Pachinko machine

The gaming machine addresses the lack of interest in conventional games by implementing variable display games and dynamic state transitions, thereby enhancing player engagement and game enjoyment.

JP7696609B2Active Publication Date: 2025-06-23SOPHIA CO LTD
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Patent Information

Application Number
JP2021123722
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-28
Publication Date
2025-06-23
Estimated Expiration
2041-07-28

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: In a game machine capable of generating a special game state when the result of a variable display game is a special result, game control means can generate a first specific game state after the end of the special game state, and can generate a second specific game state without the generation of the special game state when the result of the variable display game is a specific result different from the special result. The frequency with which a variable winning device is converted to be in an easy winning state in the first specific game state is made different from the frequency with which the variable winning device is converted to be in the easy winning state in the second specific game state.SELECTED DRAWING: Figure 107
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Description

Technical Field

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

Background Art

[0002] Conventionally, there have been gaming machines capable of generating a plurality of types of specific gaming states advantageous to players (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, there has been room for improving the interest of the game.

[0005] Therefore, an object of the present invention is to improve the interest of the game in a gaming machine.

Means for Solving the Problems

[0006] In a typical form of the present invention, in a gaming machine including gaming control means capable of executing a variable display game for variably displaying identification information , The game control means can generate a game state including a normal game state and a specific game state advantageous to the player. As a variable display game, a first variable display game mainly based on the establishment of a first start condition can be executed by a shooting method of shooting a game ball to the left side of the game board, and a second variable display game mainly based on the establishment of a second start condition can be executed by a shooting method of shooting a game ball to the right side of the game board. It is provided with a storage means capable of storing a first start storage number which is the number of times the first start condition is established and a second start storage number which is the number of times the second start condition is established, and the first start storage number and the second start storage number can be displayed on the display means in numerical display and image display. The normal game state is a state in which the first start condition is more likely to be established than the second start condition, and the specific game state is a state in which the second start condition is more likely to be established than the first start condition. In the specific game state, a mode display corresponding to the game state is displayed on the display means. When the second variable display game is executed a predetermined number of times, the state changes from the specific game state to the normal game state. When changing from the specific game state to the normal game state, a result display is displayed on the display means. Before displaying the result display, the mode display that was being displayed is made non-displayed and the result display is displayed. The image display of the second start storage number associated with the mode display is displayed during the period until the result display is displayed, and the image display of the first start storage number associated with the mode display is displayed during the period after the result display is displayed. Through the display period in which the result display is displayed and the non-display period in which the result display is not displayed before and after the display period, on the display means, the numerical display of the first start storage number is displayed on the left side and the numerical display of the second start storage number is displayed on the right side respectively. When the display of the result display ends, an arrow guiding the shooting of the game ball to the game area on the left side of the game board is displayed on the display means in the direction from the numerical display of the second start storage number to the numerical display of the first start storage number.

Effects of the Invention

[0007] According to one form of the present invention, the interest of the game can be improved.

Brief Description of the Drawings

[0008]

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Embodiment for Carrying Out the Invention

[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the front, rear, left, and right directions are defined as the directions seen from the player during the game.

[0010] 〔Overall View of the Gaming Machine〕 FIG. 1 is a diagram for explaining the gaming machine.

[0011] The gaming machine 10 is provided with an opening / closing frame that is attached to a frame 11 fixed to the island facility via a hinge so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15. Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge, and the right end side thereof is the opening end side that is opened by rotation. The front frame 12 is provided with a game board 30 (see FIG. 2), and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, access to the game area 32 of the game board 30 can be achieved. Also, by opening the front frame 12 with the glass frame 15 not opened, it is possible to access the game area 32 of the game board 30.

[0012] The front frame 12 is provided with a game board 30 (see FIG. 2), and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. The cover glass 14 functions as a game viewing area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, access to the game area 32 of the game board 30 can be achieved. Also, by opening the front frame 12 with the glass frame 15 not opened, it is possible to access the game area 32 of the game board 30.

[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, access to the game area 32 of the game board 30 can be achieved. Also, by opening the front frame 12 with the glass frame 15 not opened, it is possible to access the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, , it is possible to access the game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30. It can be accessed.

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

[0015] Decoration devices 18a and 18b capable of emitting light effects according to the game state are disposed at the upper center and the left side of the glass frame 15. The decoration devices 18a and 18b house lighting members such as LEDs inside and perform light emission effects according to the game state. The lighting members disposed inside these decoration devices 18a and 18b constitute a part of the frame decoration device 18 (see FIG. 4). are part of the frame decoration device 18 (see FIG. 4). The lighting members disposed inside these decoration devices 18a and 18b constitute a part of the frame decoration device 18 (see FIG. 4).

[0016] Upper speakers 19a are respectively disposed at the upper right corner and the upper left corner of the glass frame 15. Separate from these upper speakers 19a, two lower speakers 19b are provided at the lower part of the gaming machine 10. The lower speakers 19b are disposed at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, warning sounds, notification sounds, etc. are for emitting sound effects, warning sounds, notification sounds, etc.

[0017] On the right side of the glass frame 15, a protruding effect unit 13 that extends in the vertical direction of the gaming machine 10 and protrudes forward (towards the player side) is disposed. The protruding effect unit 13 is an effect device that performs light emission effects etc. according to the progress state of the game. The lighting members disposed inside the protruding effect unit 13 also constitute a part of the frame decoration device 18 (see FIG. 4). The protruding effect unit 13 is an effect device that performs light emission effects etc. according to the progress state of the game. The lighting members disposed inside the protruding effect unit 13 also constitute a part of the frame decoration device 18 (see FIG. 4). The lighting members disposed inside the protruding effect unit 13 also constitute a part of the frame decoration device 18 (see FIG. 4).

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

[0019] The upper plate unit further includes an effect operation device that receives an input operation from the player, a ball lending operation device that receives an input operation from the player, and a decoration device 22 that performs a light emission effect or the like according to the game state. The upper plate unit further includes an effect operation device that receives an input operation from the player, a ball lending operation device that receives an input operation from the player, and a decoration device 22 that performs a light emission effect or the like according to the game state. and.

[0020] The effect operation device is an operation device in which a touch panel 25b is incorporated into an effect button 25, and is provided at the upper center of the upper plate unit so that it is easy for the player to operate. The effect operation device is an operation device in which a touch panel 25b is incorporated into an effect button 25, and is provided at the upper center of the upper plate unit so that it is easy for the player to operate.

[0021] By the player operating the effect operation device, it is possible to perform an effect that intervenes the player's operation in a special figure variation display game or the like displayed on the display device 41 (see FIG. 2). For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of a variation display game corresponding to the start memory. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, in this specification, it refers to a special figure variation display game. By the player operating the effect operation device, it is possible to perform an effect that intervenes the player's operation in a special figure variation display game or the like displayed on the display device 41 (see FIG. 2). For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of a variation display game corresponding to the start memory. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, in this specification, it refers to a special figure variation display game. For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of a variation display game corresponding to the start memory. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, in this specification, it refers to a special figure variation display game. For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of a variation display game corresponding to the start memory. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, in this specification, it refers to a special figure variation display game. For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of a variation display game corresponding to the start memory. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, in this specification, it refers to a special figure variation display game. For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of a variation display game corresponding to the start memory. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, in this specification, it refers to a special figure variation display game.

[0022] Also, not only during the execution of the variation display game, but also when the player operates the effect operation device during non-execution, the effect pattern may be changed. Also, not only during the execution of the variation display game, but also when the player operates the effect operation device during non-execution, the effect pattern may be changed.

[0023] Note that the game state when the variation display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state has occurred. Also, the special game state is, for example, a time-limited state as a specific game state or a special state in a variation display game. Note that the game state when the variation display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state has occurred. Also, the special game state is, for example, a time-limited state as a specific game state or a special state in a variation display game. Note that the game state when the variation display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state has occurred. Also, the special game state is, for example, a time-limited state as a specific game state or a special state in a variation display game. A state where the probability of occurrence of a result (e.g., a big win) is high (a probability-variable state, a probability-fluctuating state), a big-win state ( a special game state), a small-win game state (a small-win state).

[0024] Here, the probability-variable state (a specific game state) is one that continues until the next big win occurs (a routine type), one that continues until a predetermined number of variable-display games are executed (a count-cut type , ST), and one that continues until winning a predetermined probability-drop lottery (a drop-lottery type), etc. exist.

[0025] Furthermore, instead of determining whether to generate a probability-variable state by a big-win symbol random number, it may be configured to always generate a probability-variable state when a big win occurs. When a big win occurs, a probability-variable state is surely generated.

[0026] The ball-lending operation device is an operation device that a player operates when borrowing a game ball, and is provided at the upper right side of the upper plate unit. The ball-lending operation device includes a ball-lending button 27, a return button 28, and a balance display unit 26. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like arranged adjacent to the gaming machine 10 from a card unit (not shown). The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending operation device is provided at the upper right side of the upper plate unit. The ball-lending operation device includes a ball-lending button 27, a return button 28, and a balance display unit 26. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like arranged adjacent to the gaming machine 10 from a card unit (not shown). The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like arranged adjacent to the gaming machine 10 from a card unit (not shown). The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like arranged adjacent to the gaming machine 10 from a card unit (not shown). The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like arranged adjacent to the gaming machine 10 from a card unit (not shown). The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like arranged adjacent to the gaming machine 10 from a card unit (not shown). The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed.

[0027] The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission display or the like according to the game state, and is provided at the front portion of the upper plate unit. The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4). The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission display or the like according to the game state, and is provided at the front portion of the upper plate unit. The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4). The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4).

[0028] Below the glass frame 15 including the above-described upper plate unit, etc., at the lower part of the front frame 12 An operation handle 24 for controlling the operation of a ball launching device (not shown) and a lower plate 23 capable of storing game balls are provided.

[0029] The operation handle 24 is located at the lower right part of the front frame 12 and is arranged below the lower speaker 19b on the right side. By rotating the operation handle 24 by the player, the ball launching device launches the game balls supplied from the upper plate 21 into the game area 32 of the game board 30. The launching speed of the game balls launched from the ball launching device is set to increase as the rotation operation amount of the operation handle 24 increases. That is, the ball launching device can change the launching momentum (speed), which is the momentum of launching the game balls into the game area, corresponding to the operation of the operation handle 24 by the player, and can launch the game balls in various launching modes with different launching momenta. The launching modes include left hitting (normal hitting) in which the game balls flow down on the left side of the game area 32 and right hitting in which the game balls flow down on the right side of the game area 32.

[0030] The lower plate 23 is arranged below the upper plate unit with a predetermined interval from the upper plate unit. The lower plate 23 has a ball discharge hole 23a penetrating the bottom surface of the lower plate 23 in the vertical direction and an opening / closing operation part 23b for opening and closing the ball discharge hole 23a. By the player operating the opening / closing operation part 23b to open the ball discharge hole 23a, the game balls stored in the lower plate 23 can be discharged to the outside through the ball discharge hole 23a.

[0031] 〔Game Board〕 Subsequently, with reference to FIG. 2, the game board 30 of the gaming machine 10 will be described. FIG. 2 is a front view of the game board 30 provided in the gaming machine 10.

[0032] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various members. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front surface of the game board body 30a. The gaming machine 10 is configured to play a game by launching a game ball from a ball launching device within the game area 32 surrounded by the guide rails 31. In the game area 32, members such as a windmill and obstacle pins that convert the flow direction of the game ball are arranged. The launched game ball rolls down the game area 32 while changing its rolling direction by these members. At approximately the center of the game area 32, a center case (front configuration body) 40 that forms a window portion serving as a display area for a variable display game is attached. Behind the window portion formed in the center case 40, a display device 41 as an effect display device (variable display device) that variably displays a plurality of identification information is arranged. The display device 41 is arranged such that the display content can be visually recognized from the front side of the game board 30 through the window portion of the center case 40. For example, the display device 41 includes a liquid crystal display.

[0033] Note that the display device 41 is not limited to one including a liquid crystal display, and may include a display such as an EL or a CRT.

[0034]

[0035] A plurality of variable display areas are provided on the display screen (display portion) of the display device 41, and identification information (special symbols) and characters that produce a variable display game are displayed in each variable display area. In addition, images (big win display, fanfare display, ending display, etc.) based on the progress of the game are displayed on the display screen.

[0035] ​​In addition, the center case 40 is provided with an inlet 40a to a warp passage 40e for guiding the game balls flowing down in the game area 32 into the inside of the center case 40, and a stage portion 40b on which the game balls passing through the warp passage 40e can roll. Since the stage portion 40b of the center case 40 is disposed above the start winning opening 36 and the normal variable winning device 37, the game balls rolling on the stage portion 40b are likely to win the start winning opening 36 or the normal variable winning device 37. On the upper part and the right side part of the center case 40, an upper effect unit 40c and a side effect unit 40d are provided respectively. The upper effect unit 40c and the side effect unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board effect device 44 (see FIG. 4). In the game area 32 on the right side of the center case 40, a normal symbol start gate (general symbol start gate) 34 is provided. Inside the general symbol start gate 34, a gate switch (SW) 34a (see FIG. 3) for detecting the game balls passing through the general symbol start gate 34 is provided. When the game balls driven into the game area 32 pass through the general symbol start gate 34, a general symbol variable display game is executed. A general winning opening 35 is disposed in the game area 32 at the lower left of the center case 40, and a general winning opening 35 is also disposed in the game area 32 at the lower right of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see FIG. 3) provided in the general winning openings 35.

[0036]

[0037]

[0038]

[0039] ​​​​​​​​​​​​​​​The game area 32 below the center case 40 is provided with the conditions for starting the special chart variable display game. A start winning hole (start winning hole 1, first start winning area) 36 is provided. In the game area 32 on the right side of the starting gate 34, there is a second starting winning hole (starting hole 2, a normal variable winning device 37 (normal electric device, normal electricity) equipped with a second starting winning area) is provided. The normal variable winning device 37 is rotated forward to change the state into one in which game balls can easily flow in. When the movable member 37b is in the closed state, the game ball However, the game ball cannot win the normal variable winning device 37. When the normal variable winning device 37 wins, a special variable display game is executed as an auxiliary game. In addition, the starting winning hole 36 is designed to make it easier for the game ball to win when hitting from the left, and is equipped with a normal variable winning mechanism. Position 37 makes it easier for the game ball to win when hit from the right.

[0040] The movable member 37b is a so-called tongue-type ordinary electric device, and is used to display the results of a normal game. When the specified stop display mode is reached, the normal power solenoid 37c (see FIG. 3) is activated. In this state, the balls are easily allowed to flow into the normal variable winning device 37 (which is advantageous for the player). If the movable member 37b is not in the open state (the winning-prone state), A closed state (uneasy winning state, difficult winning state) in which the game balls are unlikely to flow into the normal variable winning device 37. In this embodiment, the start winning port 36 is different from the normal variable winning device 37. It does not have a movable member (opening / closing member) and is always in an open state (open state), but A configuration having a material (such as a ferroelectric material) is also possible.

[0041] The movable member 37b is controlled by a game control device 100, which will be described later. The device 100 is adapted to shorten the time for changing the normal map change display game or to increase the probability of winning the normal map change display game. By setting the probability higher than normal, it is possible to increase the frequency of winning situations, or to create special play situations. The duration of the easy-to-win state is longer than that of the normal game state in which no skill is performed. By doing so, the time-saving state (normal power support state) will be generated as the specific game state mentioned above. In addition, even in the probability variation state (excluding the latent probability variation state), the time-saving state (normal power support) is overlapped. A "standby state" occurs.

[0042] In the game area 32 to the right of the start winning hole 36, a lower large winning hole solenoid 38b (see FIG. 7) By pulling the ball from the front to the back, the large prize opening is opened. A first special variable winning device 38 (special electric device) having a door 38c is provided. The first special variable prize winning device 38 closes the big prize winning port according to the result of the special variable display game. A state where the player is in a closed state (a blocked state that is disadvantageous to the player) is changed to an open state (a game state that is advantageous to the player). ) to facilitate the flow of game balls into the lower large winning hole, thereby allowing players to play a specified game. Value (for example, the number of prize balls or the number of time-saving / variable bonuses after a big win) is assigned. In addition, the lower large prize opening is provided with a detection means for detecting the game ball that has entered the large prize opening. A winning port switch 38a (count switch) is provided. The device 38 makes it easier for the game ball to win when hit from the right.

[0043] In the game area 32 above the normal variable winning device 37, an upper large winning port solenoid 39b (FIG. 3 The upper end of the door rotates to the right and opens the upper prize entrance. A second special variable prize winning device 39 having a second special variable prize winning device 39c is provided. The state where the big prize mouth is closed (a closure disadvantageous to the player) due to the result of the special chart change display game The state is changed from a closed state (a special game state advantageous to the player) to an open state (a special game state advantageous to the player), and the player is given access to the big prize hole. By facilitating the flow of game balls, the player can receive a predetermined game value (for example, prize balls or the end of a jackpot). The number of times the bonus is awarded after the bonus is given (the number of times the bonus is awarded after the bonus is given). As a detection means for detecting the game ball that has entered the large winning hole, the upper large winning hole switch 39a (counter The second special variable prize winning device 39 is equipped with a right-hand switch (see FIG. 3). In addition, the lower large winning hole switch 38a and the upper large winning hole switch 38b are 39a are collectively referred to as a large prize opening switch 43.

[0044] A specific area 86 (a so-called V winning port) is provided inside the second special variable winning device 39. After the opening and closing door 39c is opened by a small win, the game is entered into a specific area 86 (V winning hole). If the ball enters the jackpot, a big win is confirmed. The specific area 86 is only open for a long time during a small win. The game control device 100 may be configured to allow the game ball to pass through easily by, for example, The passage of the game ball into the specific area 86 (V entry) is detected by a sensor (specific area switch 72 described later) or the like. It can be detected through the V-winning, and when it detects the V-winning, it is confirmed that the small win will end and the big win will start. At the same time, the performance control device 300 described later receives information indicating that a V win has occurred (specific area pass). Then, the performance control device 300 transmits a V-winning command to the display device 41, etc. This can be reported.

