gaming machines
The gaming machine uses transition determination and visibility control mechanisms to enhance player engagement by dynamically displaying performance information, addressing the need for increased interest and motivation in gaming experiences.
Patent Information
- Application Number
- JP2024081265
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-17
- Publication Date
- 2025-08-13
- Estimated Expiration
- 2038-10-10
AI Technical Summary
Existing gaming machines, such as pachinko and slot machines, lack mechanisms to enhance player engagement and motivation by providing dynamic and attention-grabbing game states and performance information displays.
The gaming machine incorporates transition determination means for special game states, storage and display of performance information, visibility limiting mechanisms, and detection means to control the visibility of performance information, allowing for dynamic display and hidden information revelation during special game conditions.
Enhances player engagement by creating dynamic game states and providing informative performance displays that increase player interest and motivation through strategic visibility control and varied game outcomes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] In gaming machines such as pachinko and slot machines, the jackpot is guaranteed to be won through a lottery. There are some machines that have multiple game setting values with different rates. Also, the game setting values are determined by a predetermined effect. This may be suggested to the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2000-024234 Summary of the Invention [Problem to be solved by the invention]
[0004] By the way, as a gaming machine, it is important to increase the attention and interest of the game and to improve the player's motivation to play. It is important to do so.
[0005] The object of the present invention is to increase the interest and interest in the game and to improve the player's motivation to play. To provide a gaming machine that can [Means for solving the problem]
[0006] The gaming machine according to claim 1 comprises: transition determination means for determining whether or not to transition to a special game state in which a special game advantageous to a player is executed based on the establishment of a determination condition; A storage means for storing performance information that serves as an index showing ball output performance; a performance information display means for displaying the performance information stored in the storage means; a performance information display control means for causing the performance information display means to display the performance information; a visibility limiting means for moving the performance information displayed on the performance information display means between a first position where the performance information is not visible or is difficult to view from a specific direction of the front, and a second position where the entire performance information displayed on the performance information display means is visible from the specific direction of the front; a limiting means for limiting movement of the visibility limiting means from the first position to the second position; Equipped with the visibility restriction means makes at least a part of the performance information displayed on the performance information display means visible from the specific direction of the front when a specific condition is satisfied, When a movement start condition is satisfied in the special game state, the visibility limiting means is allowed to move from the first position to the second position, the performance information display control means is capable of displaying a plurality of types of the performance information; The plurality of types of performance information include at least first performance information and second performance information having common partial information, the visibility limiting means has an opaque portion that makes the back surface invisible and a transparent portion that makes the back surface visible, When the visibility limiting means is in the first position, the performance information display means cannot be seen through the transparent portion, the performance information display means is configured to display the performance information even when the visibility limiting means is in the first position, A performance display means for displaying performance information is provided separately from the performance information display means, The performance information display means is configured to be able to display the performance information even when the performance display means is performing a performance display, The display device is characterized by comprising a detection means capable of detecting whether the visibility restriction means is in the first position or not, and an output means capable of outputting information based on the detection result of the detection means. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of the configuration of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 3] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 4] FIG. 2 is a front view showing an example of a gaming board of the gaming machine shown in FIG. [Figure 5] FIG. 2 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. [Figure 6] 2 is a block diagram showing an example of a storage area of a main control device of the gaming machine shown in FIG. 1. [Figure 7] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 8] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 9] FIG. 3 is a block diagram showing an example of a storage area of a main control device. [Figure 10] FIG. 2 is a diagram schematically illustrating an example of a performance information display device of a main control device. [Figure 11] FIG. 10 is a diagram showing an example of a display on a performance display monitor of the performance information display device. [Figure 12] FIG. 10 is a diagram showing an example of display on the game setting value display section of the performance information display device. [Figure 13] 10 is a flowchart showing an example of a procedure for main timer interrupt processing executed by the main control device. [Figure 14] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 13. [Figure 15] A flowchart showing an example of the steps of the first pending command setting process executed in the start winning process of Figure 14. [Figure 16] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 17] 17 is a flowchart showing an example of the procedure for variable game control processing executed in the main processing of FIG. 16. [Figure 18] 18 is a flowchart showing an example of the procedure of the data setting process executed in the variable game control process of FIG. [Figure 19] A flowchart