effect as follows.

[0291] Next, the effect mode switching conditions will be described with reference to FIG. 22. FIG. 22 is a diagram showing an example of the effect mode switching conditions in the first embodiment . The gaming machine 10 switches from the mode transition effect to the b-time short mode effect when a big win is derived in the special figure 1 game or when the variable display of the special figure 2 game starts. However, as shown in FIG. 22(1), it may be switched from the mode transition effect to the b-time short mode effect by detecting a player operation . For example, the gaming machine 10 can detect the operation of the effect button 25 (push button) as an operation to cancel the mode transition effect and switch from the mode transition effect to the b-time short mode effect. At this time, the gaming machine 10 may perform an operation guide of the effect button 25 within the minimum guaranteed time of the mode transition effect . Such a gaming machine 10 allows the player to accidentally perform the mode transition effect . It is possible to reduce the risk of cancellation and clearly reflect the player's cancellation intention in the mode transition effect. It can be clearly reflected.

[0292] Also, as shown in Fig. 22(1), the gaming machine 10 can detect the occurrence of waiting for customers and switch from the mode transition effect to the short-time b mode effect instead of switching to the waiting-for-customer effect. Note that, as shown in Fig. 22(2), the gaming machine 10 can detect the occurrence of waiting for customers and set the waiting-for-customer effect without switching from the mode transition effect to the waiting-for-customer effect. It may also be possible. without switching from the mode transition effect to the waiting-for-customer effect. That is, it may be like this.

[0293] Next, a modified example of the switch from the mode transition effect to the waiting-for-customer effect will be described with reference to Fig. 23. Fig. 23 is a diagram showing an example of the switch of the effect display area in a modified example of the first embodiment. The gaming machine 10 is provided with a sub-display device 41a in addition to the display device 41 on the game board 30 or the front frame 12 or the like. Fig. 23 is a diagram showing an example of the switch of the effect display area in a modified example of the first embodiment. The gaming machine 10 is provided with a sub-display device 41a in addition to the display device 41 on the game board 30 or the front frame 12 or the like. The gaming machine 10 is provided with a sub-display device 41a in addition to the display device 41 on the game board 30 or the front frame 12 or the like. Fig. 23(1) shows a state where the mode transition effect 522 is displayed on the display device 41 and the sub-effect 530 is displayed on the sub-display device 41a. Note that the sub-effect 530 may be an effect display that supplements the mode transition effect 522, or may be an effect display that guides game history information, game methods, etc. It may be an effect display that supplements the mode transition effect 522, or may be an effect display that guides game history information, game methods, etc. It may be like this.

[0294] Here, when there is a switch of the effect mode from the mode transition effect to the short-time b mode effect, as shown in Fig. 23(2), the gaming machine 10 displays the short-time b mode effect 519 on the display device 41 and displays the mode transition effect 522 on the sub-display device 41a instead of the sub-effect 530. This enables the gaming machine 10 to make the mode transition effect 522 visible to the player even though the display position is changed when there is a switch of the effect mode from the mode transition effect to the short-time b mode effect. By doing so, even if there is a switch of the effect mode from the mode transition effect to the short-time b mode effect, the gaming machine 10 changes the display position but makes the mode transition effect 522 visible to the player. This enables the gaming machine 10 to make the mode transition effect 522 visible to the player even though the display position is changed when there is a switch of the effect mode from the mode transition effect to the short-time b mode effect. It is.

[0295] Also, as shown in FIGS. 23(3) and (4), when the gaming machine 10 is displaying the mode transition effect 522 on the display device 41, if there is a transition in the effect mode from the mode transition effect to the short b-mode effect, even if the sub-display device 41a is provided as shown in FIG. 23, or even if the sub-display device 41a is not provided, the main display area of the display device 41 can display the short b-mode effect 519, and the sub-display area of the display device 41 can display the mode transition effect 522. Thus, even when there is a transition in the effect mode from the mode transition effect to the short b-mode effect, the gaming machine 10 can make the mode transition effect 522 visible to the player while changing the display position.

[0296] The mode transition effect execution period will be described with reference to FIGS. 24 to 27. FIG. 24 shows an example (part 1) of the timing chart of the mode transition effect execution period in the first embodiment. FIG. 25 shows an example (part 2) of the timing chart of the mode transition effect execution period in the first embodiment. FIG. 26 shows an example (part 3) of the timing chart of the mode transition effect execution period in the first embodiment. FIG. 27 shows an example (part 4) of the timing chart of the mode transition effect execution period in the first embodiment.