[0045] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). . In this embodiment, when the second special variable winning device 39 is released by a small hit, a game ball wins at a specific area 86 (V winning port) in the second special variable winning device 39, and a big win occurs. When a game ball wins at the big winning ports of the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, the payout control device 200 (see FIG. 3) discharges a corresponding number of prize balls from the payout device to the upper tray 21. Also, in the lower game area 32, there is an out port 30b for collecting game balls that did not win at the winning ports or the like. In addition, near the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, there are LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins.

[0046] The general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, when a game ball wins at their big winning ports, the payout control device 200 (see FIG. 3) discharges a corresponding number of prize balls from the payout device to the upper tray 21. Also, in the lower game area 32, there is an out port 30b for collecting game balls that did not win at the winning ports or the like. In addition, near the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, there are LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins. Also, outside the game area 32 and at the lower right corner of the game board main body 30a, there is a batch display device 50 that executes a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a normal figure variable display game. The batch display device 50 includes display units 51 to 60 that display information such as the current game state. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game. and 39, there are LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins.

[0047] Also, outside the game area 32 and at the lower right corner of the game board main body 30a, there is a batch display device 50 that executes a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a normal figure variable display game. The batch display device 50 includes display units 51 to 60 that display information such as the current game state. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game.

[0048] The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start (hold) storage count information of each variable display game. ) and has. The special figure 1 retention display 54 is composed of lamps D11 and D12. The special figure 2 retention display 55 is composed of lamps D13 and D14. The general figure retention display 56 is composed of lamps D15 and D16.

[0049] Also, in the batch display device 50, there is a first game state display unit 57 (first game state display, lamp D7) that notifies when it is a right-handed hit (when a right-handed hit should be made) or a left-handed hit (normal hit ), a second game state display unit 58 (second game state display, lamp D17) that lights up when a time-short state occurs to notify the occurrence of the time-short state, and when the game machine 10 is powered on, the high-probability state of the jackpot probability state is displayed by a third game state display unit 59 (third game state display, probability state display unit, lamp D9), and a round display unit 60 (lamps D3 - D6) that displays the number of rounds at the time of jackpot (the number of opening and closing times of the special variable winning devices 38 and 39 ) is provided. ) is provided.

[0050] In the special figure 1 display 51 and the special figure 2 display 52, the variable display game is executed by a variable display that repeatedly turns on and off (flashes) identification information (for example, , the central segment). Note that the special figure 1 display 51 and the special figure 2 display 52 are not limited to such segment-type display units, and may be composed of an aggregate of a plurality of LEDs. When executing a variable display, for all the LEDs provided as a display device, full-on full-off (simultaneous flashing of all LEDs), or cyclic lighting (lighting and extinguishing in a predetermined order at predetermined intervals from any one LED), or lighting and extinguishing (flashing) or cyclic lighting by a predetermined number of LEDs among a plurality of LEDs may also be used. Also in the general figure display 53, the variable display game is the lighting and extinguishing of lamps D10 and D18. is acceptable. It is executed by repeated variable display (flashing). Also, the general drawing display 53 can be appropriately configured in the same manner as the special drawing 1 display 5 1 and the special drawing 2 display 52.

[0051] The lamp display device 80 includes lamp display units 1 and 2 (LEDs) that execute variable display (flashing) in which lighting display and extinguishing display are repeated as symbols (the fourth special symbol and the 4th symbol described later), and each special drawing variable display game start (hold) memory number notification lamp display units 3 - 6 (LEDs). Incidentally, the lamp display device 80 is controlled by an effect control device 300 (described later).

[0052] The lamp display units 1 and 2 flash at a predetermined flashing cycle (for example, 200 msec (milliseconds)) as variable display. That is, the switching between the extinguishing and lighting of the lamp display units 1 and 2 is performed within a period of 1 / 2 of the flashing cycle (for example, 100 msec). The variable display time in the special drawing 1 display 51, the special drawing 2 display 52, and the general drawing display 53 of the batch display device 50 is measured by the game control device 1 00, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later).

[0053] The lamp display units 3 and 4 (special drawing 1 hold LED1, special drawing 1 hold LED2) display the special drawing 1 hold number (the first start memory number) by a combination of an extinguished state, a lit state, and a flashing state. Similarly, the lamp display units 5 and 6 (special drawing 2 hold LED1, special drawing 2 hold LED2) display the special drawing 2 hold number (the second start memory number) by a combination of an extinguished state, a lit state, and a flashing state. The lamp display units 3 - 6 end the display of the hold number when a big win occurs, but display the hold number in cases other than during the big win state (including the case where a reach described later occurs in the display device 41).

[0054] Next, the game flow in the gaming machine 10, the normal pattern variable display game, and the special pattern variable display game will be described in detail.

[0055] In the gaming machine 10, a game ball is launched from a ball launching device (not shown) toward the game area 32 to play the game. The launched game ball rolls down in the game area 32 while changing its rolling direction by obstacle pins, windmills, etc. arranged at various locations within the game area 32, and reaches the normal pattern start gate 34, the general winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning devices 38, 39 to win, or flows into the out port 30b provided at the bottom of the game area 32 and is discharged from the game area 32. When a game ball wins at the general winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning devices 38, 39, a number of prize balls corresponding to the type of the winning port is discharged to the upper tray 21 via the payout

[0056] A gate switch 34a (see FIG. 3) for detecting a game ball that has passed through the normal pattern start gate 34 is provided at the normal pattern start gate 34. When a game ball passes through the normal pattern start gate 34, it is detected by the gate switch 34a, and based on the determination result of the random number value for hit determination extracted at this time, the normal pattern variable display game is executed.

[0057] When the normal pattern variable display game cannot be started, for example, when the normal pattern variable display game is already in progress and has not ended, or when the result of the normal pattern variable display game is a hit and the normal variable winning device 37 has been converted to the open state, when a game ball passes through the normal pattern start gate 34, if the normal pattern start stored number (normal pattern held number) is less than the upper limit number, the stored number is incremented (+1).

[0058] In the general pattern start memory (general pattern hold), there is a win used to determine the win or loss of the general pattern variable display game. A random number value for win determination is stored. When this random number value for win determination matches the determination value, the general pattern variable display game is a win and a specific result pattern (specific result) is derived.

[0059] The general pattern variable display game is executed by the general pattern display 53 provided in the batch display device 50. The general pattern display 53 is composed of LEDs that indicate a win when in the lit state as general identification information (general pattern), and indicate a loss when in the unlit state. By blinking this LED, the variable display of the general identification information is performed. After the elapse of a predetermined variable display time, the result is displayed by turning the LED on or off.

[0060] When the general pattern random number value extracted when passing through the general pattern start gate 34 is a winning value, the general pattern (general pattern) displayed on the general pattern display 53 stops in the winning state and becomes the winning state. At this time, the general electric solenoid 37c (see FIG. 3) is driven, and the movable member 37b is converted to the open state for a predetermined time (for example, 3 seconds × 2 times), and the entry of the game ball into the general variable winning device 37 is allowed.

[0061] The winning of the game ball into the start winning port 36 and the winning of the game ball into the general variable winning device 37 are detected by the start port 1 switch 36a (see FIG. 3) and the start port 2 switch 37a (see FIG. 3). The game ball that wins in the start winning port 36 is detected as the start winning ball of the special pattern 1 variable display game, stored up to a predetermined upper limit number, and the game ball that wins in the general variable winning device 37 is detected as the start winning ball of the special pattern 2 variable display game and stored up to a predetermined upper limit number.

[0062] When detecting the starting winning ball of the special figure variable display game, jackpot random values, jackpot symbol random values, each variable pattern random values, etc. are extracted. These random values are stored as special figure starting winning memories in the special figure reservation storage area (a part of the RAM) of the game control device 100 for a predetermined number of times (for example, up to 8 times at most). The number of stored special figure starting winning memories is displayed on the special figure 1 reservation display 54 and the special figure 2 reservation display 55 for notifying the starting winning number of the batch display device 50, and is also displayed on the display screen of the display device 41. Based on the winning in the starting winning port 36 or the first starting memory (special figure 1 starting memory, special figure 1 reservation), the game control device 100 executes the special figure 1 variable display game on the special figure 1 display 51. Also, based on the winning in the normal variable winning device 37 or the second starting memory (special figure 2 starting memory, special figure 2 reservation), the game control device 100 executes the special figure 2 variable display game on the special figure 2 display 52.

[0063] The special figure 1 variable display game (the first special figure variable display game) and the special figure 2 variable display game (the second special figure variable display game) are performed by variably displaying identification information (special symbols, special figures) on the special figure 1 display 51 and the special figure 2 display 52 and then stopping and displaying a predetermined result mode. Also, on the display device 41, a decorative special figure variable display game is executed in which a plurality of types of identification information (for example, numbers, symbols, character symbols, etc.) are variably displayed corresponding to each special figure variable display game.

[0064] The decorative special figure variable display game on the display device 41 is composed of the above-mentioned numbers and the like.

[0065]

[0066] ​​​​​​​The different symbols (identification information) are the left (first special symbol), right (second special symbol), and middle (third special symbol) in that order to start the variable display (scroll display), and after a predetermined time, the symbols that are changing are sequentially stopped to display the result of the special symbol variable display game. Also, on the display device 41 , various production displays such as the appearance of characters are performed to enhance the interest. Furthermore, in the decorative special symbol variable display game, as other decorative special symbols (identification information), the lamps in the lamp display devices 80 in the display units 1 and 2 repeat the lighting display and the extinguishing display (flashing) to make the fourth special symbol (the fourth symbol) change. The variable display of the lamp display units 1 and 2 stops with "extinguishing" in the case of a deviation and "lighting" in the case of a big win or a small win after a predetermined time from the start. When the game balls are won at the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the big win random number value at the time of winning detection is the big win value), a specific result mode (special result mode) is derived from the displayed symbols as the result of the special symbol variable display game, and it becomes the big win state

[0067] (special game state). Corresponding to this, the display mode of the display device 41 becomes the special result mode (for example a state where numbers such as "7, 7, 7" are aligned). At this time, the special variable winning devices 38 and 39 convert the big winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds) by energizing the big winning opening solenoids (38b, 39b) (see FIG. 3). That is, the big winning openings provided in the special variable winning devices 38 and 39 open wide until a predetermined time or a predetermined number of game balls are won, and during this time, the player is given the privilege of being able to obtain many game balls.

[0068] At this time, the special variable winning devices 38 and 39, by energizing the big winning opening solenoids (38b, 39b) (see FIG. 3), convert the big winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds). That is, the big winning openings provided in the special variable winning devices 38 and 39 open wide until a predetermined time or a predetermined number of game balls are won, and during this time, the player is given the privilege of being able to obtain many game balls.

[0069] When a game ball wins a prize at the first start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). When this occurs (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). When this occurs (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). When this occurs (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value).

[0070] At this time, the special variable winning devices 38 and 39 are converted from the closed state to the open state for a predetermined short time by energizing the big winning opening solenoids 38b and 39b (see FIG. 3). At this time, the special variable winning devices 38 and 39 are converted from the closed state to the open state for a predetermined short time by energizing the big winning opening solenoids 38b and 39b (see FIG. 3). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain less game value (number of acquired balls) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win).

[0071] Here, the difference between a jackpot and a small win will be explained.

[0072] A jackpot is a special result accompanied by the operation of a condition device, and a small win is a specific result not accompanied by the operation of a condition device. The condition device is a device that causes a jackpot to occur (the stop of the jackpot symbol) in the special figure variable display game. A jackpot is a special result accompanied by the operation of a condition device, and a small win is a specific result not accompanied by the operation of a condition device. The condition device is a device that causes a jackpot to occur (the stop of the jackpot symbol) in the special figure variable display game. It operates when the stop indication is made. When the condition device operates, for example, a jackpot state occurs to continuously operate the special variable winning devices 38 and 39 as special electric game devices, a specific flag is set. Also, when the condition device operates, it may mean that there has been a passage (V winning) of a game ball into a specific area 86 . When the condition device does not operate, it means that, for example, the above-mentioned specific flag is not set, as in the case of simply winning a small win lottery . However, as will be described later in this embodiment, when there is a V winning during a small win state, the condition device will operate. Note that the "condition device" may be software means such as a flag that is software-controlled to be turned on and off as described above, or hardware means such as a switch that is electrically turned on and off . Also, the "condition device" is a term generally used in the field of pachinko machines as a device whose operation is a necessary condition for the continuous operation of electric game devices, and is used herein with the same meaning . . . Also, the "condition device" is a device whose operation is required for the continuous operation of electric game devices, and is a commonly used term in the field of pachinko machines. It is used herein with the same meaning . .

[0073] Specifically, in the case of a jackpot, the special variable winning device is released when the jackpot flag is set, while in the case of a small win, the special variable winning device is released when the small win flag is set . .

[0074] Note that the special figure 1 display 51 and the special figure 2 display 52 may be configured as separate displays or as the same display, but are set so that each special figure variable display game is not executed simultaneously . Note that the special figure 2 variable display game is set to be executed with priority over the special figure 1 variable display game, and the start memories of the special figure 1 variable display game and the special figure 2 variable display game . . exists, and when the special figure variable display game can be executed, the special figure 2 variable display game is executed (special figure 2 hold priority digestion, special figure 2 priority variation).

[0075] Regarding the decorative special figure variable display game in the display device 41, the special figure 1 variable display game and the special figure 2 variable display game may be executed on separate display devices or in separate display areas, or they may be executed on the same display device or in the same display area. In this case, the decorative special figure variable display games corresponding to the special figure 1 variable display game and the special figure 2 variable display game may not be executed simultaneously.

[0076] In the following description, when the special figure 1 variable display game and the special figure 2 variable display game are not distinguished, they are simply referred to as the special figure variable display game.

[0077] Also, although not particularly limited, the start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the count switches (38a, 39a) are provided with coils for magnetic detection, and a non-contact magnetic proximity sensor (hereinafter referred to as a proximity switch) that detects a game ball by utilizing the phenomenon that the magnetic field changes when a metal approaches the coil is used. Also, for the glass frame open detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the front frame (gaming frame) 12 or the like provided on the front frame open detection switch 64 (main body frame open detection switch), a microswitch having a mechanical contact can be used.

[0078] 〔Game control device〕 Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is a game control device 10 Equipped with 0 (main substrate), the game control device 100 is a main control device (main substrate) that comprehensively controls the game. It has a CPU section 110 having a game microcomputer (hereinafter referred to as the game microcontroller) 111, an input section 120 having an input port, an output section 130 having an output port and a driver or the like, and a data bus 140 that connects between the CPU section 110, the input section 120, and the output section 130, etc. The CPU section 110 includes a game microcontroller (CPU) 111 called an amusement chip (IC), an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) 113 that generates an operation clock of the CPU, a timer interrupt, and a clock serving as a reference for the random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are operable by being supplied with a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400. The power supply device 400 includes a normal power supply section 410 having an AC-DC converter that generates a DC voltage of DC32V from an AC power supply of 24V and a DC-DC converter that generates a lower-level DC voltage such as DC12V and DC5V from the DC voltage of DC32V, a backup power supply section 420 that supplies a power supply voltage to the internal RAM of the game microcontroller 111 during a power failure, and a power failure monitoring circuit that generates and outputs a control signal 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, etc. In this embodiment, the power supply device 400 is configured separately from the game control device 100.

[0079] The CPU section 110 includes a game microcontroller (CPU) 111 called an amusement chip (IC), an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) 113 that generates an operation clock of the CPU, a timer interrupt, and a clock serving as a reference for the random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are operable by being supplied with a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400. The power supply device 400 includes a normal power supply section 410 having an AC-DC converter that generates a DC voltage of DC32V from an AC power supply of 24V and a DC-DC converter that generates a lower-level DC voltage such as DC12V and DC5V from the DC voltage of DC32V, a backup power supply section 420 that supplies a power supply voltage to the internal RAM of the game microcontroller 111 during a power failure, and a power failure monitoring circuit that generates and outputs a control signal 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, etc. In this embodiment, the power supply device 400 is configured separately from the game control device 100. The CPU section 110 includes a game microcontroller (CPU) 111 called an amusement chip (IC), an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) 113 that generates an operation clock of the CPU, a timer interrupt, and a clock serving as a reference for the random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are operable by being supplied with a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400.

[0080] The power supply device 400 includes a normal power supply section 410 having an AC-DC converter that generates a DC voltage of DC32V from an AC power supply of 24V and a DC-DC converter that generates a lower-level DC voltage such as DC12V and DC5V from the DC voltage of DC32V, a backup power supply section 420 that supplies a power supply voltage to the internal RAM of the game microcontroller 111 during a power failure, and a power failure monitoring circuit that generates and outputs a control signal 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, etc. In this embodiment, the power supply device 400 is configured separately from the game control device 100. The CPU section 110 includes a game microcontroller (CPU) 111 called an amusement chip (IC), an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) 113 that generates an operation clock of the CPU, a timer interrupt, and a clock serving as a reference for the random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are operable by being supplied with a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400. The power supply device 400 includes a normal power supply section 410 having an AC-DC converter that generates a DC voltage of DC32V from an AC power supply of 24V and a DC-DC converter that generates a lower-level DC voltage such as DC12V and DC5V from the DC voltage of DC32V, a backup power supply section 420 that supplies a power supply voltage to the internal RAM of the game microcontroller 111 during a power failure, and a power failure monitoring circuit that generates and outputs a control signal 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, etc. In this embodiment, the power supply device 400 is configured separately from the game control device 100.

[0081] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but The backup power supply unit 420 and the control signal generation unit 430 may be provided on a separate substrate or integrated with the game control device 100, that is, may be configured to be provided on the main substrate. Since the game board 30 and the game control device 100 are to be replaced when changing the machine type, as in the embodiment, the power supply device 400 or a substrate separate from the main substrate is provided with the backup power supply unit 420 and the control signal generation unit 43 0, so that it can be removed from the replacement target to reduce costs.

[0082] 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, so that the data stored in the RAM is retained even during a power outage or after the power is cut off. 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 outage and changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. Also, a reset signal is output after a predetermined time has elapsed from that point when the power is turned on or when the power is restored after a power outage.

[0083] In addition, a RAM initialization switch 112 is provided in the game control device 100. When the RAM initialization switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a process of forcibly initializing the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200 is performed. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 1 11. The reset signal is output after a predetermined time has elapsed from that point. The signal is a type of forced interrupt signal and resets the entire control system.