showing an example of the procedure for variable start processing executed in the variable game control processing of Figure 17. [Figure 20] 17 is a flowchart showing an example of the procedure for a game setting value change process executed in the main process of FIG. 16. [Figure 21] 17 is a flowchart showing an example of the procedure of a specific performance information update process executed in the main process of FIG. 16; [Figure 22] FIG. 21 is a diagram showing an example of base information updated in the specific performance information update process of FIG. 20. [Figure 23] 17 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 16; [Figure 24] 17 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 16; [Figure 25] 17 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 16; [Figure 26] 17 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 16; [Figure 27] 4 is a flowchart showing an example of a procedure for a sub-timer interrupt process executed by the sound lamp control device of the gaming machine shown in FIG. [Figure 28] 28 is a flowchart showing an example of the procedure of an operation detection process executed in the sub timer interrupt process of FIG. 27; [Figure 29] 28 is a flowchart showing an example of the procedure of an operation detection pattern determination process executed in the sub timer interrupt process of FIG. 27; [Figure 30] FIG. 10 is a diagram showing an example of an operation data table showing the relationship between operation detection patterns and operation situations. [Figure 31] 28 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 27; [Figure 32] 32 is a diagram showing an example of a first stop pattern selection table and a variation type table used when a variation pattern command is received in the command determination process of FIG. 31. FIG. [Figure 33] A figure showing an example of a presentation pattern type table used when a variation pattern command is received in the command determination process of Figure 31. [Figure 34] A flowchart showing an example of the procedure for the ball output performance suggestion image display processing executed in the command determination processing of Figure 31. [Figure 35] A figure showing an example of a game setting value suggestion character type that suggests a game setting value. [Figure 36]A figure showing an example of a game setting value suggestion character selection table used in the ball output performance suggestion image display process of Figure 34. [Figure 37] A figure showing an example of a character mode selection table used in the ball output performance suggestion image display process of Figure 34. [Figure 38] A figure showing an example of a character mode selection table used in the ball output performance suggestion image display process of Figure 34. [Figure 39] A figure showing an example of a ball output performance suggestion image displayed on the sub-image display unit during variable play. [Figure 40] 32 is a flowchart showing an example of the procedure for the big win game presentation determination process executed in the command determination process of FIG. 31. [Figure 41] A diagram showing an example of an opening basic effect selection table used in the opening effect determination process executed in the jackpot game effect determination process of Figure 40. [Figure 42] FIG. 10 is a diagram showing an example of a rank suggestion image type suggesting the rank of the number of unit jackpot lotteries. [Figure 43] FIG. 10 is a diagram showing an example of a unit jackpot lottery number suggestion image selection table used in the opening performance determination process. [Figure 44] FIG. 10 is a diagram showing an example of an opening screen in a jackpot game. [Figure 45] A figure showing an example of an ending basic effect selection table and a unit jackpot lottery count suggestion image selection table used in the ending effect determination process executed in the jackpot game effect determination process of Figure 40. [Figure 46] FIG. 10 is a diagram showing an example of an ending screen in a jackpot game. [Figure 47] A figure showing an example of an opening / closing execution mode presentation scenario selection table used in the opening / closing execution mode presentation determination process executed in the jackpot game presentation determination process of Figure 40. [Figure 48] A figure showing an example of an opening / closing execution mode performance scenario selection table used in the opening / closing execution mode performance determination process. [Figure 49]A figure showing an example of a round game character selection table and a unit jackpot lottery number suggestion image selection table used in the opening / closing execution mode presentation determination process. [Figure 50] A figure showing an example of a round game screen in the opening and closing execution mode during a jackpot game. [Figure 51] 28 is a flowchart showing an example of the procedure for the big win game presentation process executed in the sub-timer interrupt process of FIG. 27. [Figure 52] A figure showing another example of an image suggesting ball payout performance in variable play. [Figure 53] A figure showing another example of an image suggesting ball payout performance in variable play. [Figure 54] A figure showing another example of a round game screen in the open / close execution mode during a jackpot game. [Figure 55] 10 is a flowchart showing an example of the procedure of a command determination process executed by a voice lamp control device of a gaming machine according to a second embodiment of the present invention. [Figure 56] 10 is a flowchart illustrating an example of a procedure for a command determination process. [Figure 57] 10 is a flowchart showing an example of a procedure for processing a jackpot game effect. [Figure 58] A flowchart showing an example of the procedure for the round game presentation start processing executed in the jackpot game presentation processing of Figure 57. [Figure 59] A flowchart showing an example of the procedure for the ball output performance suggestion image display processing executed in the jackpot game presentation processing of Figure 57. [Figure 60] A flowchart showing an example of the procedure for displaying an image suggesting ball output performance in a command determination process executed by a voice lamp control device of a gaming machine according to a third embodiment of the present invention. [Figure 61] A figure showing an example of a points table and a total points rank correspondence table used in the ball output performance suggestion image display process. [Figure 62] A figure showing an example of a total point suggestion character selection table referenced in the ball output performance suggestion image display process of Figure 60. [Figure 63]A flowchart