[0297] The timing chart of the mode transition effect execution period shown in FIG. 24 shows the state of executing the mode transition effect when the special figure 1 game is executed 500 times in the special figure 1 game, that is, when the short b-time is generated due to reaching the ceiling and the game state transitions from the game state A to the game state B.

[0298] ​​​​​​​​​​​​​​For example, the gaming machine 10 transitions from the gaming state A to the gaming state B after 500 executions of the special figure 1 game. Until reaching 500 executions of the special figure 1 game, the gaming machine 10 is in the gaming state A and has the normal performance type. The gaming machine 10 starts executing the mode transition performance from the start of the 501st execution of the special figure 1 game. Since it does not obtain the execution opportunity for the special figure 2 game during the 501st execution of the special figure 1 game, when there is an execution opportunity for the 502nd time of the special figure 1 game, the 502nd execution of the special figure 1 game is carried out. During the 502nd execution of the special figure 1 game, the gaming machine 10 continues to execute the mode transition performance. If the gaming machine 10 obtains the execution opportunity for the special figure 2 game during the 502nd execution of the special figure 1 game, even if there is an execution opportunity for the 503rd time of the special figure 1 game, it does not carry out the 503rd execution of the special figure 1 game, but instead executes the special figure 2 game which is the 503rd time in total when combined with the special figure 1 game. From the start of the execution of the special figure 2 game which is the 503rd time in total when combined with the special figure 1 game, the gaming machine 10 executes the b-time short mode performance.

[0299] It was assumed that when the gaming machine 10 obtains the execution opportunity for the special figure 2 game during the execution of the mode transition performance, it switches from the mode transition performance to the b-time short mode performance, but the switching conditions may be as follows. For example, instead of obtaining the execution opportunity for the special figure 2 game, when the special figure 2 game is executed, when the execution opportunity for the general figure game is obtained (when passing through the general figure gate), or when the general figure game is executed. For example, when the gaming machine 10 obtains the execution opportunity for the general figure game (when passing through the general figure gate) or when the general figure game is executed, it can switch to the b-time short mode performance more quickly. Also, the gaming machine 10 can perform the switching to the b-time short mode performance more quickly. By setting the exchange condition as the trigger for the execution of the special game 2, a certain delay from the execution of the regular game is It is possible to set an extension time, and by setting the switching condition as the execution of the special game 2, the delay can be further increased. Such a gaming machine 10 can contribute to the setting of various presentation effects. Can be donated.

[0300] As a result, the gaming machine 10 performs the mode transition operation while there is an opportunity to execute the special game 1. In addition to securing the execution period, the execution trigger of the special chart 2 game can be achieved as a result of changing the way of hitting. The mode transition effect can be cancelled if the player wishes to obtain the desired effect.

[0301] The timing chart of the mode transition effect execution period shown in FIG. 25 is for 500 seconds in the special game. When the game is played once, i.e. when the ceiling is reached, a time reduction of b is generated and the game state transitions from A to B. When the ceiling is reached, a mode transition is performed when the special chart 1 game is executed in game state B. This shows how to execute the above.

[0302] For example, the gaming machine 10 may change from gaming state A to gaming state B in 500 executions of a special game. The gaming machine 10 transitions to the gaming state A until the special game 1 is executed 500 times. However, the type of presentation is normal only up to 499 times in one special game. The game machine 10 executes a mode transition performance from the start of the 500th execution of the special game 1, and During the 501st execution of the game, there is no opportunity to execute the special game 2, so the special game 1 When the 502nd execution opportunity occurs, the 502nd game of the special chart 1 is executed. 0 continues to execute the mode transition performance even during the 502nd execution of the special chart 1 game. 10, if the opportunity to execute the special chart 2 game is obtained during the 502nd execution of the special chart 1 game, the special chart 1 Even if there is an opportunity to execute the 503rd game, without executing the 503rd game of Special Figure 1 game, execute the 503rd game of Special Figure 2 game in total with the Special Figure 1 game. The gaming machine 10 executes the short b-time mode performance from the start of the execution of the 503rd game of Special Figure 2 game, which is the 503rd game in total with the Special Figure 1 game. Note that since the 500th game of Special Figure 1 game is not yet in the gaming state B, the hitting method display is not performed, but a display may be performed to announce that there is a change in the hitting method.

[0303] In this way, the gaming machine 10 can more fully secure the execution period of the mode transition performance during the opportunity to execute the Special Figure 1 game, and can cancel the mode transition performance according to the will of the player to obtain the opportunity to execute the Special Figure 2 game as a result of changing the hitting method.