[0084] In addition, the game control device 100 (main board) is provided with a setting key switch 93. The setting key switch 93 can be turned on by the operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. Note that the RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the hit probability such as the big hit probability and the small hit probability, but other game conditions (such as effects) other than the probability can also be changed according to the probability setting value. The setting key switch 93 and the RAM initialization switch 112 constitute setting change means (setting change device 42, setting means) that can change the setting (probability setting value) related to the game conditions. Note that instead of the RAM initialization switch 112, other switches may be used as the setting value change switch, or a dedicated and unique setting value change switch may be provided as well. The setting key switch 93 and the RAM initialization switch 112 are arranged at a position where they cannot be operated (a position where they cannot be accessed) unless the front frame 12 (main body frame) is opened by being provided on the game control device 100 inside the gaming machine 10. That is, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112. As will be described later, when the gaming machine 10 is powered on (power restored after a power failure), the gaming machine 10, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112, the probability setting value

[0085] The setting key switch 93 and the RAM initialization switch 112 are arranged at a position where they cannot be operated (a position where they cannot be accessed) unless the front frame 12 (main body frame) is opened by being provided on the game control device 100 inside the gaming machine 10. That is, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112. Namely, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112.

[0086] As will be described later, when the gaming machine 10 is powered on (power restored after a power failure), the gaming machine 10, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112, the probability setting value It is possible to shift to various states such as a settable state (a setting change state, a settable state, a setting change mode) in which a value can be changed (set), and a setting confirmation state (a setting confirmation mode) in which a probability setting value can be confirmed.

[0087] In this embodiment, the probability setting value is defined in, for example, six levels, and there are a probability setting value 1 (setting 1), a probability setting value 2 (setting 2), a probability setting value 3 (setting 3), a probability setting value 4 (setting 4), a probability setting value 5 (setting 5), and a probability setting value 6 (setting 6). Generally, setting 1 is the most unfavorable setting for the player, and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 and 6 are high settings.

[0088] In the probability setting change process, each time the operator presses the RAM initialization switch 112, the working setting value (setting) in the working setting value area is changed as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 ( setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ···. Thus, the RAM initialization switch 112 also functions as a setting value change switch. For convenience of explanation, while in the setting change state (setting change mode), working setting values 0 to 5 are respectively provided corresponding to probability setting values 1 to 6, but the working setting value and the probability setting value may be treated as the same within the same numerical range (that is, 0 to 5 or 1 to 6) (making the working setting value and the probability setting value the same numerical value).

[0089] Instead of operating the RAM initialization switch 112 (setting value change switch), the setting key switch 93 may be rotated to a predetermined position to change the probability setting value. Also , the probability setting value is not limited to six levels. And for the selected working setting values of 0 to 5 the corresponding display probability setting values are displayed on a performance display device 152 or the like which is, for example, a 4-digit 7-segment type (8-segment type including the dot Dp type) display.

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

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

[0092] Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the production content, the presence or absence of the occurrence of a reach state, etc. The variation pattern table is a table for the CPU 111a to refer to the variation pattern random numbers 1 to 3 stored as start-up memory to determine the variation pattern . . ​​​In addition, the fluctuation pattern table shows that the option that will be selected when the result is a miss. Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot In addition, these pattern tables include the following: A table for determining the latter half fluctuation pattern, which is the fluctuation pattern (later half fluctuation group table Bull and late fluctuation pattern selection table, etc.), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) This includes the following:

[0093] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device A plurality of display results are derived and displayed at different times, and the plurality of display results are displayed according to a predetermined characteristic. When a different result pattern occurs, the game state becomes advantageous to the player (special game state). In the gaming machine 10, when some of the display results have not yet been derived and displayed, A display state in which the display result already derived and displayed satisfies the conditions for becoming a special result state. In other words, the reach state is when the display control of the display device progresses and the display Even when the results have reached the stage before they are derived and displayed, the display conditions for the special result mode are For example, the special result state is maintained while keeping the state. The state where multiple variable display areas are used to display the variable (so-called full rotation reach) is also a reach state. In addition, the reach state is when the display control of the display device progresses and the display result is derived and displayed. The display state at the stage before the display result is derived and displayed. A condition in which at least a part of the display results of the determined multiple variable display areas becomes a special result state. This refers to the display state when the conditions are met.

[0094] Therefore, for example, in a special figure variation display game, the decorative special figure variation table displayed on the display device corresponds to the game. After a plurality of identification information is variably displayed in each of the left, middle, and right variable display areas of the display device for a predetermined time, the variable display stops in the order of left, right, and middle to display the result mode. In this case, in the left and right variable display areas, the state where the variable display stops in a state that satisfies the condition for a special result mode (for example, the same identification information) becomes the reach state. In addition, when the variable display in all variable display areas stops once, the state where the condition for a special result mode (for example, the state where the same identification information is obtained, excluding the special result mode) is satisfied in any two of the left, middle, and right variable display areas is defined as the reach state, and the remaining one variable display area may be variably displayed from the reach state.

[0095] And the reach state includes a plurality of reach effects. As reach effect systems (types) where the possibility of deriving a special result mode (big win mode) is different (the expectation levels are different), Normal Reach (N-Reach), Special 1 Reach (SP1-Reach), Special 2 Reach (SP 2-Reach), Special 3 Reach (SP3-Reach), and Premier Reach are set. Note that the expectation level (expected value) of a big win is higher in the order of no reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premier Reach. Also, the reach state is included in the variable display mode at least when a special result mode is derived in a special figure variation display game (when it becomes a big win). That is, ​​In addition, it may be included in the variable display mode in the case where it is determined that no special result mode is derived in the special figure variable display game (the case of losing). Therefore, the state in which the reach state has occurred is a state with a high probability of winning as compared with the case where the reach state does not occur. In addition, the degree of expectation of the effect (preview) suggests the probability of winning when the effect is selected, and can be calculated based on the selection rate of the effect when winning and the selection rate of the effect when not winning (losing). 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 generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. Although not shown, the game microcomputer 111 includes a jackpot random number for determining the jackpot in the special figure variable display game, a jackpot symbol random number for determining the jackpot symbol, a small win symbol random number for determining the small win symbol, a support win symbol random number for determining the short-time symbol (stop symbol at the time of support win) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0096] In addition, the degree of expectation of the effect (preview) suggests the probability of winning when the effect is selected, and can be calculated based on the selection rate of the effect when winning and the selection rate of the effect when not winning (losing). When winning, and the selection rate of the effect when not winning (losing). It can be calculated based on the selection rate of the effect when winning and the selection rate of the effect when not winning (losing).

[0097] 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 generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. In addition, although not shown, the game microcomputer 111 includes a jackpot random number for determining the jackpot in the special figure variable display game, a jackpot symbol random number for determining the jackpot symbol, a small win symbol random number for determining the small win symbol, a support win symbol random number for determining the short-time symbol (stop symbol at the time of support win) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. And outputs to control the entire gaming machine 10. Although not shown, the game microcomputer 111 includes a jackpot random number for determining the jackpot in the special figure variable display game, a jackpot symbol random number for determining the jackpot symbol, a small win symbol random number for determining the small win symbol, a support win symbol random number for determining the short-time symbol (stop symbol at the time of support win) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. a small win symbol random number for determining the small win symbol, a support win symbol random number for determining the short-time symbol (stop symbol at the time of support win) described later, a support win symbol random number for determining the short-time symbol (stop symbol at the time of support win) described later, a variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, to determine the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Based on the oscillation signal (original clock signal) from the oscillation circuit 113, it has a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for CPU 111a and a clock for giving the update timing of the random number generation circuit. .

[0098] Also, in the process related to the special figure variable display game, the CPU 111a reads from the ROM 111b one of the plurality of variable pattern tables stored therein. Specifically, the CPU 111a determines based on the game result (big win or loss) of the special figure variable display game, the probability state (normal probability state or high probability state) of the special figure variable display game as the current game state, the start memory number, etc., and selects and obtains one of the plurality of variable pattern tables. Here, the CPU 11 1a forms variable distribution information acquisition means for obtaining one of the plurality of variable pattern tables stored in the ROM 111b when executing the special figure variable display game. When executing the special figure variable display game, the CPU 11 1a forms variable distribution information acquisition means for obtaining one of the plurality of variable pattern tables stored in the ROM 111b.

[0099] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and controls to drive the payout motor 91 of the payout unit to payout prize balls according to the prize ball payout command (command or data) from the game control device 100. Also, the payout control device 200 controls to drive the payout motor 91 of the payout unit based on the loan ball request signal from the card unit 600 to payout loan balls.

[0100] The input unit 120 of the game microcomputer 111 is provided with a radio wave sensor 62 (board radio wave sensor) for detecting the emission of radio waves to the gaming machine, a gate switch 34a of the normal figure start gate 34, a start port 1 switch 36a in the first start winning port 36, a start port 2 switch 37a in the second start winning port 37 (ordinary variable winning device), a winning port switch 35a of the general winning port 35, a special variable winning device 38 , the large winning opening switches 43 (lower large winning opening switch 38a, upper large winning opening switch 39a ) are connected, and a high level of 11V and a low level of 7V are input as signals of negative logic such as, and an interface chip (proximity I / F) 121 is provided to convert them into positive logic signals of 0V - 5V.

[0101] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72, the remaining ball discharge port switch 73, and the out ball detection switch 74. The specific area switch 72 detects the passage (V winning) of the game ball to the specific area 86 (V winning opening). The remaining ball discharge port s witch 73 detects the game ball that has passed through the remaining ball discharge port that discharges the game balls from the special variable winning devices 38, 39 . The out ball detection switch 74 may detect only the game balls passing through the out port 30b, or may detect all the game balls that have been launched into the game area and ended the game .

[0102] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read by the game microcomputer 111 via the data bus 140 . Among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the start opening 1 switch 36a, the start opening 2 switch 37a, the winning opening switch 35a, and the large winning opening switch 43 are input to the third input port 124.

[0103] Also, among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the abnormality detection signal output when detecting an abnormality of the sensor or switch are input to the second input port 123.

[0104] ​Also, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72, the residual ball discharge port switch 73, or the out ball detection switch 74 are input to the fourth input port 126. .

[0105] Also, to the second input port 123, the detection signal of the magnetic sensor switch 61 for fraud detection provided on the front frame 12 etc. of the gaming machine 10, the glass frame open detection switch 63 provided on the glass frame 15 etc. of the gaming machine 10, the front frame open detection switch 64 (main body frame open detection switch) provided on the front frame 12 (main body frame) etc., the vibration sensor 6 5 for detecting the vibration of the gaming machine 10 are input.

[0106] Also, the second input port 123 captures the setting key switch signal from the setting key switch 93 and supplies it to the game microcomputer 111 via the data bus 140.

[0107] Also, among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing test device (not shown) via the relay board 70. Furthermore, 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 to the game microcomputer 111 in addition to the third input port 124.

[0108] 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 IC, a 12V voltage is supplied to the proximity I / F 121 from the power supply device 400. .

[0109] ​​​​​The data held by the third input port 124 can be read by the gaming microcomputer 111 by decoding the address assigned to the third input port 124 to assert (change to the active level) the enable signal CE2. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described later.

[0110] In addition, the input unit 120 takes in a frame wave illegal signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball out switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on the input of a touch switch provided on the operation handle 24, and a signal from the RAM initialization switch 112, and supplies them to the gaming microcomputer 111 via the data bus 140. The first input port 122 is provided. The overflow switch signal is 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). The frame wave illegal signal is a signal output based on the detection of radio waves by a frame wave sensor provided on the front frame 12 (main body frame), and the payout busy signal is a signal indicating whether the payout control device 200 can accept a command.

[0111] In addition, the input unit 120 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, and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then enters the data bus ​​​​​​​​​​​​​​​The information is input to the gaming microcomputer 111 via the switch 140. The signals from the external device provided in the gaming microcomputer 111 are treated as equivalent to the signals from the external device. This is because there is a restriction on the number of terminals that can receive such signals.

[0112] On the other hand, the reset signal RST, which has been noise-removed by the Schmitt buffer 125, The reset signal is input directly to a reset terminal provided in the microcomputer 111 for the power supply, and is also input to the output section 13 0. The reset signal RST is directly supplied to the center without passing through the output unit 130. By outputting to the relay board 70, the port of the relay board 70 (FIG. The test firing signal held in the test chamber (not shown) is turned off.

[0113] In addition, the reset signal RST can be output to the test firing device via the relay board 70. The reset signal RST is input to each of the ports 122 and 123 of the input unit 120. , 124. The reset signal RST is input by the gaming microcomputer 111. Therefore, the data set in each port of the output unit 130 is reset to prevent the system from malfunctioning. However, immediately before the reset signal RST is input, the input ports of the input section 120 are idle. The data read by the gaming microcomputer 111 is discarded by resetting the gaming microcomputer 111. To be discarded.

[0114] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and a A Schmitt buffer arranged on the communication path from the dispensing microcomputer 111 to the dispensing control device 200 132 is provided. Data is transmitted to 200 via serial communication. Note that it is one-way communication such that a signal cannot be input from the side of the effect control device 300 to the game control device 100.

[0115] Furthermore, the output unit 130 is configured such that a buffer 133 can be mounted thereon. The buffer 133 is connected to the data bus 140 and outputs data notifying the test firing test device of a non-illustrated certification organization of the special figure symbol information of the variable display game, signals indicating the probability state of a big win, etc. via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of the pachinko game machine as an actual machine (mass-produced and sold product) installed in a game arcade. Note that the detection signal of a switch that does not require processing, such as the start port switch output from the proximity I / F 121, is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.

[0116] On the other hand, detection signals that cannot be directly supplied to the test firing test device as they are, such as the magnetic sensor switch 61 and the radio wave sensor 62, are once taken into the game microcomputer 111, processed into other signals or information, and 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 game machine is in a state where game control is not possible.

[0117] Note that the relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing test device, a connector that relays and transmits the signal line of the detection signal of the switch that does not pass through the buffer, etc. The chip enable signal CE output from the game microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing test device. ​​​​​​​​​​​​​​​

[0118] In addition, the output unit 130 is connected to the data bus 140 and releases the normal variable winning device 37 solenoid (normal power solenoid) 37c, releases the first special variable winning device 38, the lower large winning port solenoid 38b (large winning port solenoid 1), and releases the second special variable winning device 39 upper large winning port solenoid 39b (large winning port solenoid 2), and operates the lever to release the specific area 86. A second output port 134 is provided for outputting the open / close data of the lever solenoid 86b for releasing the lever solenoid 86b that releases the specific area 86 is provided.

[0119] In addition, the output unit 130 has a third output port 135 for outputting the on / off data of the segment line to which the anode terminal of the LED is connected according to the content to be displayed on the batch display device 50 and a fourth output port 136 for outputting the on / off data of the digit line to which the cathode terminal of the LED of the batch display device 50 is connected is provided.

[0120] In addition, the output unit 130 has a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 . The external information terminal 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a gaming hall internal management device (hall computer)) installed in a game arcade, for example, and information related to the gaming machine 10 can be supplied to the external device . Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the schmitt buffer 132 .

[0121] Furthermore, the output unit 130 has a normal power solenoid 37 output from the second output port 134 Receiving opening / closing data signals such as those of solenoids 38b and 39b for large winning openings, the first driver (drive circuit) 138a generates and outputs a solenoid drive signal, and outputs an on / off drive signal for the segment lines on the current supply side of the batch display device 50 from the third output port 135. The second driver 138b outputs an on / off drive signal for the digit lines on the current draw side of the batch display device 50 from the fourth output port 136. The third driver 138c outputs an external information signal supplied to an external device such as a management device from the fifth output port 137 to the external information terminal 71. A fourth driver 138d is provided. To enable the first driver 138a to drive a solenoid operating at 32V, DC32V is supplied as the power supply voltage from the power supply device 400. Also, DC12V is supplied to the second driver 138b that drives the segment lines of the batch display device 50. The third driver 138c that drives the digit lines is for pulling out the digit lines corresponding to the display data with current, so the power supply voltage may be either 12V or 5V. The second driver 138b that outputs 12V allows current to flow into the anode terminal of the LED through the segment lines, and the third driver 138c that outputs the ground potential pulls out current through the digit lines from the cathode terminal, so that the power supply voltage flows through the sequentially selected LEDs in the dynamic drive method to turn them on. The fourth driver 138d that outputs the external information signal to the external information terminal 71 is supplied with DC12V to give a 12V level to the external information signal. Note that the buffer 133, the second output port 134, the first driver 138a, etc.

[0122]

[0123] ​​​​​​​​​​​​​​​The output unit 130 of the gaming device 100, that is, it may be provided on the relay board 70 side instead of the main board. It may be like this.

[0124] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 13 9 is configured to be capable of two-way communication so that the gaming microcomputer 111 can send and receive data through serial communication with the inspection device 500. Note that the sending and receiving of such data is performed using the serial communication terminals of the gaming microcomputer 111 in the same way as a normal general-purpose microprocessor, so ports such as input ports 122, 123, and 124 are not provided.

[0125] Furthermore, the output unit 130 receives serial data (control use data, lighting pattern data, character code (character code), etc.) output from the second output port 134, and a driver 150 for driving the performance display device 152 (status display device) is provided. In this embodiment form, the performance display device 152 is composed of a plurality (4) of 7-segment type (including dot Dp and 8-segment type) displays (LED lamps), and the driver 150 is an LED driver

[0126] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in other places. For example, the performance display device 152 can display display probability setting values, accessory ratios, ball output rates, and the number of ejected balls.

[0127] Here, the number of ejected balls is the number of game balls ejected from the game area 32 (also called the number of out balls) and is the sum of the number of game balls that have passed through the winning openings (the number of wins) and the number of game balls that have passed through the out opening 30b. The number of discharged balls can be obtained by counting (counting) signals from the out ball detection switch 74 and the like. In the present embodiment, the winning openings include a general winning opening 35, a start winning opening 36 (first start winning opening, start opening 1), a normal variable winning device 37 (second start winning opening, start opening 2 ), and special variable winning devices 38, 39 (big winning openings).

[0128] The payout rate is the ratio (percentage) of the total number of prize balls to the number of discharged balls (or the number of launched balls), and is calculated by ( (number of acquired balls ÷ number of discharged balls) × 100 (%). That is, the payout rate is the number of acquired balls per 100 discharged balls (total number of prize balls).