showing an example of the procedure for displaying an image suggesting ball output performance in a command determination process executed by a voice lamp control device of a gaming machine according to a fourth embodiment of the present invention. [Figure 64] Figure 64(A) is a diagram showing an example of an expected value rank correspondence table, and Figure 64(B) is a diagram showing an example of an expected value rank suggestion character selection table used in the ball output performance suggestion image display process of Figure 63. [Figure 65] FIG. 11 is a front view showing an example of a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 66] FIG. 66 is an enlarged front view showing the main parts of the gaming machine shown in FIG. 65. [Figure 67] FIG. 66 is a perspective view showing an example of a crane device of the gaming machine shown in FIG. 65. [Figure 68] 68(A) is a cross-sectional view taken along the X1-X1 cutting line in FIG. 67, and FIG. 68(B) is a cross-sectional view taken along the X2-X2 cutting line in FIG. [Figure 69] Figure 69(A) is a front view showing the retention box and its surroundings when the retention box is in the upper limit position, Figure 69(B) is a longitudinal cross-sectional view of Figure 69(A), and Figure 69(C) is a cross-sectional view along the X3-X3 cutting line of Figure 69(A). [Figure 70] Figure 70(A) is a cross-sectional view corresponding to Figure 69(B) showing the retention box and its surroundings when the retention box is in the lowermost position, Figure 70(B) is a cross-sectional view corresponding to Figure 69(C) showing the retention box and its surroundings when the retention box is in the lowermost position, Figure 70(C) is a cross-sectional view corresponding to Figure 69(B) showing the retention box and its surroundings when the retention box is in a position intermediate between the uppermost and lowermost positions, and Figure 70(D) is a cross-sectional view corresponding to Figure 69(C) showing the retention box and its surroundings when the retention box is in an intermediate position. [Figure 71] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 65. [Figure 72] FIG. 72(A) is a front view showing an example of a special main display section, and FIG. 72(B) is a diagram showing an example of a display on the special main display section. [Figure 73] 10A to 10C are diagrams showing the visibility of the special main display section at downward movement levels 0 to 2. FIG. [Figure 74]Figure 74(A) and Figure 74(A) are diagrams showing the visible state of the special main display section at downward movement levels 3 and 4, and Figure 74(C) is a diagram showing the relationship between the number of game balls retained in the retention box and the downward movement level of the retention box. [Figure 75] 13 is a flowchart showing an example of the procedure of a sub-timer interrupt process executed in a gaming machine according to a fifth embodiment of the present invention. [Figure 76] 76 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 75. [Figure 77] 77 is a flowchart showing an example of the procedure for a retention box lowering process executed in the command determination process of FIG. 76; [Figure 78] 76 is a flowchart showing an example of the procedure for retention box recovery processing executed in the sub-timer interrupt processing of FIG. 75. [Figure 79] FIG. 13 is a front view showing an example of a crane device and its surroundings of a gaming machine according to a sixth embodiment of the present invention. [Figure 80] 79 is a cross-sectional view taken along the line X4-X4 of FIG. [Figure 81] Figure 81(A) is an oblique view showing an example of a special main display unit and a translucent monitor, Figure 81(B) is a diagram showing an example of the relationship between the visibility level of the translucent monitor and the visibility state of the special main display unit, and Figure 81(C) is a diagram showing the relationship between the special out ball count and the visibility level of the translucent monitor. [Figure 82] 13 is a flowchart showing an example of the procedure of a sub-timer interrupt process executed in a gaming machine according to a sixth embodiment of the present invention. [Figure 83] 83 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 82; [Figure 84] 84 is a flowchart showing an example of the procedure of a visibility control process executed in the command determination process of FIG. 83. [Figure 85] 83 is a flowchart showing an example of the procedure of the shading control process executed in the sub-timer interrupt process of FIG. 82; [Figure 86] 10A and 10B are diagrams showing other examples of the relationship between the visibility level and the visibility state of the special main display section. [Figure 87]Figure 87(A) is a diagram showing an example of the relationship between multiple areas and the visibility state of the special main display section, and Figure 87(B) is a diagram showing another example of the relationship between the visibility level and the visibility state of the special main display section. [Figure 88] FIG. 13 is an enlarged front view showing the main parts of a gaming machine according to a seventh embodiment of the present invention. [Figure 89] A cross-sectional view taken along the X5-X5 cutting line in Figure 88. [Figure 90] 89, showing the forcing member in the actuated position; FIG. [Figure 91] A cross-sectional view of an area including a retention box and a special main display section in the gaming machine. [Figure 92] Figures 92(A) and 92(B) are diagrams showing an example of the relationship between the downward movement level of the retention box and the output levels of the upper limit position detection sensor and the lower limit position detection sensor, and Figure 92(C) is a diagram showing the visual control state of the special main display section using a translucent monitor. [Figure 93] 10 is a flowchart showing an example of a procedure for a retention box operation check process executed by the voice lamp control device. [Figure 94] 95 is a flowchart showing an example of the procedure for error processing executed in the retention box operation check processing of FIG. 94; [Figure 95] 77 is a flowchart showing an example of the procedure for a retention box lowering process executed in the command determination process of FIG. 76; [Figure 96] 76 is a flowchart showing an example of the procedure for retention box recovery processing executed in the sub-timer interrupt processing of FIG. 75. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, first to fourth embodiments of the present invention will be described with reference to the accompanying drawings. The following embodiments are examples of the present invention. Therefore, the technical scope of the present invention is not limited thereto.