[0304] The timing chart of the mode transition performance execution period shown in FIG. 26 shows the state of executing the mode transition performance when executing the Special Figure 1 game in the gaming state B, with the variable display time of the 501st game of Special Figure 1 game being set in advance as a time t100 (= t1 + t2 + t3 + t4 + t5 + t6) sufficient to execute the mode transition performance.

[0305] For example, the gaming machine 10 transitions from the gaming state A to the gaming state B by executing the 500th game of Special Figure 1 game. The gaming machine 10 is in the gaming state A until the execution of the 500th game of Special Figure 1 game, and the performance type is set to the normal performance. The gaming machine 10 executes the mode transition performance from the start of the execution of the 501st game of Special Figure 1 game. At this time, the variable display time of the 501st game of Special Figure 1 game is set in advance to be time t100 (= t1 + t2 + t3 + t4 + t5 + t6). Note that the variable display time of the 501st game of Special Figure 1 game is not limited to time t100. It may be a value.

[0306] As a result, the gaming machine 10 can more sufficiently secure the mode transition production execution period over the 501st variable display time of the special figure 1 game, and can secure the time to obtain the execution opportunity of the special figure 2 game. Also, the gaming machine 10 can cancel the in-loop production of the mode transition production according to the player's will of obtaining the execution opportunity of the special figure 2 game as a result of changing the playing method. It can secure the time to obtain the execution opportunity of the special figure 2 game. Also, the gaming machine 10 can cancel the in-loop production of the mode transition production according to the player's will of obtaining the execution opportunity of the special figure 2 game as a result of changing the playing method. As a result, the gaming machine 10 can more sufficiently secure the mode transition production execution period over the 501st variable display time of the special figure 1 game, and can secure the time to obtain the execution opportunity of the special figure 2 game. Also, the gaming machine 10 can cancel the in-loop production of the mode transition production according to the player's will of obtaining the execution opportunity of the special figure 2 game as a result of changing the playing method. As a result, the gaming machine 10 can more sufficiently secure the mode transition production execution period over the 501st variable display time of the special figure 1 game, and can secure the time to obtain the execution opportunity of the special figure 2 game. Also, the gaming machine 10 can cancel the in-loop production of the mode transition production according to the player's will of obtaining the execution opportunity of the special figure 2 game as a result of changing the playing method. It can be canceled.

[0307] In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions. In addition, the advance setting of the 501st variable display time of the special figure 1 game may not be performed unless the execution times of the special figure 1 game can be surely grasped. For example, when the gaming machine 10 is counting the execution times of the special figure 1 game without including power-off since the previous big win, it performs the advance setting of the 501st variable display time of the special figure 1 game, and does not perform the advance setting of the 501st variable display time of the special figure 1 game when no big win has occurred from power-on. Whether to perform the advance setting of the 501st variable display time of the special figure 1 game may be determined according to other conditions.

[0308] In addition, assuming that the gaming machine 10 determines the 501st variable display time of the special figure 1 game in advance to more sufficiently secure the mode transition production execution period, it may determine a variable display time shorter than normal in advance for the prompt digestion of the start memory of the special figure 1 game. At this time, instead of performing the customer waiting production when both the start memory of the special figure 1 game and the start memory of the special figure 2 game have disappeared and the gaming machine 10 is in the customer waiting state, In addition, assuming that the gaming machine 10 determines the 501st variable display time of the special figure 1 game in advance to more sufficiently secure the mode transition production execution period, it may determine a variable display time shorter than normal in advance for the prompt digestion of the start memory of the special figure 1 game. At this time, instead of performing the customer waiting production when both the start memory of the special figure 1 game and the start memory of the special figure 2 game have disappeared and the gaming machine 10 is in the customer waiting state, In addition, assuming that the gaming machine 10 determines the 501st variable display time of the special figure 1 game in advance to more sufficiently secure the mode transition production execution period, it may determine a variable display time shorter than normal in advance for the prompt digestion of the start memory of the special figure 1 game. At this time, instead of performing the customer waiting production when both the start memory of the special figure 1 game and the start memory of the special figure 2 game have disappeared and the gaming machine 10 is in the customer waiting state, In addition, assuming that the gaming machine 10 determines the 501st variable display time of the special figure 1 game in advance to more sufficiently secure the mode transition production execution period, it may determine a variable display time shorter than normal in advance for the prompt digestion of the start memory of the special figure 1 game. At this time, instead of performing the customer waiting production when both the start memory of the special figure 1 game and the start memory of the special figure 2 game have disappeared and the gaming machine 10 is in the customer waiting state, it may perform other productions. Alternatively, in addition to the customer waiting presentation, a mode transition presentation may be performed.