[0129] For example, the accessory ratio is the ratio (%) of the number of prize balls obtained by winning at a winning opening during a predetermined period (for example, from the power-on of the gaming machine 10 to the present) to the total number of prize balls (total number of prize balls) obtained by winning at the big winning opening during the big win state. That is, the ratio of the number of prize balls obtained by winning at the big winning opening during the big win state to the total number of prize balls obtained by winning at the winning opening during the big win state (so-called continuous accessory ratio). Note that the accessory ratio may be the ratio of the number of prize balls obtained by winning at the big winning opening to the total number of prize balls (during the big win state and the small win state) (= big winning opening ratio), or the ratio of the number of prize balls obtained by winning at the big winning opening and the normal variable winning device 37 (second start winning opening) to the total number of prize balls (= so-called accessory ratio (total accessory ratio) generally used).

[0130] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to FIG. 4. FIG. 4 is a block diagram of the performance control system of the gaming machine 10.

[0131] The performance control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC), similar to the game microcomputer 111, a graphic processor that performs image processing for video display on the display device 41 according to commands and data from the main control microcomputer 311, a VDP (Video Display Processor) 312 as a sensor, and a sound source LSI 314 that controls the output of sound to reproduce various melodies and sound effects from the speaker 19. And so on. The main control microcomputer 311 is connected to a program ROM 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 323 that can retain stored contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that generates information indicating the current date and time (year, month, day, day of the week, time, etc.). Note that a RAM that provides a work area is also provided inside the main control microcomputer 311. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the game microcomputer 111, determines the display content, instructs the VDP 312 on the content of the output video, gives instructions for the reproduced sound to the sound source LSI 314, controls the lighting of the decorative lamp, drives the motor and solenoid, manages the performance time, and executes other processes.

[0132] The VDP 312 is provided with a RAM 312a that provides a work area and a scaler 312b for enlarging and reducing images. In addition, the VDP 312 has character images and videos.

[0133]

[0134] ​ An ultra-high-speed VRAM (video RAM) 326 is connected, which is used to develop or process image data such as the image ROM 325 in which image data is stored, or character data read from the image ROM 325.

[0135] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured such that data is transmitted and received in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case.

[0136] From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input.

[0137] The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in an LVDS (low-voltage differential signaling) system. From the VDP 312 to the signal conversion circuit 313, video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input. The video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0138] ​​​​​​​​​​​​​​The sound source LSI 314 is connected to a voice ROM 327 in which voice data is stored. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340 . Also, an interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The effect control device 300 has an amplifier circuit 337 consisting of an audio power amplifier that drives the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12. The voice generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0139] In addition, the effect control device 300 is provided with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Via the command I / F 3 31, the decoration special figure 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 control command signals (effect commands). The game microcomputer 111 of the game control device 100 operates at DC5 V, 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.

[0140] In addition, the effect control device 300 has a panel decoration LED control circuit 332 that drives and controls a panel decoration device 46 having an LED (light emitting diode) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (for example, the frame decoration device 18, etc.) having an LED (light emitting diode) provided on the glass frame 15, and the game board 3 (such as the frame decoration device 18, etc.), and drives and controls the frame decoration device having an LED (light emitting diode) provided on the glass frame 15. The game board 3 0 (including the center case 40) is provided with a board effect device 44 (for example, a display device 41 such as a movable prop that cooperates with the effect display in to enhance the effect), and a board effect movable body control circuit 334 is provided. In addition, the board decoration device 46 may include the aforementioned lamp display device 8 0.

[0141] These control circuits 332 to 334 for driving and controlling lamps, motors, solenoids, etc. are , connected to the main control microcomputer 311 via the address / data bus 340. In addition , a frame effect movable body control circuit for driving and controlling a frame effect device such as a motor provided on the glass frame 15 may be provided.

[0142] Furthermore, the effect control device 300 includes an effect button switch 25a built in the effect button 25 provided on the glass frame 15 , a touch panel 25b provided on the surface of the effect button 25, and an effect prop switch 47 (effect motor switch) for detecting the on / off state of the initial position of the motor in the board effect device 44, etc., and inputting a detection signal to the main control microcomputer 311 . There is also a switch input circuit 336 that detects the state of the volume adjustment switch 335 provided in the effect control device 300 and inputs a detection signal to the main control microcomputer 311. is provided.

[0143] 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. Therefore, for driving a motor or solenoid, DC32V, a display device 41 composed of a liquid crystal panel, for driving a motor or LED, DC12V, and the power supply voltage of the command I / F 331, DC5 ​In addition to V, it is configured to generate a DC 15V voltage for driving a motor, an LED, and a speaker. It is configured as follows.

[0144] Furthermore, 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. 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. 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, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 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, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on.

[0145] 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, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 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, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 311, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 311, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 311, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 311, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 311, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on. 311, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 for driving the speaker (SNDRESET signal), and the control circuits 332 to 334 for driving and controlling a lamp, a motor, etc. (IORESET signal) to reset these. Also, a cooling FAN 45 for cooling 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 of the effect control device 300 is turned on.

[0146] Next, the game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining the winning of the general pattern based on the input of the detection signal of the game ball from the game switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine the winning or losing of the general pattern variable display game. Next, the game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining the winning of the general pattern based on the input of the detection signal of the game ball from the game switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine the winning or losing of the general pattern variable display game. Next, the game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining the winning of the general pattern based on the input of the detection signal of the game ball from the game switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine the winning or losing of the general pattern variable display game. Next, the game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining the winning of the general pattern based on the input of the detection signal of the game ball from the game switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine the winning or losing of the general pattern variable display game. Next, the game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining the winning of the general pattern based on the input of the detection signal of the game ball from the game switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine the winning or losing of the general pattern variable display game.

[0147] Then, after the identification symbol is variably displayed on the general pattern display 53 for a predetermined time and then stops, a general pattern variable display game is displayed. If the result of the general pattern variable display game is a win, a special result mode is displayed on the general pattern display 53, and the general electric solenoid 37c is operated to control the movable member 37b of the normal variable winning device 37 to be released as described above for a predetermined time (for example, 3 seconds × 2 times). That is, the game control device 100 forms conversion control execution means for performing conversion control of the conversion member (movable member 37b). If the result of the general pattern variable display game is a loss, control is performed to display a loss result mode on the general pattern display 53. That is, the game control device 100 forms conversion control execution means for performing conversion control of the conversion member (movable member 37b). In addition, start winning (start storage) is stored based on the input of a detection signal of a game ball from the start port 1 switch 36a provided in the start winning port 36. Based on the start storage, a random number value for big win determination of the special pattern 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 1 variable display game is a win or a loss.

[0148] Also, start storage is stored based on the input of a detection signal of a game ball from the start port 2 switch 37a provided in the normal variable winning device 37. Based on the start storage, a random number value for big win determination of the special pattern 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 1 variable display game is a win or a loss. 1 variable display game is a win or a loss. 1 variable display game is a win or a loss.

[0149] Also, start storage is stored based on the input of a detection signal of a game ball from the start port 2 switch 37a provided in the normal variable winning device 37. Based on the start storage, a random number value for big win determination of the special pattern 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 2 variable display game is a win or a loss. 2 variable display game is a win or a loss. 2 variable display game is a win or a loss.

[0150] Then, the CPU 111a of the game control device 100 outputs a control signal (production control command) including the determination result of the special pattern 1 variable display game and the special pattern 2 variable display game to the production control device 300. Then, the identification symbol is variably displayed on the special pattern 1 display 51 and the special pattern 2 display 52 for a predetermined time. Then, the CPU 111a of the game control device 100 outputs a control signal (production control command) including the determination result of the special pattern 1 variable display game and the special pattern 2 variable After that, a special figure variable display game that stops and displays is shown. That is, the game control device 100 has game control means for performing progress control of the variable display game based on the winning of the game balls flowing down in the game area 32 into the starting winning area (the first starting winning port 36, the normal variable winning device 37).

[0151] Also, the effect control device 300 displays a decorative special figure variable display game corresponding to the special figure variable display game on the display device 41 based on the control signal from the game control device 100. Furthermore, the effect control device 300 performs processing such as setting the effect state, outputting sounds from the speakers 19a, 19b, and controlling the lighting of various LEDs based on the control signal from the game control device 100. That is, the effect control device 300 has effect control means for controlling the effects related to the game (such as the variable display game).

[0152] And when the result of the special figure variable display game is a win, the CPU 111a of the game control device 100 displays a special result mode on the special figure 1 display 51 and the special figure 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a opens the opening and closing door 39c of the special variable winning device 39 with the big winning port solenoid 39b, for example, and performs control to allow the game balls to flow into the big winning port.

[0153] And it is defined as 1 round (R) to keep the big winning port open until either a predetermined number (for example, 10) of game balls win in the big winning port or a predetermined openable time (for example, 27 seconds or 0.05 seconds) elapses from the opening of the big winning port, and this control (cycle game is continued (repeated) for a predetermined number of rounds (for example, 15 times, 11 times or 2 times). perform it. That is, when the stop result mode becomes the special result mode, the game control device 100 constitutes a big winning opening / closing control means for performing control to open and close the big winning opening. Also, when the result of the special figure variable display game is a loss, control is performed to display the loss result mode on the special figure 1 display 51 and the special figure 2 display 52.

[0154] In addition, 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. The high-probability state (probability variation state) is a state where the probability of getting a winning result in the special figure variable display game is higher than that in the normal probability state. Also, even if it becomes a high-probability state based on the result mode of either the special figure 1 variable display game or the special figure 2 variable display game, both the special figure 1 variable display game and the special figure 2 variable display game will be in the high-probability state.

[0155] In addition, 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) as a game state after the end of the special game state. In the time-saving state, it is possible to perform control to set the general figure variable display game and the normal variable winning device 37 to the time-saving operation state, and to control so that the opening time of the normal variable winning device 37 per unit time is substantially longer than that in the normal game state where no special game is performed, so that it becomes the general power support state. Note that even in a high-probability state (normal probability variation state) excluding the latent probability variation state, the time-saving state can be repeatedly set to execute the general power support port.

[0156] Note that in the time-saving state, the execution time (special figure variation time) of the special figure variable display game can also be shortened more than usual, and the time-shortening variation of the special figure variable display game can also be executed. ​​​​​​​​

[0157] In addition, in the time-saving state, the normal variation is displayed for one winning result of the normal variation display game. The number of times the winning device 37 is opened (the number of times the normal power is opened) is set to be greater than the first number of times the winning device 37 is opened (for example, twice). It is possible to set the second opening count to (for example, 4 times). Also, in the time-saving state The probability of winning the normal game (normal probability, normal winning probability) is calculated under normal operating conditions. It is possible to make the probability higher than the normal probability (low probability) when the state is in this state.

[0158] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The conversion time is extended from normal. This allows for special play during time-saving mode. It is easier to win the normal variable winning device 37 than in a normal game state where the variable winning device 37 does not play the normal game. The number of times the special chart variation display game is executed can be increased more than that in the normal game state. It is also possible to set multiple types of time-saving states with different changes. In the operating state, the movable member 37b may be set not to be opened (normal probability is 0). In addition, when a winning combination is selected, either the first or second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. The probability state and the time-saving state can occur independently, and both can occur at the same time. It is possible to generate only one of them.

[0159] [Transition state when power is turned on] As described above, the RAM initialization switch 112 and the setting key switch 93 are It shifts to four states (modes) depending on the on / off state.

[0160] When the power is turned on and the RAM initialization switch 112 and the setting key switch 93 are turned on, if so, it shifts to a setting variable state (setting change state, settable state, setting change mode) in which the probability setting value (setting value) can be changed (settable). (Refer to A1027 - A1036 in Fig. 5B and Fig. 6B). Refer to Fig. 6B).

[0161] Next, when the power is turned on and the setting key switch 93 is turned on but the RAM initialization switch 112 is off, it shifts to a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed. (Refer to A1031 - A1036 in Fig. 5B and Fig. 6B).

[0162] Also, when the power is turned on and the setting key switch 93 is off but the RAM initialization switch 11 2 is turned on, it shifts to the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. (Refer to A1042 - 1044 in Fig. 5B). Refer to A1042 - 1044 in Fig. 5B).

[0163] When the power is turned on and both the setting key switch 93 and the RAM initialization switch 112 are off, it shifts to the normal power - on restoration state (normal power - on restoration mode) and becomes a state where it is simply powered on.

[0164] [Control of the gaming control device] Hereinafter, the control of a gaming machine that performs such a game will be described. First, the control executed by the game microcomputer (game microcontroller) 111 of the above - mentioned gaming control device will be described. The control process by the game microcontroller 111 is mainly shown in Figs. 5A and 5B. It consists of a main process and a timer interrupt shown in FIG. 9 that is performed at a predetermined time period (for example, 4 msec). It consists of.

[0165] 〔Main Process (Game Control Device)〕 First, the main process will be described. FIGS. 5A and 5B are flowcharts showing the procedure of the main process by the game control device 100. The main process starts when the power is turned on. Note that in the flowchart of the process executed by the game control device 100, the step numbers (numbers) are represented as "A****".

[0166] As shown in FIG. 5A, when the game control device 100 starts the main process, it first executes a process of prohibiting interrupts (A1001). Furthermore, it executes a stack pointer setting process of setting the stack pointer, which is the starting address of the area for saving the values of registers and the like when an interrupt occurs (A1002).

[0167] Subsequently, register bank 0 is specified as the register bank to be used (A1003), and the upper address of the RAM start address is set in a predetermined register (A1004). For example, when the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.

[0168] Next, the game control device 100 outputs a firing prohibition signal to set the firing permission signal to the prohibited state (A1005). The firing 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 a firing prohibition signal, and the firing of the game ball is prohibited. After that, the game control device 100 uses the setting key switch 93 and ​​​​​​​Read the state of the RAM initialization switch 112 (A1006). That is, read the signals from the setting key switch 93 and the RAM initialization switch 112.

[0169] Furthermore, the game control device 100 sets a power delay timer (A1007). The power By setting a predetermined initial value in the delay timer, the sub-control means that performs various controls according to the instructions from the main control means The game control device 100 waits for the programs of the sub-control means (for example, the payout control device 200 and the effect control device 300) to start normally. The waiting time (for example, 3 seconds) is set. Thereby, when the power is turned on, if the game control device 100 starts up first before the sub-control devices (for example, the payout control device 200 and the effect control device 3 00, etc.) start up, a command is sent to the sub-control device, and it is possible to avoid the sub-control device missing the command. That is, the game control device 100 has standby means for setting a predetermined standby time to delay the startup of the main control means (the game control device 100) and wait for the startup of the sub-control devices (the payout control device 200, the effect control device 3 00, etc.) when the power is turned on.

[0170] Also, the timing of the power delay timer is performed using a storage area (a RAM area or a register, etc. that is not subject to the validity check) that is not subject to the validity check of the RAM (checksum calculation). This can prevent the control at the time of power-on from becoming complicated because it is not necessary to exclude a part of the RAM area when calculating check data such as the checksum of the RAM area. 。 AM area is excluded and calculated. Can be prevented.

[0171] Note that before the start of the waiting time, the states of the setting key switch 93 and the RAM initialization switch 112 By reading it, the operations of the setting key switch 93 and the RAM initialization switch 112 can be surely detected. That is, when the states of the setting key switch 93 and the RAM initialization switch 112 are read after the elapse of the standby time, it is necessary to operate the setting key switch 93 and the RAM initialization switch 112 after waiting for the elapse of the standby time, or to continuously operate the setting key switch 93 and the RAM initialization switch 112 from when the power is turned on until the elapse of the standby time. However, by reading the state before the start of the standby time, it is possible to prevent a situation where the operations of the setting key switch 93 and the RAM initialization switch 112 performed at power-on are not received.

[0172] When the power delay timer is set (A1007), the game control device 100 executes the processing of measuring the standby time and monitoring the occurrence of a power failure during the standby time (from A1008 to A1010).

[0173] When the power failure monitoring process is started, the game control device 100 first reads the power failure monitoring signal input from the power supply device 400 via the port and the data bus, etc., and determines whether a power failure has occurred (A1008). If a power failure has occurred (the result of A1008 is "Y"), it waits until the power of the gaming machine is cut off.

[0174] When no power failure has occurred (the result of A1008 is "N"), the game control device 100 updates the power-on delay timer by -1 (A1009), and determines whether the value of the timer is 0 (A1010). If the value of the timer is not 0 (the result of A1010 is "N"), that is, when the standby time has not ended, the process returns to step A1008.

[0175] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during the period, and prevents malfunctions when the power is turned on. Access to RAM is permitted until the wait time has elapsed. The contents stored in the memory from the last power outage are not updated, so There is no need to perform backup processing during a power outage. Even if a problem occurs, there is no need to back up the RAM, which reduces the burden on control. do.

[0176] On the other hand, if the timer value is 0 (the result of A1010 is "Y"), the game control device 100 ), that is, when the waiting time is over, the RAM, EEPROM, etc. can be read and written. Allows read / write memory (RWM) access (A1011) and provides all output ports with Output off data (set to no output state) (A1012).

[0177] Next, the game control device 100 is connected to a serial port (preinstalled in the game microcomputer 111). In this embodiment, the port is used for communication with the performance control device 300 and the dispensing control device 200. Set the use of (A1013).

[0178] Further, the driver 150 that drives the performance display device 152 (status display device) is first The game control device 100 may include control data corresponding to the contents of the initial settings. The command is written to the transmission buffer of the second output port 134 (serial communication circuit). Send it to the driver 150. For example, in the initial setting, the game control device 100 sets the duty ratio. The duty ratio corresponds to the brightness of each LED (each segment) of the performance display device 152. The game control device 100 sets the number of digits used for the performance display device 152 in the initial setting. In this embodiment, the number of digits used is 4.

[0179] Next, the game control device 100 activates the CTC (Counter / Timer Circuit) circuit (A1014) that generates the timer interrupt signal and the random number update trigger signal (CTC) in the game microcomputer 111 (clock generator). Note that the CTC circuit is provided in the clock generator within the game microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) for the CPU 111a and a signal CTC that gives a trigger for random number update to be supplied to the random number generation circuit based on the divided signal.