[0309] Further, the gaming machine 10 not only determines in advance the variable display time of the 501st time of the special figure 1 game, but may also determine in advance the variable display time after the 502nd time of the special figure 1 game in preparation for the variable display after the 502nd time of the special figure 1 game.

[0310] Further, the gaming machine 10 sets the variable display time of the 501st time of the special figure 1 game as a time that can more sufficiently secure the mode transition presentation execution period, and may set the variable display time after the 502nd time of the special figure 1 game as a time shorter than normal. Further, when the gaming machine 10 enters the customer waiting state, instead of performing the customer waiting presentation, or when performing the mode transition presentation in addition to the customer waiting presentation, the variable display time of the 501st time of the special figure 1 game may not secure a time sufficient for performing the mode transition presentation execution period.

[0311] Note that the variable display time shorter than normal may be the minimum time that can be set in the normal gaming state, or may be the minimum time that can be set in the time-saving gaming state, or may be any time set shorter than normal for the purpose of consuming the start memory number of the special figure 1 game.

[0312] The timing chart of the mode transition presentation execution period shown in FIG. 27 shows a state where the mode transition presentation is continuously executed even when the customer waiting state is entered after the 501st execution of the special figure 1 game. For example, the gaming machine 10 transitions from the gaming state A to the gaming state B by executing the special figure 1 game 500 times. The gaming machine 10 is in the gaming state A until the execution of the special figure 1 game reaches 500 times. ​​​​​​​and sets the production type to normal production. The gaming machine 10 starts executing the mode transition production from the 501st execution start of the special figure 1 game, and enters a waiting state for customers because it does not obtain the execution opportunity for both the special figure 1 game and the special figure 2 game during the 501st execution of the special figure 1 game. The gaming machine 10 continues to execute the mode transition production even during the waiting state for customers. When the gaming machine 10 obtains the execution opportunity for the special figure 2 game during the waiting state for customers, it executes the special figure 2 game which is the 502nd game in total with the special figure 1 game. Starting from the start of the 501st execution of the special figure 1 game, the gaming machine 10 executes the mode transition production and enters a waiting state for customers because it does not obtain the execution opportunity for both the special figure 1 game and the special figure 2 game during the 501st execution of the special figure 1 game. The gaming machine 10 continues to execute the mode transition production even during the waiting state for customers. When the gaming machine 10 obtains the execution opportunity for the special figure 2 game during the waiting state for customers, it executes the special figure 2 game which is the 502nd game in total with the special figure 1 game. Starting from the start of the execution of the special figure 2 game which is the 502nd game in total with the special figure 1 game, the gaming machine 10 executes the short mode production. As a result, the gaming machine 10 can secure the mode transition production execution period until the execution opportunity for the special figure 2 game occurs even without the execution opportunity for the special figure 1 game, and can cancel the mode transition production according to the player's will of obtaining the execution opportunity for the special figure 2 game as a result of changing the playing method. Starting from the start of the execution of the special figure 2 game which is the 502nd game in total with the special figure 1 game, the gaming machine 10 executes the short mode production.

[0313] As a result, the gaming machine 10 can secure the mode transition production execution period until the execution opportunity for the special figure 2 game occurs even without the execution opportunity for the special figure 1 game, and can cancel the mode transition production according to the player's will of obtaining the execution opportunity for the special figure 2 game as a result of changing the playing method. Starting from the start of the execution of the special figure 2 game which is the 502nd game in total with the special figure 1 game, the gaming machine 10 executes the short mode production. As a result, the gaming machine 10 can secure the mode transition production execution period until the execution opportunity for the special figure 2 game occurs even without the execution opportunity for the special figure 1 game, and can cancel the mode transition production according to the player's will of obtaining the execution opportunity for the special figure 2 game as a result of changing the playing method. As a result, the gaming machine 10 can secure the mode transition production execution period until the execution opportunity for the special figure 2 game occurs even without the execution opportunity for the special figure 1 game, and can cancel the mode transition production according to the player's will of obtaining the execution opportunity for the special figure 2 game as a result of changing the playing method.

[0314] The gaming machine 10 (including the modified example) of the above-described first embodiment has the following characteristics in one aspect. The conventional gaming machine lacks consistency with the diversification of the game nature, and the contribution of the diversification of the game nature to the improvement of the interest has been limited. The gaming machine 10 of the first embodiment provides a gaming machine capable of improving the interest under various game natures. The conventional gaming machine lacks consistency with the diversification of the game nature, and the contribution of the diversification of the game nature to the improvement of the interest has been limited. The gaming machine 10 of the first embodiment provides a gaming machine capable of improving the interest under various game natures. The gaming machine 10 of the first embodiment provides a gaming machine capable of improving the interest under various game natures.