[0180] Subsequently, the game control device 100 sets the RAM abnormality flag indicating an abnormality in the RAM (here, RAM 111c) (A1015). Here, once, a flag assuming an abnormality is set in a predetermined register.

[0181] Next, the game control device 100 determines whether the value in the power failure inspection area 1 in the RWM is normal power failure inspection area check data (A1016). And if it is normal (the result of A101 6 is "Y"), it determines whether the value in the power failure inspection area 2 in the RWM is normal power failure inspection area check data (A1017).

[0182] ​​​​​​​​​​ Furthermore, if the value of the power failure inspection area 2 is normal (the result of A1017 is "Y"), the game control device 100 executes a checksum calculation process to calculate the checksum of a predetermined area (for example, the game control work area) in the RWM (A1018), and determines whether the calculated checksum matches the checksum at the time of power failure (A1019). If the checksums match (the result of A1019 is "Y"), the RAM is normal, and the RAM abnormality flag indicating an abnormality of the RAM is cleared (A1020). Then, the process proceeds to the process of step A1021.

[0183] Also, when the game control device 100 determines that the check data in the power failure inspection area is not normal data (the result of A1016 is "N" or the result of A1017 is "N"), or when the checksums do not match (the result of A1019 is "N"), without clearing the RAM abnormality flag, the process proceeds to the process of step A1021.

[0184] Next, the game control device 100 determines whether both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). When both switches are on (the result of A1021 is "Y"), the game control device 100 shifts to the setting variable state (setting change mode) and executes the process during the probability setting change of steps A1027 - A1037.

[0185] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the game control device 100 determines whether the RAM abnormality flag indicating an abnormality of the RAM (here, RAM 111c) is set (A102 2). When the RAM abnormality flag is not set (the result of A1022 is "N"), it is determined whether the probability setting change in progress flag is set (A1023). When the probability setting change in progress flag is not set (the result of A1023 is "N"), the processing during the probability setting confirmation of steps A1031 - A1037 (during the setting confirmation state, in the setting confirmation mode), the RAM initialization processing (RAM clear processing) of steps A1041 - 1044, or the processing at the normal power-on (power recovery) of steps A1041, A1045, A1046 is executed. When the probability setting change in progress flag is set (the result of A1023 is "Y"), the game control device 100 transmits a main abnormality error notification command to notify the effect control device 300 that there is an abnormality in the game control device 100 (main board, main substrate) (A1024). The effect control device 300 that has received the main abnormality error notification command notifies that there is an abnormality in the game control device 100. Subsequently, the game control device 100 outputs the 7-segment display data at the time of game stop (data indicating the error of "E1") to the driver 150 of the performance display device 152 for display on the performance display device 152 (A1025). And, in order to notify an external device (such as a game hall internal management device (hall computer) or an information collection terminal) of the abnormality, the on data of the security signal is output to the external information terminal 71 (A1026). Here, even if information regarding the big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state. After that, the processing of steps A1025 and A1026 is repeated and the device waits.

[0186]

[0187] ​​​​​​​​​​​​​​Once again, perform the operation to change the settings (turning on both the setting key switch 93 and the RAM initialization switch 112) and wait for the power to be turned on. During the repetition of the processes in steps A1025 and A1026 while waiting, interrupts are prohibited (A1001), and since the timer interrupt process (Fig. 7) that can execute the game processes in Figs. 1 and 2 and the general diagram game process cannot be executed, games (special diagram variable display games, general diagram variable display games) cannot be executed. If, while waiting in this way, there is an abnormality in the case where the probability setting change in - progress flag is set without performing the operation to change the settings (turning on both the setting key switch 93 and the RAM initialization switch 112), execute the processes of A1024 - A1026. For example, when the power is turned off and restarted during the change of the probability setting (before the setting change is completed), the probability setting change in - progress flag may be set without performing the operation to change the settings.

[0188] In this way, if there is an abnormality in the case where the probability setting change in - progress flag is set without performing the operation to change the settings (turning on both the setting key switch 93 and the RAM initialization switch 112), execute the processes of A1024 - A1026. For example, when the power is turned off and restarted during the change of the probability setting (before the setting change is completed), the probability setting change in - progress flag may be set without performing the operation to change the settings.

[0189] On the other hand, when the RAM abnormality flag is set in the game control device 100 (the result of A1022 is "Y"), the game control device 100 (main board) sends a command for main abnormality error notification to notify the effect control device 300 that there is an abnormality in the game control device 100 (A1024), outputs the 7 - segment display data at the time of game stop (data for the error display of "E1") to the driver 150 of the performance display device 152 (A1025), and outputs the on - data of the security signal to the external information terminal 71 to notify the external device of the RAM abnormality (A1026). As described above, even if information regarding the big win remains in the RAM111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state. After that, steps A1025 and A10 ​​​​​​​​​​​​​​Repeat the process of 26 and wait.

[0190] When both the setting key switch 93 and the RAM initialization switch 112 are on (the result of A1021 is "Y"), the game control device 100 starts the process during the probability setting change (during the settable state) and first determines whether the RAM abnormality flag is set (A1027). When the RAM abnormality flag is set (the result of A1027 is "Y"), since the probability setting value is unknown whether it is correct, clear the probability setting value stored in the probability setting value area of the RAM 111c to the initial value (for example, the minimum setting value "1") and then (A1028), set the probability setting change flag indicating that the probability setting is being changed (A1029). When the RAM abnormality flag is not set (the result of A1027 is "N"), set the probability setting change flag without clearing the probability setting value (A1029). (A1028), set the probability setting change flag indicating that the probability setting is being changed (A1029). When the RAM abnormality flag is not set (the result of A1027 is "N"), set the probability setting change flag without clearing the probability setting value (A1029). Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and shift to the process of step A1034. The effect control device 300 that has received the command during the probability setting change notifies the display device 41 etc. that the probability setting is being changed. (A1028), set the probability setting change flag indicating that the probability setting is being changed (A1029). When the RAM abnormality flag is not set (the result of A1027 is "N"), set the probability setting change flag without clearing the probability setting value (A1029). Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and shift to the process of step A1034. The effect control device 300 that has received the command during the probability setting change notifies the display device 41 etc. that the probability setting is being changed. Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and shift to the process of step A1034. The effect control device 300 that has received the command during the probability setting change notifies the display device 41 etc. that the probability setting is being changed. Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and shift to the process of step A1034. The effect control device 300 that has received the command during the probability setting change notifies the display device 41 etc. that the probability setting is being changed. Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and shift to the process of step A1034. The effect control device 300 that has received the command during the probability setting change notifies the display device 41 etc. that the probability setting is being changed. Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and shift to the process of step A1034. The effect control device 300 that has received the command during the probability setting change notifies the display device 41 etc. that the probability setting is being changed.

[0191] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1031). When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1031). When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1031). When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1031). is "Y"), the RAM initialization switch 112 will be off, and the process during probability setting confirmation (during the setting confirmation state) starts, and a probability setting confirmation flag indicating that it is during probability setting confirmation is set (A1032). Then, the command during probability setting confirmation is transmitted to the effect control device 300 (effect control board) (A1033), and the process proceeds to step A1034. Incidentally, the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that it is during probability setting confirmation. During the process (during the setting confirmation state), the process of indicating that it is during probability setting confirmation starts, and a probability setting confirmation flag is set (A1032). And the command during probability setting confirmation is transmitted to the effect control device 300 (effect control board) (A1033), and the process proceeds to step A1034. Incidentally, the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that it is during probability setting confirmation. And the command during probability setting confirmation is transmitted to the effect control device 300 (effect control board) (A1033), and the process proceeds to step A1034. Incidentally, the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that it is during probability setting confirmation. Incidentally, the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that it is during probability setting confirmation.

[0192] After step A1030 or step A1033, the game control device 100 executes the processes from step A1034 to A1040 as common processes during probability setting change and during probability setting confirmation. After step A1030 or step A1033, the game control device 100 executes the processes from step A1034 to A1040 as common processes during probability setting change and during probability setting confirmation. After step A1030 or step A1033, the game control device 100 executes the processes from step A1034 to A1040 as common processes during probability setting change and during probability setting confirmation.

[0193] The game control device 100 first sets 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and during probability setting confirmation (A1034). Incidentally, the counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (Figure 6B) described later. However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1321). During probability setting change and during probability setting confirmation, at least 50 ms, the security signal is output. The game control device 100 first sets 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and during probability setting confirmation (A1034). Incidentally, the counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (Figure 6B) described later. However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1321). The game control device 100 first sets 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and during probability setting confirmation (A1034). Incidentally, the counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (Figure 6B) described later. However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1321). However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1321). However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1321). During probability setting change and during probability setting confirmation, at least 50 ms, the security signal is output. During probability setting change and during probability setting confirmation, at least 50 ms, the security signal is output.

[0194] Next, the game control device 100 permits interrupts (A1035). As a result, the timer interrupt process (Figure 7) becomes executable. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 permits interrupts (A1035). As a result, the timer interrupt process (Figure 7) becomes executable. Determine whether there is a power failure (A1036). When the setting key switch 93 is on (the result of A1036 is "N"), determine whether a power failure has occurred (A1037). If there is no power failure (the result of A1037 is "N"), return to the process of step A1036. On the other hand, if a power failure has occurred (the result of A1037 is "Y"), execute the process at the time of power failure in steps A1055 - A10 61.

[0195] In this way, as long as the setting key switch 93 is on and there is no power failure, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed is continued.

[0196] On the other hand, when the setting key switch 93 is off (the result of A1036 is "Y"), the game control device 100 prohibits interrupts (A1038) and transmits a command for ending notification to the effect control device 300 (effect control board) (A1039). Note that the effect control device 300 that has received the command for ending notification ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.

[0197] Next, the game control device 100 determines whether the probability setting change flag is set, that is, whether the probability setting has been changed so far (A1040). When the probability setting change flag is set (the result of A1040 is "Y"), that is, when the probability setting has been changed so far, execute the RAM initialization process (described later) in steps A1042 - A1044. On the other hand, when the probability setting change flag is not set (the result of A1040 is "N"), that is, when the probability setting has been under confirmation so far, after step A1045 Execute the normal processing at power-on (when power is restored).

[0198] When the setting key switch 93 is off (the result of A1031 is "N"), the game control device 100 determines whether the RAM initialization switch 112 is on (A1041) . When the RAM initialization switch 112 is on (the result of A1041 is "Y"), in RA M111c, clear the RAM area other than the probability setting value area for storing the probability setting value to 0 . That is, except for the probability setting value stored in the probability setting value area , the game information stored in the RAM111c is cleared to 0. Further, the aforementioned probability setting change in-progress flag is also cleared here. Also, here, in addition to the probability setting value area, a configuration where the stack area and unused area are not cleared, a configuration where the performance information and its display (performance display)-related work area is not cleared, and a configuration where the stack area is not cleared are also possible. The performance information is derived based on the number of prize balls obtained by winning, and is, for example, the ball output rate, the base value (the ball output rate in the normal game state ), the accessory ratio, the number of discharged balls, etc.

[0199] Next, the game control device 100 saves the initial value at the time of RAM initialization to the area to be initialized (A1043). Then, it transmits the command at the time of RAM initialization to the effect control device 300 (the effect control substrate) (A1044) and proceeds to the process of step A1047.

[0200] On the other hand, when the RAM initialization switch 112 is off (the result of A1 041 is "N"), when both the setting key switch 93 and the RAM initialization switch 112 are Since it is also off, the process at normal power-on (power recovery) is started, and the power failure recovery process is executed (A1045). For example, the initial values at the time of power failure recovery (power restoration) are set in the area to be initialized. Also, the above-mentioned probability setting confirmation flag is cleared here. Next, in order to reasonably execute the special figure game process described later, the command at the time of power failure recovery corresponding to the process number prepared is transmitted to the effect control device 300 (effect control board) (A1046), and the process proceeds to step A1047. For example, the initial values at the time of power failure recovery (power restoration) are set in the area to be initialized. Also, the above-mentioned probability setting confirmation flag is cleared here. Next, in order to reasonably execute the special figure game process described later, the command at the time of power failure recovery corresponding to the process number prepared is transmitted to the effect control device 300 (effect control board) (A1046), and the process proceeds to step A1047. For example, the initial values at the time of power failure recovery (power restoration) are set in the area to be initialized. Also, the above-mentioned probability setting confirmation flag is cleared here. Next, in order to reasonably execute the special figure game process described later, the command at the time of power failure recovery corresponding to the process number prepared is transmitted to the effect control device 300 (effect control board) (A1046), and the process proceeds to step A1047. For example, the initial values at the time of power failure recovery (power restoration) are set in the area to be initialized.

[0201] In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on.

[0202] Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information) which is information on the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on), and thereafter, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information) which is information on the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on), and thereafter, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information) which is information on the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on), and thereafter, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information) which is information on the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on), and thereafter, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information) which is information on the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on), and thereafter, the effect control device 300 can perform effect control by referring to the setting value information stored by itself.

[0203] In addition, the command at the time of RAM initialization includes a command for RAM initialization (command for RAM clear) The performance control device 300 that has received the RAM initialization command, for example, A customer waiting demo is displayed on the display device 41, and the LEDs of the board decoration device 46 and the sound of the speaker are used to display the RAM. The initialization (RAM clear) notification is performed for 30 seconds. In addition, the display The command includes a screen specification command that specifies the display contents of the screen of the device 41. The commands for special charts 1 and 2 are normally processed (when not changing or hitting) , it is a customer waiting demo command, otherwise it is a recovery screen command.

[0204] After step A1044 or step A1046, the game control device 100 performs a random number generation The circuit is started and configured (A1047). Specifically, a specific register (C Setting the code (specified value) to start the random number generation circuit in the TC update enable register The random number generated by the hardware of the random number generating circuit is generated by the CPU 111a. The bit permutation pattern of the random number (the jackpot random number in this case) is also set.

[0205] The bit permutation pattern is the bit arrangement of the extracted random numbers (the arrangement before the upper bit permutation). , and rearrange them in a predetermined order to create a different bit arrangement (the arrangement after bit transposition in the lower row). This is a pattern that determines how to replace data when storing it.

[0206] In this embodiment, the bits of the random number are swapped according to a bit permutation pattern. This breaks the regularity and increases the confidentiality of the random numbers. The transposition pattern may be a fixed single pattern or may be a set of multiple patterns prepared in advance. Alternatively, the user may select the desired number of turns. good.

[0207] After that, the game control device 100 extracts the values of predetermined registers (software random number registers 1 to n) in the random number generation circuit at the time of power-on, and obtains various corresponding initial value random numbers (the initial value of the jackpot symbol random number (jackpot symbol initial value random number) that determines the jackpot symbol, the initial value of the small win symbol random number (small win symbol initial value random number) that determines the small win symbol, the initial value of the support win symbol random number (support win symbol initial value random number) for determining the time-short symbol, the initial value of the win random number (win initial value random number) that determines the win of the normal pattern, the initial value of the fall lottery random number (fall lottery initial value random number) used in the fall lottery, etc.) and saves them as start values in a predetermined area of the RWM (A1048), and enables interrupts (A1049). In the random number generation circuit in the CPU 111a used in this embodiment, since the initial value of the software random number register changes every time the power is turned on, by using this value as the start value (initial value) of various initial value random numbers, the regularity of the random numbers generated by the software can be disrupted, and it is possible to make it difficult for players to obtain illegal random numbers.

[0208] Subsequently, the game control device 100 executes an initial value random number update process (A1050) to update the values of various initial value random numbers and disrupt the regularity of the random numbers. Although not particularly limited, in this embodiment, the jackpot random number, the win symbol random numbers (jackpot symbol random number, small win symbol random number, support win symbol random number), the win random number, and the fall lottery random number are configured to be generated using the random numbers generated in the random number generation circuit. However, the jackpot random number is a so-called "high-speed counter" that is updated based on a clock at a speed equal to or higher than the operating clock of the CPU, and the win symbol random numbers, the win random number, and the fall lottery random number are the same as the timer interrupt process that is the processing unit of the program. ​​​​​​​​​​​​​​​​ The "low-speed counter" is updated based on the periodic CTC output (a CTC (CTC2) different from the CTC (CTC0) in the timer interrupt process).

[0209] Also, in the hit random number, the winning symbol random number, and the falling lottery random number, a so-called "initial value change method" is adopted to change the start value using the respective initial value random numbers (generated by software) every time the random numbers complete a cycle. Note that each of the above random numbers may be updated by a counter formula using +1 or 1, or may be updated by a random formula in which all values within the range appear randomly without duplication until a cycle is completed. That is, the big win random number is a random number updated only by hardware, and the winning symbol random number, the hit random number, and the falling lottery random number are random numbers updated by both hardware and software.

[0210] Subsequently, the game control device 100 prohibits interrupts (A1051) and executes performance display editing processing for editing performance information and its display (performance display) (A1052). Here, performance information (such as accessory ratios and ball output rates) may be calculated. Also, when the RAM abnormality flag is set in the register, the work area and stack area related to the performance information and its display (performance display) may be cleared (if not cleared in step A1042). After that, interrupts are permitted (A1053). As a result, the timer interrupt process (Figure 7) becomes executable.

[0211] Next, the game control device 100 determines whether a power failure has occurred (A1054). If no power failure has occurred (the result of A1054 is "N"), the process returns to step A1050. As a result, until a power failure occurs, the processes of steps A1050 - A1054 are repeated. ​​​​​​​​​​​​​​​

[0212] When a power failure occurs (the result of A1054 is "Y"), the game control device 100 starts the processing at the time of power failure, once prohibits interrupts (A1055), and outputs off data to all output ports (1056). After that, it saves the power failure inspection area check data 1 in the power failure inspection area 1 (A1057), and saves the power failure inspection area check data 2 in the power failure inspection area 2 (A 1058). Furthermore, it executes the checksum calculation process for calculating the checksum at the time of power-off of the RWM (A1059), and further saves the calculated checksum (A1060) . Finally, it executes the process of prohibiting access to the RWM (A1061), and waits until the power of the gaming machine is cut off. .

[0213] 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 is correctly backed up when the power is restored.

[0214] 〔Timer Interrupt Processing〕 Next, the timer interrupt processing will be described. FIG. 6A is a flowchart showing the procedure of the timer interrupt processing (interrupt processing program). The timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU111a. When a timer interrupt occurs in the game microcomputer 111, the timer interrupt processing is started.

[0215] When the timer interrupt processing is started, the game control device 100 first uses the register bank ​​​​​Specify register bank 1 as the ink (A1301), and set the upper address of the RAM start address to a predetermined register (A1302). When starting the timer interrupt process, by switching from register bank 0 used in the main process to register bank 1, it becomes equivalent to saving the registers used in the main process. Note that when the timer interrupt process is started, it automatically enters the interrupt prohibited state. Next, at the start of the timer interrupt process, it switches from register bank 0 used in the main process to register bank 1, making it equivalent to saving the registers used in the main process. Note that when the timer interrupt process is started, it automatically enters the interrupt prohibited state. Next, the game control device 100 executes input processing, that is, reads the state of each input port, such as inputs from various sensors and switches and signal capture (A1303). Next, based on the probability setting change in progress flag and the probability setting confirmation in progress flag, it determines whether the probability setting is being changed or confirmed (A1304). If the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305). When the timer interrupt process is started, it automatically enters the interrupt prohibited state.

[0216] Next, the game control device 100 executes input processing, that is, reads the state of each input port, such as inputs from various sensors and switches and signal capture (A1303). Next, based on the probability setting change in progress flag and the probability setting confirmation in progress flag, it determines whether the probability setting is being changed or confirmed (A1304). If the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305). When the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305). When the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305). When the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305).

[0217] When the game control device 100 is neither changing the probability setting nor confirming it (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control of LEDs (light emission control) (A1306). Note that if a firing prohibition signal is output in the process of step A1005 in the main process, this output processing is performed, and a firing permission signal is output, and the firing permission signal can be set to the permission state. When the game control device 100 is neither changing the probability setting nor confirming it (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control of LEDs (light emission control) (A1306). Note that if a firing prohibition signal is output in the process of step A1005 in the main process, this output processing is performed, and a firing permission signal is output, and the firing permission signal can be set to the permission state. Next, the game control device 100 pays out the commands set in the transmission buffer in various processes. Note that if a firing prohibition signal is output in the process of step A1005 in the main process, this output processing is performed, and a firing permission signal is output, and the firing permission signal can be set to the permission state. Next, the game control device 100 pays out the commands set in the transmission buffer in various processes.

[0218] Next, the game control device 100 pays out the commands set in the transmission buffer in various processes. Execute the payout command transmission process to be output to the control device 200 (A1307), and further, Execute the random number update process 1 (A1308) for updating the winning symbol random number, winning random number, etc. in the software, and the Execute the random number update process 2 (A1309) for updating the variable pattern random numbers 1 to 3. After that, Monitor whether normal signals are input from the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switch 39a, and execute the winning port switch / status monitoring process for monitoring errors (such as whether the front frame and the glass frame are not opened) (A1310).

[0219] Next, the game control device 100 determines whether abnormal discharge of game balls is occurring at the big winning port (A1311). When the abnormal discharge occurrence flag is set by the abnormal discharge monitoring process (A1318) described later, it can be determined that abnormal discharge is occurring. When abnormal discharge is occurring (when the result of A1311 is "Y"), execute the processes after step A1315. When abnormal discharge is occurring (when the result of A1311 is "Y"), execute the processes after step A1315.

[0220] When abnormal discharge is not occurring (when the result of A1311 is "N"), the game control device 100 executes the special figure game process for performing processes related to the special figure variable display game (A1312a). Note that the details of the special figure game process will be described later. Subsequently, execute the accessory game process for performing processes related to the opening operation of the lower winning port of the special variable winning device 38 (A1312b). Note that the details of the accessory game process will be described later.

[0221] Next, the game control device 100 executes the normal figure game process for performing processes related to the normal figure variable display game (A1313). Provided in the gaming machine 10, regarding the display and game of the special figure variable game ​​​​​Drive the segment LEDs that display various types of information so as to display the desired content. Execute segment LED editing processing (A1314).

[0222] Furthermore, the game control device 100 checks the detection signal from the magnetic sensor switch 61 and executes magnet irregularity monitoring processing (A1315) to determine whether there is any abnormality. Furthermore, the game checks the detection signal from the radio wave sensor 62 of the game board and executes radio wave irregularity monitoring processing (board radio wave irregularity monitoring processing) to determine whether there is any abnormality (A1316).

[0223] Thereafter, the game control device 100 executes vibration irregularity monitoring processing (A1317) to monitor irregularities due to vibration based on the input from the vibration sensor 65. Next, it executes abnormal discharge monitoring processing (A1318) to monitor abnormal discharge from the big winning opening. In the abnormal discharge monitoring processing, based on the inputs from the big winning opening switch 39a, the specific area switch 72 (V winning opening switch), and the remaining ball discharge port switch 73 in the special variable winning device 39, the abnormal discharge of the special variable winning device 39 is monitored, and an abnormal discharge occurring flag is set when an abnormal discharge occurs. Note that the game balls that have passed through the big winning opening switch 39a of the special variable winning device 39 are discharged through the specific area switch 7 2 (V winning opening switch) or the remaining ball discharge port switch 73.

[0224] Next, the game control device 100 executes external information editing processing (A1319) to set the signals output to various external devices in the output buffer. Then, it executes performance display monitor control processing (A1320) to control the display of the performance display device 152. Thereafter, the timer interrupt processing is ended.

[0225] ​​​​​​Note that when returning from the timer interrupt process, restoration of the interrupt prohibited state and restoration of the register bank specification are automatically performed. However, depending on the CPU used, after the external information editing process, a process of enabling interrupts or a process of returning the register bank specification to register bank 0 may be performed. Although the restoration of the interrupt prohibited state and the restoration of the register bank specification are automatically performed when returning from the timer interrupt process, depending on the CPU used, after the external information editing process, a process of enabling interrupts or a process of returning the register bank specification to register bank 0 may be performed. After the external information editing process, a process of enabling interrupts or a process of returning the register bank specification to register bank 0 may be performed. 〔Probability Setting Change / Confirmation Process〕

[0226] Next, the details of the probability setting change / confirmation process (A1305) in the timer interrupt process will be described. FIG. 6B is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed. Next, the details of the probability setting change / confirmation process (A1305) in the timer interrupt process will be described. FIG. 6B is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed. FIG. 6B is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.

[0227] The game control device 100 first determines whether the probability setting value is within the normal range (A2401). The probability setting value here is stored in the probability setting value area of the RAM 111c. The probability setting value here is stored in the probability setting value area of the RAM 111c.

[0228] When the probability setting value is within the normal range (the result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the driver 150 (A2404). When the probability setting value is within the normal range (the result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the driver 150 (A2404). When the probability setting value is within the normal range (the result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the driver 150 (A2404). Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152 and is stored in the probability setting value display data area. In order to prevent confusion among the hall staff and others, even if the probability setting values are different, the same jackpot probability (and small win probability) is used.

[0229] Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152 and is stored in the probability setting value display data area. In order to prevent confusion among the hall staff and others, even if the probability setting values are different, the same jackpot probability (and small win probability) is used. Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152 and is stored in the probability setting value display data area. In order to prevent confusion among the hall staff and others, even if the probability setting values are different, the same jackpot probability (and small win probability) is used. In order to prevent confusion among the hall staff and others, even if the probability setting values are different, the same jackpot probability (and small win probability) is used. If so, the display probability setting value may be associated with and made the same as the jackpot probability (and the small win probability). That is, the same display probability setting value may mean the same jackpot probability (and small win probability). .

[0230] Next, if the security signal control timer is not 0, the game control device 100 updates it by -1 (A2405). The security signal control timer is 128 ms (predetermined time) set in step A1034. Subsequently, the on data of the security signal for notifying an abnormality to an external device (such as a game hall internal management device (hall computer)) is output to the external information terminal 71 (A1026). Here, other signals to the external information terminal 71 such as the jackpot signal are maintained in the off state.

[0231] Thereafter, the game control device 100 determines whether or not the probability setting change flag is set (A2407). When the probability setting change flag is not set (the result of A2407 is "N"), that is, when the probability setting is being confirmed, the probability setting change / confirmation process is terminated without doing anything.

[0232] When the probability setting change flag is set (the result of A2407 is "Y") in the game control device 100, that is, when the probability setting is being changed, it is determined whether or not it is the first timer interrupt process after power-on (A2408). When it is the first timer interrupt process after power-on (the result of A2408 is "Y"), the probability setting change / confirmation process is terminated. This is to prevent the situation where the probability setting value is unintentionally updated when the RAM initialization switch 112 is kept pressed.

[0233] ​​​​​​​​​​​​​When the game control device 100 is not in the first timer interrupt process after power-on (when the result of A240 is "N"), it determines whether there is an input to the RAM initialization switch 112 (A2 409). When there is no input to the RAM initialization switch (when the result of A2409 is "N"), it ends the probability setting change / confirmation process.

[0234] When there is an input to the RAM initialization switch 112 (when the result of A2409 is "Y"), the working setting value in the working setting value area (in RAM111c or a register) is updated by +1 within the range of 0 to 5, and the probability setting value in the probability setting value area corresponding to the working setting value is updated by +1 (A2410). As a result, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is updated by 1. Then, the probability setting change / confirmation process is ended. When entering the setting change mode, a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value) may be stored in the working setting value area (in RAM111c or a register) that stores the working setting value. In the above, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is directly updated corresponding to the update of the working setting value. However, the probability setting value (working setting value) being changed during the setting change may be stored in the working setting value area of RAM111c, and when the setting key switch 93 is turned off and the setting change operation is completed (when the result of A1036 is "Y"

[0235] ), the value corresponding to the working setting value in the working setting value area may be stored in the probability setting value area for the first time. In this way, if a power failure occurs during the setting change (A1037 ), ), the value corresponding to the working setting value in the working setting value area may be stored in the probability setting value area for the first time. In this way, if a power failure occurs during the setting change (A1037 When the result is "Y", it is possible to prevent a situation where the probability setting value (the probability setting value stored in the probability setting value area) used for game control, effect control, etc. is changed to an unintended value. This can prevent a situation where the probability setting value (the probability setting value stored in the probability setting value area) used for game control, effect control, etc. is changed to an unintended value.

[0236] 〔Special Figure Game Processing〕 Next, the details of the special figure game processing (A1312a) in the above-mentioned timer interrupt processing will be described. Figure 7 is a flowchart showing the procedure of the special figure game processing. In the special figure game processing, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and the overall control of the processing related to the special figure variable display game and the setting of the special figure display are performed. In the special figure game processing, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and the overall control of the processing related to the special figure variable display game and the setting of the special figure display are performed. In the special figure game processing, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and the overall control of the processing related to the special figure variable display game and the setting of the special figure display are performed.

[0237] The game control device 100 first executes a start port switch monitoring process (A2600) for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning is performed at a stage before the start of the special figure variable display game based on the winning. The details of the start port switch monitoring process will be described later. The game control device 100 first executes a start port switch monitoring process (A2600) for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning is performed at a stage before the start of the special figure variable display game based on the winning. The details of the start port switch monitoring process will be described later. In the start port switch monitoring process, when a game ball wins in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning is performed at a stage before the start of the special figure variable display game based on the winning. In the start port switch monitoring process, when a game ball wins in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning is performed at a stage before the start of the special figure variable display game based on the winning. In the start port switch monitoring process, when a game ball wins in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning is performed at a stage before the start of the special figure variable display game based on the winning. Note that the details of the start port switch monitoring process will be described later. Note that the details of the start port switch monitoring process will be described later.

[0238] Subsequently, the game control device 100 executes a specific area switch monitoring process (A2601) for monitoring the winning (entry of the game ball) of the game ball into the specific area 86 (V winning port). Note that the details of the specific area switch monitoring process will be described later. Subsequently, the game control device 100 executes a specific area switch monitoring process (A2601) for monitoring the winning (entry of the game ball) of the game ball into the specific area 86 (V winning port). Note that the details of the specific area switch monitoring process will be described later. Note that the details of the specific area switch monitoring process will be described later.

[0239] Next, the game control device 100 executes an upper big winning port switch monitoring process (A2602). In the upper big winning port switch monitoring process, the detection of the game ball by the count switch 39a provided in the special variable winning device 39 is monitored. In the upper big winning port switch monitoring process, the detection of the game ball by the count switch 39a provided in the special variable winning device 39 is monitored. In the upper big winning port switch monitoring process, the detection of the game ball by the count switch 39a provided in the special variable winning device 39 is monitored.

[0240] Next, if the special figure game processing timer is not 0, the game control device 100 updates it by -1 (subtracts by 1 only) (A2603). The special figure game processing timer will be timed by the interrupt cycle (4 msec) of the timer interrupt processing due to the -1 update. Note that the minimum value of the special figure game processing timer is set to 0. Next, it is determined whether the special figure game processing timer is 0 (A2604). If the special figure game processing timer is not 0 (the result of A2604 is "N"), the process proceeds to step A2619. (A2603). The special figure game processing timer will be timed by the interrupt cycle (4 msec) of the timer interrupt processing due to the -1 update. Note that the minimum value of the special figure game processing timer is set to 0. Next, it is determined whether the special figure game processing timer is 0 (A2604). If the special figure game processing timer is not 0 (the result of A2604 is "N"), the process proceeds to step A2619. When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). Next, it is determined whether the special figure game processing timer is 0 (A2604). If the special figure game processing timer is not 0 (the result of A2604 is "N"), the process proceeds to step A2619. When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606).

[0241] When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). When the game control device 100 determines that the special figure game processing timer is 0 (the result of A2604 is "Y"), that is, when the time has run out or has already run out, it refers to the special figure game sequence branch table to be set in the register in order to branch to the process corresponding to the special figure game processing number (A2605). Further, the game control device 100 uses the special figure game sequence branch table to obtain the branch destination address of the process corresponding to the special figure game processing number (A2606). Subsequently, a subroutine call is made according to the special figure game processing number to execute the game branch processing corresponding to the special figure game processing number (A2607). Subsequently, a subroutine call is made according to the special figure game processing number to execute the game branch processing corresponding to the special figure game processing number (A2607).

[0242] When the game control device 100 determines that the game processing number is "0" in step A2607, it monitors the start of the variation of the special figure variation display game and executes the special figure normal processing for setting the start of the variation of the special figure variation display game, setting the effects, setting the information necessary for performing the processing during the special figure variation, etc. (A2608). Note that the details of the special figure normal processing will be described later. When the game control device 100 determines that the game processing number is "0" in step A2607, it monitors the start of the variation of the special figure variation display game and executes the special figure normal processing for setting the start of the variation of the special figure variation display game, setting the effects, setting the information necessary for performing the processing during the special figure variation, etc. (A2608). Note that the details of the special figure normal processing will be described later. When the game control device 100 determines that the game processing number is "0" in step A2607, it monitors the start of the variation of the special figure variation display game and executes the special figure normal processing for setting the start of the variation of the special figure variation display game, setting the effects, setting the information necessary for performing the processing during the special figure variation, etc. (A2608). Note that the details of the special figure normal processing will be described later. When the game control device 100 determines that the game processing number is "0" in step A2607, it monitors the start of the variation of the special figure variation display game and executes the special figure normal processing for setting the start of the variation of the special figure variation display game, setting the effects, setting the information necessary for performing the processing during the special figure variation, etc. (A2608). Note that the details of the special figure normal processing will be described later.

[0243] When the game control device 100 determines that the game processing number is "1" in step A2607, it Perform settings such as setting the stop display time of special figures and setting information necessary for performing processes during the display of special figures. Execute the process during figure change (A2609). For example, in the process during figure change, necessary information such as a symbol stop command indicating the stop of a special symbol and a stop display time corresponding to a stop symbol pattern is set, and the process number "2" related to the process during special figure display is set and saved in the special figure game process number area.

[0244] When the game process number is "2" in step A2607, the game control device 100 executes the process during special figure display for performing settings such as setting information necessary for shifting to a big win state or a small win state (A2610). For example, in the process during special figure display, if the result of the special figure variable display game is a big win, condition device operation information indicating that the condition device is operating is set in the condition device operation information area, the process number "0" related to the normal special figure process is set, and it is saved in the special figure game process number area. If the result of the special figure variable display game is a small win, necessary information such as a small win fanfare command and the time before small win release is set, the process number "3" related to the process before small win release is set, and it is saved in the special figure game process number area. If the result of the special figure variable display game is a loss, the process number "0" related to the normal special figure process is set and saved in the special figure game process number area.

[0245] When the game process number is "3" in step A2607, the game control device 100 executes the process before small win release (A2611). For example, in the process before small win release, the opening time of the big winning opening due to a small win (small win release time, for example, 1.6 seconds) is saved in the special figure game process timer area, on data is saved in the upper big winning opening solenoid output data area, and the small win release Set the release command as the production command, and set the processing number "4" for the small hit release processing. The result is saved in the special game processing number area.

[0246] If the game processing number is "4" in step A2607, the game control device 100 Execute the small hit open processing (A2612). For example, in the small hit open processing, The remaining ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the remaining small winning balls Set the processing number "5" for the processing and save it in the special game processing number area.

[0247] If the game process number is "5" in step A2607, the game control device 100 Execute the small hit remaining ball processing (A2613). For example, in the small hit remaining ball processing, Set the processing number for the processing to "0" and save it in the special game processing number area.

[0248] When the processing based on the special game processing number is completed, the game control device 100 displays the special game 1 After preparing the special drawing 1 variation control table to control the variation of 51 (A2614), The pattern change control process for the special pattern 2 display 51 is executed (A2615). After preparing the special drawing 2 variation control table to control the variation of 52 (A2616), 2. Execute the pattern change control process for the display 52 (A2617). Next, during the small win, A lever that controls the opening operation of the lever solenoid 86b so as to open the solenoid 86b. - Execute solenoid control processing (A2618) and end special game processing.

[0249] [Start switch monitoring process] Next, details of the start switch monitoring process (A2600) in the special game process Fig. 8 is a flowchart showing the procedure of the start port switch monitoring process.

[0250] The game control device 100 first checks the winning monitoring table for the start winning hole 36 (starting hole 1). (A2701), execute the hardware random number acquisition process (A2702), and start the winning slot 36 It is determined whether or not there is a winning entry to the starting winning slot 36 (A2703). If the result of A2703 is "N", the process from step A2709 onwards is executed. If there is a winning entry to the active winning slot 36 (the result of A2703 is "Y"), the game state is to hit to the right. Determine whether it exists or not (A2704).