[0315] (1) The gaming machine (for example, the gaming machine 10) includes production means (for example, the display device 41, the speakers 19a, 19b) capable of executing a predetermined production, and a first game state (for example, the game state A) mainly enabling the execution of the first game (for example, the special figure 1 game). When a predetermined condition is satisfied (for example, when the execution opportunity for the second game (for example, the special figure 2 game) is obtained), the gaming machine transitions to a second game state (for example, the game state B) mainly enabling the execution of the second game. When a predetermined condition is satisfied (for example, when the execution opportunity for the second game (for example, the special figure 2 game) is obtained), the gaming machine transitions to a second game state (for example, the game state B) mainly enabling the execution of the second game. For example, mainly execute the second game (e.g., the game shown in the special figure 2) according to the trigger of the b-time shortening Control means (such as the game control device 100 and the effect control device 300) that can be controlled to transition to a second gaming state (e.g., gaming state B) that enables this including, when the first game is executed without obtaining the execution trigger of the second game in the second gaming state immediately after the transition, the control means enables the state transition effect (e.g., mode transition effect) to be executed by the effect means across two or more first games, and when the execution trigger of the second game is obtained, the state transition effect being executed by the effect means can be switched to the in-state effect (e.g., b-time shortening mode effect) corresponding to the second gaming state (FIGS. 20, 24 to FIG. 27). (2) The control means in (1) switches the state transition effect being executed by the effect means to the in-state effect corresponding to the second gaming state at the start of the execution of the second game (FIGS. 24 to 27). (3) The gaming machine in (2) includes auxiliary effect means (e.g., the sub-display device 41a, the subordinate display area of the display device 4 1) and continues the state transition effect with the auxiliary effect means (FIG. 23).

[0316] (4) The effect means in (2) includes the first display device, and the auxiliary effect means includes a second display device (e.g., the sub-display device 41a) different from the first display device (FIG. 23). (5) The effect means in (2) includes the first display area of the first display device, and the auxiliary effect means includes the second display area (e.g., the subordinate display area of the display device 41) of the first display device different from the first display area (FIG. 23). (6) The control means in (1) switches the state transition effect being executed by the effect means to the in-state effect corresponding to the second gaming state after executing the state transition effect for a predetermined time (FIG. 21(2)).

[0317]

[0318] ​ (7) The predetermined time of (6) is the execution time of a state transition effect prepared in advance (for example, pattern p4) (Fig. 21(2)).

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

[0320] (10) The state transition effect of (6) is an effect that loops in the first time, and the predetermined time is a time shorter than the first time (Fig. 21(2)). (11) The state transition effect of (6) is an effect in which a second effect loops in the second time after a first effect is executed in the first time (for example, t30) (for example, t6 ), and the predetermined time is the first time (Fig. 21(2)). ) and the predetermined time is the first time (Fig. 21(2)).

[0321] (12) The predetermined time of (11) is the sum of the first time (for example, t30) and the second time (for exampl...

Claims

In a gaming machine capable of playing a game by selecting either a shooting method of shooting a game ball to the left side of a game board or a shooting method of shooting a game ball to the right side of the game board, an effect means capable of executing a predetermined effect for producing the game; a control means capable of executing a first game and a second game, and capable of transitioning from a first gaming state in which the first game can be mainly executed by selecting one of the shooting methods to a second gaming state in which the second game can be mainly executed by selecting the other of the shooting methods when a predetermined condition is satisfied; comprising: the control means: has a reservation storage means for storing the number of execution rights of the first game as a first reserved storage number and storing the number of execution rights of the second game as a second reserved storage number; the effect means: includes a display means capable of displaying a predetermined image including a symbol group that varies and is displayed during the execution of the first game or the second game in a first display area and a second display area larger than the first display area; displaying the symbol group in the first display area in a first size; displaying the symbol group in the second display area in a second size larger than the first size; when the first game is executed without obtaining an execution opportunity for the second game in the second gaming state after the transition, a guidance display for guiding the shooting method across two or more of the first games is displayed in the second display area in a state where a numerical display corresponding to the first reserved storage number and a numerical display corresponding to the second reserved storage number are arranged side by side in the first display area; when the guidance display is being displayed in the second display area across two or more of the first games in a state where a numerical display corresponding to the first reserved storage number and a numerical display corresponding to the second reserved storage number are arranged side by side in the first display area, the guidance display is terminated when the first reserved storage number of the first game does not increase; the guidance display includes a first message for guiding waiting for the shooting method and a second message for guiding immediate execution of the shooting method; a gaming machine.

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