[0251] When the game control device 100 determines that the game state is not one in which the player can hit the right hand (result of A2704), If the answer is "N", the process from step A2707 onwards is executed. If the result of A2704 is "Y", the right-hit instruction notification command is treated as a performance command. Then, the controller 20 prepares the command (A2705), and executes the performance command setting process (A2706). In the setting process, the performance command is written to the serial transmission buffer, and the performance command is The received signal is then transmitted to the control device 300.

[0252] In other words, if the normal power support state (time-saving state) is selected, the probability state of the variable display game (high probability state) Regardless of the state (low probability state), prepare the right hit instruction notification command and set the performance command. In this embodiment, the left hand side is more likely to win the starting winning hole 36, and To win the variable winning device 37, you must hit it from the right. It does not pass through the starting gate 34. Therefore, in the normal power support state (time-saving state), it is better to hit from the left. Although it is more advantageous to hit the ball to the right, if a winning occurs at the start winning opening 36 during the ordinary electric support state (i.e., when hitting the ball to the left during the ordinary electric support state), the right hit instruction notification command is transmitted to the effect control device 300, and the effect control device 300 executes a notification ( warning) instructing to hit the ball to the right on the display device 41 or the like by the right hit instruction display.

[0253] Next, after the game control device 100 prepares a table for setting the hold information by the start winning opening 36 (start opening 1) (A2707), it executes the special figure start opening switch common process (A2 708). Then, it prepares a winning monitoring table for the second start winning opening (ordinary variable winning device 37) (A2709), executes the hard random number acquisition process (A2710), and determines whether there is a winning at the second start winning opening (A2711). If there is no winning at the second start winning opening ( the result of A2711 is "N"), the start opening switch monitoring process is terminated.

[0254] On the other hand, when there is a winning at the second start winning opening (the result of A2711 is "Y"), the game control device 100 determines whether the ordinary electric accessory (ordinary variable winning device 37) is in operation, that is, whether the ordinary variable winning device 37 is in an open state where the winning of the game ball is possible by operating ( A2712). If the ordinary electric accessory is in operation (the result of A2712 is "Y" ), the process proceeds to step A2714.

[0255] On the other hand, when the ordinary electric accessory is not in operation (the result of A2712 is "N"), the game control device 100 determines whether an ordinary electric irregularity is occurring (A2713). If the number of illegal winnings at the ordinary variable winning device 37 is equal to or more than the illegal occurrence determination number (for example, 5), an ordinary electric irregularity is occurring It is determined. The normal variation winning device 37 makes it impossible for game balls to win in the closed state, and only in the open state can game balls win. Therefore, if a game ball wins in the closed state, it means that some abnormality or irregularity has occurred. If there is a game ball that won in such a closed state, the number of such balls is counted as the number of illegal wins. And if the number of illegal wins counted in this way is equal to or more than a predetermined number of illegal occurrence judgment (upper limit value), it is determined that an illegal situation is occurring.

[0256] When the game control device 100 is not in the middle of a general power supply irregularity (the result of A2713 is "N"), after preparing a table for setting the information held by the second starting winning port (normal variation winning device 37) (A2714), the special figure starting port switch common process is executed (A2715), and the starting port switch monitoring process ends. Also, in A2713, when it is determined that a general power supply irregularity is in progress (the result of A2713 is "Y"), the starting port switch monitoring process also ends. That is, no more second starting memories are generated. starting memories are generated. starting memories are generated.

[0257] 〔Special figure starting port switch common process〕 Next, the details of the special figure starting port switch common process (A2708, A 2715) in the starting port switch monitoring process will be described. FIG. 9 is a flowchart showing the procedure of the special figure starting port switch common process. The special figure starting port switch common process is a process that is commonly performed for each input when there is an input to the starting port 1 switch 36a or the starting port 2 switch 37a. port 2 switch 37a. port 2 switch 37a.

[0258] The game control device 100 first obtains information regarding the number of wins at the starting port switch to be monitored among the starting port 1 switch 36a and the starting port 2 switch 37a from the management outside the gaming machine 10 regarding the number of wins at the starting port switch to be monitored among the starting port 1 switch 36a and the starting port 2 switch 37a from the management outside the gaming machine 10 Load the start port signal output count, which is the number of times to output to the device (A2901), and load increment the loaded value by 1 (A2902), and determine whether the output count overflows (A2903). If the output count does not overflow (the result of A2903 is "N"), save the updated value to the start port signal output count area of the RWM (A2904), and proceed to step A 2905. On the other hand, if the output count overflows (the result of A2903 is "Y"), proceed to the process of step A2905. In this embodiment, values from "0" to "255" can be stored in the start port signal output count area. And when the loaded value is "255", the updated value becomes "0" by incrementing by 1, and it is configured to determine that the output count overflows .

[0259] Next, the game control device 100 determines whether the reserved number of special figures (start storage number) to be updated corresponding to the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a is less than the upper limit value (here it is 4) (A2905). If the reserved number of special figures to be updated is not less than the upper limit value (the result of A2905 is "N"), end the common process for the special figure start port switch. Also, if the reserved number of special figures to be updated is less than the upper limit value (here it is 4) (the result of A2905 is "Y"), increment the reserved number of special figures to be updated (reserved number of special figure 1 or reserved number of special figure 2) by 1 (A2906), and save the target start port winning flag (A2907).

[0260] Next, the game control device 100 calculates the address of the random number storage area corresponding to the start port switch to be monitored and the reserved number of special figures (A2908), and the big win prepared in step A2805 ​​​​Save the random numbers in the jackpot random number storage area of the RWM (A2909). Next, start of the monitoring target Extract the jackpot symbol random numbers of the special symbol variable display game started by detecting the start port switch, and store them in the jackpot symbol random number storage area of the RWM (A2910). Subsequently, extract the small win symbol random numbers of the special symbol variable display game started by detecting the start port switch of the monitoring target, and save them in the small win symbol random number storage area (A2911). Also, extract the supplementary symbol random numbers for determining the time-saving symbols, and save the supplementary symbol random numbers in the supplementary symbol random number storage area of the RWM (A2912).

[0261] In this embodiment, since the jackpot is surely generated by the V win after the small win as described above, it is not necessary to use the small win symbol random numbers, and step A2911 is an option and may not be executed. Also, since there is no small win result in the special symbol 1 variable display game, if the start port switch of the monitoring target is the start port 1 switch 36a, it is not necessary to extract the small win symbol random numbers either.

[0262] The small win symbol random numbers, supplementary symbol random numbers, and jackpot symbol random numbers are used to determine the stop symbol numbers at the time of small win, supplementary win, or jackpot, and the small win stop symbol patterns, supplementary win stop symbol patterns, or jackpot stop symbol patterns corresponding to these stop symbol numbers in the special symbol 1 stop symbol setting process (A3403) and special symbol 2 stop symbol setting process (A3503) described later.

[0263] In this embodiment, in order to avoid confusion, the small win symbol random numbers, supplementary symbol random numbers, and jackpot symbol random numbers are each provided independently. However, in order to reduce the random number storage area of the RWM, 1 ​​​​​​​​A random number (common random number) is shared to determine the small winning pattern (the stopping pattern number at the time of the small winning, the small winning stopping pattern Pattern), Support hit pattern (stop pattern number when support hit, support hit stop pattern) , and distribute the jackpot symbols (the symbol number that stops when the jackpot is reached, and the jackpot symbol pattern) That is, when determining the small winning symbols, the range of the common random numbers is divided and assigned to each small winning symbol. When assigning or determining the winning symbols, the range of the common random numbers is divided and each winning symbol is determined. When assigning to or determining the winning symbols, the range of common random numbers is divided to determine each winning symbol. or may be assigned to

[0264] Next, the game control device 100 calculates the variation pattern random numbers 1 to 3 as the variation patterns of the corresponding RWMs. The result of the variable display game (game result) is saved in the random number storage area (A2913). Execute the special drawing reservation information judgment process (pre-judgment process, pre-reading process) that can be judged beforehand (A29 14). In the special reserved information judgment process, the saved jackpot random number and winning pattern random number (jackpot pattern Random numbers, small winning pattern random numbers, support winning pattern random numbers) based on the stopping pattern information (big winning stopping pattern , small win stop pattern, time-saving stop pattern, miss stop pattern) corresponding to the pre-reading stop pattern command Or, the first half fluctuation number based on the saved fluctuation pattern random numbers 1 to 3 (the number of fluctuations before the reach) And a predictive fluctuation pattern command corresponding to the latter half fluctuation number (number of fluctuation after the reach) is produced Set it as a command. And, the start switch and the number of reserved special drawings to be monitored are set. Prepare the decoration special drawing reservation number command as a performance command (A2915), and set the performance command Execute the process (A2916) to end the special chart start switch common process. The game control device 100 detects the variable display before the variable display game based on the start memory is executed. It constitutes a pre-determination means capable of pre-determining the result of the variable display game.

[0265] Here, the game control device 100 (RAM 111c) extracts a predetermined random number based on the inflow of game balls into the start winning area of the start winning opening 36 or the normal variable winning device 37, and serves as a start storage means for storing a predetermined number as the start storage that becomes the execution right of the variable display game up to a predetermined number. Further, the start storage means (game control device 100) stores various random number values extracted based on the winning of game balls into the first start winning opening (start winning opening 36) as the first start storage up to a predetermined number, and stores various random number values extracted based on the winning of game balls into the second start winning opening (normal variable winning device 37) as the second start storage up to a predetermined number.

[0266] 〔Specific Area Switch Monitoring Process〕 Next, the details of the specific area switch monitoring process (A2601) in the special figure game process will be described. FIG. 10 is a flowchart showing the procedure of the specific area switch monitoring process.

[0267] The game control device 100 first determines whether it is in the middle of a small win (A3001). If the special figure game process number is "4" or "5", it can be determined that it is in the middle of a small win. When it is in the middle of a small win (the result of A3001 is "Y"), it determines whether the condition device is operating (A30 02). If the condition device operation information indicating that the condition device is operating is set, it can be determined that the condition device is operating.

[0268] When the game control device 100 is not in the operation of the condition device (the result of A3002 is "N"), it determines whether there is an input to the specific area switch 72 (A3003). The specific area switch When there is an input to 72 (the result of A3003 is "Y"), that is, when there is a winning in the specific area 86 ( V winning), the condition device operation information indicating that the condition device is in operation is saved in the condition device operation information area (A3004), and the specific area switch monitoring process ends.

[0269] When it is not in the small win state (the result of A3001 is "N"), when the condition device is in operation (the result of A3 002 is "Y"), or when there is no input to the specific area switch 72 (the result of A3003 is "N"), the specific area switch monitoring process ends without doing anything.

[0270] 〔Normal Special Figure Process〕 Next, the details of the normal special figure process (A2608) in the special figure game process will be described. FIG. 11 is a flowchart showing the procedure of the normal special figure process.

[0271] The game control device 100 first determines whether the remaining ball counter of the big winning opening is 0 (A3200) during the normal accessory process of the accessory game process described later. If it is not during the normal accessory process or the remaining ball counter of the big winning opening is not 0 (the result of A3200 is "N" ), the special figure variable display game is not started and the process proceeds to step A3215.

[0272] When the game control device 100 is in the normal accessory process and the remaining ball counter of the big winning opening is 0 (the result of A3200 is "Y"), it determines whether the special figure 2 reservation number (the second start memory number) is 0 (A3201). If the special figure 2 reservation number is 0 (the result of A3201 is "Y"), it determines whether the special figure 1 reservation number (the first start memory number) is 0 (A3206) . And when the special figure 1 reservation number is 0 (the result of A3206 is "Y"), the customer waiting demo is opened . ​​​Determine whether it has been completed (A3211). If the customer waiting demo has not started (the result of A32 11 is "N"), set the in-demo flag in the customer waiting demo flag area (A 3212).

[0273] Subsequently, the game control device 100 prepares the customer waiting demo command as a production command ( A3213), performs production command setting processing (A3214), and proceeds to the processing of step A3215 . On the other hand, if the customer waiting demo has started in step A3211 (the result of A32 11 is "Y"), set "0" related to the normal special figure processing as the processing number (A3215 ), save the processing number in the special figure game processing number area (A3216), and clear the variable symbol discrimination flag area (A3217). Then, save the in-illegal monitoring period flag in the big winning opening illegal monitoring period flag area (A3218 ), and end the normal special figure processing.

[0274] Also, if the number of reserved special figures 2 is not 0 (the result of A3201 is "N "), execute the special figure 2 variable start processing (A3202), prepare the decoration special figure reservation number command (decoration special figure 2 reservation number command) corresponding to the number of reserved special figures 2 as a production command (A3203 ), and execute the production command setting processing (A3204). Then, execute the transition setting processing for the in-variable processing of special figure 2 (A3205), and end the normal special figure processing. In the transition setting processing for the in-variable processing of special figure 2, set "1" as the processing number, save the processing number in the special figure game

[0275] processing number area, clear the customer waiting demo flag area, and save the in-variable flag in the special figure 2 variable control flag area.

[0276] ​In addition, when the reserved number of Special Figure 1 is not 0 (the result of A3206 is "N" "), the Special Figure 1 variation start process is executed (A3207), and a reserved number command corresponding to the reserved number of Special Figure 1 (Special Figure 1 reserved number command) is prepared as an effect command (A3208 ), and the effect command setting process is executed (A3209). Then, the transition setting process for the in-variation process of Special Figure 1 is executed (A3210), and the normal process of Special Figure 1 ends. In the transition setting process for the in-variation process of Special Figure 1, "1" is set as the process number and the process number is saved in the special figure game

[0277] process number area, the customer waiting demo flag area is cleared, and the in-variation flag is saved in the Special Figure 1 variation control flag area.

[0278] In this way, by checking the reserved number of Special Figure 2 before checking the reserved number of Special Figure 1 , when the reserved number of Special Figure 2 is not 0, the Special Figure 2 variation start process (A3202) is executed . That is, the Special Figure 2 variation display game is executed prior to the Special Figure 1 variation display game (Special Figure 2 reserved number priority digestion). That is, when the game control device 100 has a second start memory in the second start memory means (game control device 100), the variation display game based on the second start memory is preferentially executed over the variation display game based on the first start memory, forming a priority control procedure . In addition, when implementing Special Figure 1 reserved number priority digestion where the Special Figure 1 variation display game is preferentially executed over the Special Figure 2 variation display game , the determination in step A3201 may be made by determining whether the reserved number of Special Figure 1 ≠0.

[0279] [Special Figure 1 Variation Start Process] Next, the details of the Special Figure 1 variation start process (A3207) in the normal process of Special Figure 1 will be described FIG. 12 is a flowchart showing the procedure for the special chart 1 change start process. The processing is performed at the start of the special chart 1 variable display game.

[0280] The game control device 100 indicates the type of special chart variable display game to be executed (here, special chart 1). The special chart 1 change flag is saved in the change pattern discrimination area (A3401). Next, the special chart 1 change The jackpot flag 1 is used to determine whether the displayed game is a jackpot or not. The jackpot flag 1 setting process is executed (A3402), which performs processes such as setting information. The details of the hit flag 1 setting process will be described later.

[0281] Next, the game control device 100 detects the special symbol 1 stop symbol (symbol information) related to the special symbol 1 variable display game. The special chart 1 stop pattern setting process related to the setting of the special chart 1 stop pattern setting process is executed (A3403). In the fixed processing, the stop pattern number at the time of miss, support hit, or big hit, and this stop pattern number The corresponding miss stop pattern, support stop pattern, or big win stop pattern pattern Save the turn. The stop pattern number at the time of the support hit or the big hit is the support hit pattern, The random number and the winning pattern are determined according to the random number.

[0282] Furthermore, the game control device 100 sets a special pattern, which is a parameter for setting a variation pattern. A special drawing information setting process is executed to set the information (A3404).

[0283] Next, the game control device 100 sets the variation pattern of the special chart 1 variation display game. A table in which information for referencing various information is set. Prepare the information table (A3405).

[0284] Thereafter, the game control device 100 executes a variation pattern setting process for setting a variation pattern (variation pattern number), which is a variation mode in the special figure 1 variation display game (A3406). Next, the game control device 100 executes a variation start information setting process for setting information on the start of the variation of the special figure 1 variation display game (A3407), and ends the special figure 1 variation start process. In the variation start information setting process, a variation time value corresponding to the variation pattern (variation pattern number) is acquired and saved in the special figure game process timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a presentation command, and a presentation command setting process is performed. Also, in the variation start information setting process, the reserved number of special figures related to the type of special figure (special figure 1 or special figure 2) of the special figure variation display game to be started is updated by -1 (decreased by 1).

[0285] 〔Special Figure 2 Variation Start Process〕 Next, the details of the special figure 2 variation start process (A3202) in the special figure normal process will be described. FIG. 13 is a flowchart showing the procedure of the special figure 2 variation start process. The special figure 2 variation start process is a process performed at the start of the special figure 2 variation display game, and the same process as the process in the special figure 1 variation start process shown in FIG. 12 is performed for the second start memory.

[0286] The game control device 100 first saves a special figure 2 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 2) in the variation symbol discrimination area (A3501). Subsequently, a big win flag 2 setting process for performing processes such as setting out-of-luck information and big win information in the big win flag 2 for determining whether the special figure 2 variation display game is a big win is executed (A3502).

[0287] ​​​​​​​​​​​​​​ Next, the game control device 100 determines the special chart 2 stop pattern (pattern information) for the special chart 2 variable display game. The special pattern 2 stop pattern setting process related to the setting of the information is executed (A3503). Execute a special drawing information setting process to set the special drawing information, which is a parameter for setting the line. (A3504). Next, various information regarding the setting of the variation pattern of the special chart 2 variation display game A table in which information for referencing the information is set, Prepare the filter (A3505).

[0288] After that, the game control device 100 sets the variation pattern of the special chart 2 variation display game. Execute the pattern setting process (A3506). Finally, the special chart 2 variation display game variation start Execute the variable start information setting process (A3507) to set the information of the variable start information setting process (A3507), and execute the special diagram 2 variable start process. Finish.

[0289] [Big hit flag 1 setting process] Next, the details of the jackpot flag 1 setting process (A3402) in the special chart 1 fluctuation start process will be explained. 14 is a flow chart showing the procedure for setting the big win flag 1.

[0290] The game control device 100 first stores the miss information in the big win flag 1 area and the support win flag 1 area. The information is saved (A3601). Next, the RWM special chart 1 jackpot random number storage area (for reserved number 1) ) and load the jackpot random number from (A3602), and store the jackpot random number in the special chart 1 jackpot random number storage area. (For reserved number 1) is cleared to 0 (A3603). Note that reserved number 1 refers to the first item in the order of consumption. An area that stores information (random numbers, etc.) about the special chart start memory (here, the first of special chart 1) After that, depending on whether the prepared random number value matches the jackpot judgment value, the jackpot is determined. Execute a jackpot determination process for determining whether it is a win (A3604).

[0291] When the determination result of the jackpot determination process (A3604) is a jackpot, the game control device 100 (when the result of A3605 is "Y"), in step A3601, overwrite and save the jackpot information in the jackpot flag 1 area with the losing information saved (A3606), and end the jackpot flag 1 setting process (A3606), and end the jackpot flag 1 setting process.

[0292] On the other hand, when the determination result of the jackpot determination process (A3605) is not a jackpot (the result of A3605 is "N"), optionally, based on the obtained jackpot random number value, execute a sub-win determination process for determining whether the special figure variable display game is a sub-win (A3607), and determine whether the result of the determination is a sub-win (A3608). In this embodiment, the jackpot random number value is also used for the sub-win determination (in other words, the same random number value is used for the sub-win determination and the jackpot determination). Here, the sub-win (time shortening win) of the special figure variable display game refers to the time shortening result (specific result) that enters the time shortening state from the next special figure variable display game. Corresponding to this time shortening result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game.

[0293] When the special figure variable display game is a sub-win (the result of A3608 is "Y"), the game control device 100 overwrites and saves the sub-win information in the sub-win flag 1 area where the losing information was saved in step A3601 (A3609), and ends the jackpot flag 1 setting process. On the other hand, when the special figure variable display game is not a sub-win (the result of A3608 is "N"), the sub-win ​​​​​​​​End the jackpot flag 1 setting process without saving the support hit information in the flag 1 area. do.

[0294] In this manner, in this embodiment, the result of the special chart 1 variable display game is "jackpot", " The result will be either a "Po hit (time-saving hit)" or a "miss", and there is no "small hit". Steps A3607-A3609 are optional and may be omitted. In short, it is not necessary to set a "support hit (time-saving hit)" in the result of the special chart 1 variable display game. It is also possible to configure the result of the Special Chart 1 Variable Display Game to include a "small win."

[0295] In addition, in the jackpot flag 1 setting process, the support hit information is saved in the support hit flag 1 area. However, since the jackpot and the support hit do not overlap, the support hit is placed in the jackpot flag 1 area. You may save the information.

[0296] [Big hit flag 2 setting process] Next, the details of the jackpot flag 2 setting process (A3502) in the special chart 2 fluctuation start process will be explained. 15 is a flow chart showing the procedure for setting the big win flag 2. This process is the same as the process in the big win flag 1 setting process shown in FIG. 14, but it is executed in the second start It is done with memory as the target.

[0297] The game control device 100 first selects two big win flag areas, two small win flag areas, and a support win flag area. The miss information is saved in the lag 2 area (A3701). Next, the RWM special chart 2 jackpot random number Load the jackpot random number from the storage area (for reserved number 1), prepare it (A3702), and 2. Clear the jackpot random number storage area (for reserved number 1) to 0 (A3703). Note that for reserved number 1 It is an area for storing information about the special figure start memory with the earliest digestion order (the earliest among the special figures in FIG. 2 here), random numbers, etc.). After that, a small win determination process for determining whether it is a small win according to whether the prepared big win random number value matches the small win determination value is executed (A3704 ). )

[0298] When the determination result of the small win determination process (A3704) by the game control device 100 is a small win (the result of A3705 is "Y"), in step A3701, the small win information is overwritten and saved in the small win flag 2 area where the miss information was saved (A3706), and the big win flag 2 setting process is ended.

[0299] On the other hand, when the special figure variable display game is not a small win (the result of A3705 is "N"), the game control device 100 executes a support win determination process for determining whether the special figure variable display game is a support win based on the obtained big win random number value (A3707), and determines whether the result of the determination is a support win (A3708). In this embodiment, the big win random number value is also used for the determination of the support win (in other words, the same random number value is used for the support win determination and the big win determination ). Here, the support win (time shortening win) of the special figure variable display game means the time shortening result (specific result) that suddenly enters the time shortening state from the next special figure variable display game. Corresponding to this specific result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game . Here, the support win (time shortening win) of the special figure variable display game refers to the time shortening result (specific result) that suddenly enters the time shortening state from the next special figure variable display game. Corresponding to this specific result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game .

[0300] When the special figure variable display game is a support win (the result of A3708 is "Y"), the game control device 100 stores the support win information in the support win flag 2 area where the miss information was saved in step A3701 ​Overwrite and save the winning information (A3709), and end the jackpot flag 2 setting process.

[0301] On the other hand, when the determination result of the non-winning determination process (A3707) is not a non-winning (the result of A3708 is "N"), optionally, a jackpot determination process may be executed to determine whether it is a jackpot according to whether the prepared jackpot random value matches the jackpot determination value (A371 0). When the determination result of the jackpot determination process (A3710) is a jackpot (the result of A3711 is "Y"), in step A3701, overwrite and save the jackpot information in the jackpot flag 2 area where the losing information was saved (A3712), and end the jackpot flag 2 setting process. On the other hand, when the determination result of the jackpot determination process (A3710) is not a jackpot (the result of A3711 is "N"), end the jackpot flag 2 setting process while saving the losing information in the jackpot flag 2 area. (A3711's result is "N"), end the jackpot flag 2 setting process while leaving the losing information saved in the jackpot flag 2 area.

[0302] Thus, in this embodiment, the result of the special figure 2 variable display game is either "small win", "non-winning (time-saving win)", or "loss", but optionally, a configuration in which "jackpot" is provided as the result of the special figure 2 variable display game is also possible.

[0303] Note that in the jackpot flag 2 setting process, the small win information is saved in the small win flag 2 area, and the non-winning information is saved in the non-winning flag 2 area. However, since the jackpot, non-winning, and small win do not overlap, the small win information and the non-winning information may be saved in the jackpot flag 2 area.

[0304] 〔Jackpot determination process〕 Next, the jackpot determination process in the jackpot flag 1 setting process, the jackpot flag 2 setting process, etc. ( The details of A3604 and A3710 will be described. FIG. 16A is a flowchart showing the procedure of the jackpot determination process. Note that the jackpot determination process is a process common to the jackpot determination processes in other processes executed during the timer interrupt process, and is also executed in the special drawing reservation information determination process and the like.

[0305] The game control device 100 first sets an upper limit determination value corresponding to the probability setting value (A3800), sets a lower limit determination value of the jackpot determination value (A3801), and determines whether the value of the target jackpot random number is less than the lower limit determination value (A3802). Note that a jackpot means that the jackpot random number matches the jackpot determination value. The jackpot determination value is a plurality of consecutive values, and when the jackpot random number is greater than or equal to the lower limit determination value, which is the lower limit value of the jackpot determination value, and less than or equal to the upper limit determination value, which is the upper limit value of the jackpot determination value, it is determined to be a jackpot. The upper limit determination value may be different between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0306] If the value of the target jackpot random number is less than the lower limit determination value (the result of A3802 is "Y"), the game control device 100 sets a miss (other than a jackpot) as the determination result (A3804) and ends the jackpot determination process.

[0307] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value (A3803). If the value of the jackpot random number is greater than the upper limit determination value (the result of A3803 is "Y"), a miss (other than a jackpot) is set as the determination result. On the other hand, if the value of the jackpot random number is not greater than the upper limit determination value (the result of A3803 is "N"), ​​​​​​​​​​​​​Set a big win (A3805). When the determination result is set, end the big win determination process .

[0308] 〔Small win determination process〕 Next, details of the small win determination process (A3704) in the big win flag 2 setting process will be described. FIG. 16B is a flowchart showing the procedure of the small win determination process. Note that the small win determination process is a process common to the small win determination processes in other processes executed during the timer interrupt process, and is also executed in the special drawing reservation information determination process and the like.

[0309] The game control device 100 first sets a small win upper limit determination value corresponding to the probability setting value (A3 900), and determines whether the value of the big win random number of the target (special drawing 2) is less than the small win lower limit determination value (A3901). Note that a small win means that the big win random number matches the small win determination value . The small win determination value is a plurality of consecutive values. When the big win random number is greater than or equal to the small win lower limit determination value, which is the lower limit value of the small win determination value, and less than or equal to the small win upper limit determination value, which is the upper limit value of the small win determination value, it is determined to be a small win. The small win upper limit determination value may be different in the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0310] Naturally, to avoid the same special drawing variation display game result being both a small win and a big win, the range of the small win determination value (between the small win lower limit determination value and the small win upper limit determination value) does not overlap with the range of the aforementioned big win determination value (between the lower limit determination value and the upper limit determination value). In this embodiment, a separate small win random number is not provided, and the big win random number is also used for the determination of a small win, but a configuration with a separate small win random number is also possible.

[0311] ​When the value of the jackpot random number of the target (special figure 2) is less than the small win lower limit determination value (the result of A3901 is "Y"), a deviation is set as the determination result (A3903), and the small win determination process ends.

[0312] Also, when the value of the jackpot random number is not less than the small win lower limit determination value, the gaming control device 100 (the result of A3901 is "N") determines whether the value of the jackpot random number of the target (special figure 2) is greater than the small win upper limit determination value (A3902). If the value of the jackpot random number is greater than the small win upper limit determination value (the result of A3902 is "Y"), a deviation is set as the determination result (A3903) . On the other hand, when the value of the jackpot random number is not greater than the small win upper limit determination value (the result of A3902 is " N"), a small win is set as the determination result (A3904). When the determination result is set, the small win determination process ends. In this embodiment, the small win lower limit determination value and the small win upper limit determination value are set so that the small win probability is 1 / 8 (= 12.5%), but the small win probability may be other values . as well.

[0313] [Substitute win determination process] Next, the details of the substitute win determination process (A3607, A3707) in the jackpot flag 1 setting process and the jackpot flag 2 setting process, etc. will be described. FIG. 16C is a flowchart showing the procedure of the substitute win determination process. The substitute win determination process is a process common to the substitute win determination processes in other processes executed during the timer interrupt process, and is also executed in the special figure reserved information determination process etc.

[0314] The gaming control device 100 first sets a substitute win upper limit determination value corresponding to the probability setting value ( A7001). Next, the lower limit determination value of the substitute win determination value is set (A7002), and the target jackpot Determine whether the value of the jackpot random number is less than the lower limit determination value (A7003). Note that in terms of the number of near misses per support By "per support" is meant that the jackpot random number matches the determination value per support corresponding to the probability setting value and the game state That's it. The determination value per support is a plurality of consecutive values, and the jackpot random number is Greater than or equal to the lower limit determination value, which is the lower value of the determination value per support, and less than or equal to the upper limit determination value per support, which is the upper value of the determination value per support When it is, it is determined to be a near miss. Note that the upper limit determination value per support may be different between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0315] Naturally, in order to avoid the result of the same special symbol variation display game being a near miss and a jackpot, or a near miss and a small jackpot, the range of the determination value per support (between the lower limit determination value per support and the upper limit determination value per support) does not overlap with the ranges of the aforementioned jackpot determination value and small jackpot determination value. Note that in this embodiment, a dedicated near miss random number is not provided, and the jackpot random number is also used for the determination of near misses, but a configuration in which a dedicated near miss random number is provided is also possible. In addition, in this embodiment, a dedicated near miss random number is not provided, and the jackpot random number is also used for the determination of near misses, but a configuration in which a dedicated near miss random number is provided is also possible.

[0316] When the value of the target jackpot random number is less than the lower limit determination value of near misses ( The result of A7003 is "Y"), a deviation (other than a near miss) is set as the determination result (A70 05), and the near miss determination process ends.

[0317] Also, when the value of the jackpot random number is not less than the lower limit determination value of near misses ( The result of A7003 is "N"), it is determined whether the value of the target jackpot random number is greater than the upper limit determination value of near misses (A7004). If the value of the jackpot random number is greater than the upper limit determination value of near misses ( The result of A7004 is "Y"), a deviation (other than a near miss) is set as the determination result. ​ A7005). On the other hand, when the value of the jackpot random number is not greater than the upper limit determination value per support (the result of A70 04 is "N"), the support per hit is set as the determination result (A7006). When the determination result is set, the support per hit determination process ends.

[0318] In the support per hit determination process, a support per hit determination (time shortening determination ) is performed by lottery using the jackpot random number value. In the support per hit determination (time shortening determination) as the lottery, when the jackpot random number value matches the support per hit determination value (time shortening determination value), a support per hit result (time shortening result, specific result ) is obtained and time shortening is set. The support per hit determination value is different from the jackpot determination value and the small hit determination value .

[0319] In addition, in order to add a sense of rhythm, the winning probability of support per hit (range of support per hit determination value ÷ range of jackpot random number) may be made different for each probability setting value, or for simplicity, the winning probability of support per hit may be made the same for each probability setting value. Setting 1 (or the low setting side) is more likely to win the support per hit, and the winning probability of support per hit may be set so that setting 6 (or the high setting side) is less likely to win the support per hit to alleviate the disadvantage of the low setting, or conversely, it may be set according to the expectation of players who expect to be more likely to win the support per hit on the high setting side. Also, the winning probability of support per hit may be monotonically changed from setting 1 to setting 6, or it may not be monotonic, such as changing it every two settings . The winning probability of support per hit may be made different between even settings and odd settings to improve the interest of players regarding the estimation of probability setting values .

[0320] In addition, the winning probability of support per hit may be made different between the low probability period (except during the probability variation state) and the high probability period (during the probability variation state) of the jackpot probability to add a sense of rhythm, or it may be the same for simplicity. Low probability ​​ Make it easier to win in the medium probability (excluding the state of variable probability) and more difficult to win in the high probability (during the variable probability state), Set the winning probability per support to mitigate the disadvantage in the low probability, or conversely, It may be adjusted according to the expectations of players who expect to be more likely to win per support even in the high probability state. For example, Set the winning probability per support so that it only wins per support in the low probability state (the winning probability per support is zero in the high probability state), and the disadvantage in the low probability state may be mitigated.

[0321] Also, the winning probability per support may be different between the special figure 1 variable display game and the special figure 2 variable display game to add a sense of rhythm, or it may be the same for simplicity. For example, To increase the support per in the ordinary power support state (time-saving state or variable probability state), the winning probability per support in the special figure 2 variable display game may be made larger than that in the special figure 1 variable display game. Conversely, To improve the interest of the game in the normal game state, the winning probability per support in the special figure 1 variable display game may be made larger than that in the special figure 2 variable display game. Briefly, the winning probability per support in one of the special figure variable display games of the special figure 1 variable display game and the special figure 2 variable display game may be set to zero, and the support per may only occur in the other special figure variable display game. When the result of the special figure variable display game is a support per result (time-saving result), in the special figure 1 stop symbol setting process (A3403) or the special figure 2 stop symbol setting process (A3503), the time-saving symbol (time-saving symbol number, time-saving symbol pattern) is set as the stop symbol (stop symbol number, stop symbol pattern),

[0322] and the time-saving state is entered from the next special figure variable display game. That is, in this case, it suddenly enters the time-saving state without going through a big win (sudden time-saving). Also, in this case, for the time-saving symbol, ​​​​​​The corresponding decoration special figure command is transmitted to the effect control device 300, and in the display device 41, the effect The control device 300 also displays a time-saving figure (decoration time-saving figure) as a decoration stop figure.

[0323] Examples of the time-saving figures displayed on the display device 41 include, for example, " 1,1,3" in which only the left figure and the middle figure are aligned. There are no restrictions on the time-saving figures as long as they are determined in advance, but those with regularity such as the numbers arranged in order " 1,2,3" or " 1,3,1" in which only the left figure and the right figure are aligned are preferred as they are easy for the player to remember. A plurality of time-saving figures may be prepared, and the number of times of the special figure variable display game (time-saving times) in which the time-saving state continues may be determined for each time-saving figure.

[0324] The lamp display units 1 and 2 of the lamp display device 80 emit light in a specific manner as the fourth special figure (Figure 4) in the case of the time-saving result (time-saving figure), which is different from the case of the j...

Claims

【Claim 1】 In a gaming machine comprising gaming control means capable of executing a variable display game for variably displaying identification information, the gaming control means is capable of generating a gaming state including a normal gaming state and a specific gaming state advantageous to the player, as the variable display game, it is possible to execute a first variable display game mainly based on the establishment of a first start condition by a shooting method of shooting a game ball to the left side of the game board, and it is possible to execute a second variable display game mainly based on the establishment of a second start condition by a shooting method of shooting a game ball to the right side of the game board, comprises storage means capable of storing a first start storage number which is the number of times the first start condition has been satisfied and a second start storage number which is the number of times the second start condition has been satisfied, and the first start storage number and the second start storage number can be displayed on a display means in numerical display and image display, the normal gaming state is a state in which the first start condition is more likely to be satisfied than the second start condition, the specific gaming state is a state in which the second start condition is more likely to be satisfied than the first start condition, in the specific gaming state, a mode display corresponding to the gaming state is displayed on the display means, when the second variable display game is executed a predetermined number of times, a state change occurs from the specific gaming state to the normal gaming state, a result display is displayed on the display means when changing from the specific gaming state to the normal gaming state, the mode display being displayed before the result display is turned off and the result display is displayed, the image display of the second start storage number associated with the mode display is displayed during the period until the result display is displayed, the image display of the first start storage number associated with the mode display is displayed during the period after the result display is displayed, Throughout the display period during which the result display is shown and the non-display periods before and after the display period during which the result display is not shown, in the display means, the numerical display of the first starting memory number is displayed on the left side, and the numerical display of the second starting memory number is displayed on the right side, When the display of the result display ends, an arrow for guiding the launch of a game ball to the game area on the left side of the game board is displayed on the display means in a direction from the numerical display of the second starting memory number toward the numerical display of the first starting memory number, Game machine.

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