[0009] [First embodiment] First, referring to FIGS. 1 to 51, the gaming machine 10 according to the first embodiment of the present invention will be described. explain.
[0010] [General configuration of gaming machine 10] 1 is a perspective view of the gaming machine 10, FIGS. 2 and 3 are development views of the gaming machine 10, and FIG. It is a front view of the game board 31 of the gaming machine 10. Hereinafter, the front, back, left, right and top and bottom used in this embodiment will be referred to as The expressions are expressed in the front-back direction D1, the up-down direction D2, and the left-right direction D3 shown in FIGS. It shall be defined as follows:
[0011] As shown in FIGS. 1 to 3, the gaming machine 10 includes a front frame 11, an inner frame 12, a back pack unit 1 3 and an outer frame 14, and the outer frame is installed in an island facility (not shown) of the gaming hall. 14 is fixed to the gaming hall. As an example, a pachinko game machine will be used. The present invention can also be applied to other gaming machines such as jackpot machines, arrange ball gaming machines, and jan ball gaming machines. is.
[0012] [Front Frame 11 Configuration] The front frame 11 is supported by the outer frame 14 at its left end so that it can rotate relative to the outer frame 14. The inner frame 12 is supported at its left end by the front frame 11 so that it can be turned. The back pack unit 13 can be opened and closed relative to the front frame 11. The left end portion is supported rotatably, so that it can be opened and closed relative to the inner frame 12.
[0013] The front frame 11 includes an operation button 20, a firing handle 22, an upper tray 23, a lower tray 24, and a panel 25. , a speaker 26, and an illumination unit 27.
[0014] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is An operation switch that switches the input signal to the voice lamp control device 5 (described later) depending on the presence or absence of the 20a (see FIG. 5). As a result, the voice lamp control device 5 has the operation button 20 It is possible to determine the operation state (operation or no operation) of the operation button 20. The variable game performance that shows the lottery results of the jackpot lottery to the player is The player's operation of the operation button 20 during a predetermined specific period is used as a trigger. It is operated to execute operation button effects, etc.
[0015] The position where the operation button 20 is installed is not limited to the front of the upper tray 23, but may be any position where the player can operate it. The operation button 20 is not limited to one. There may be two or more.
[0016] Also, instead of the operation buttons 20, touch keys are displayed, and the player can operate the touch keys. It is also conceivable that a touch panel for accepting operations is provided. In these cases, the variable game performance may be The player's operation on the touch panel or panel 25 is reflected in the operation button effects, etc. This will happen.
[0017] The launch handle 22 is a rotary handle that the player operates to launch the game ball. In the gaming machine 10, the strength of the shots is determined according to the amount of rotation of the launch handle 22 by the player. The basic game is played by launching game balls from the game ball launching mechanism 32. In the case of 10, when the player is operating the launch handle 22, the number of shots is 1 every 0.6 seconds. The game ball launching mechanism 32 is driven and controlled so that game balls are launched toward the game area.
[0018] The upper tray 23 is disposed below the panel 25, and is connected to the dispensing device 1 of the dispensing mechanism 130, which will be described later. The game balls dispensed from 32 are stored and aligned in a row. The lower tray 24 is used to guide the balls to the game ball launching mechanism 32. It is provided in the upper tray 23 and is used to store surplus game balls.
[0019] The panel 25 allows the player to view the game board 31 of the inner frame 12 from the front of the gaming machine 10. The speaker 26 is made of colorless or colored transparent glass or synthetic resin. A pair of speakers are provided on the left and right of the upper end of the The installation position of the speaker 26 is not limited to the upper end of the front frame 11. 27 has a built-in light source such as an indicator lamp or LED, and indicates the lighting color, whether it is on or off, etc. A lamp effect is performed depending on the lighting mode.
[0020] [Configuration of inner frame 12] As shown in FIGS. 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control 2, for the sake of simplicity, the description on the surface of the game board 31 is is omitted.
[0021] The control unit 33 includes a main control unit 331 and a sub-control unit 332. In the gaming machine 10, one of the main control unit 331 and the sub-control unit 332 A command (control signal) is sent to the main control unit to instruct the control content. The details of the control unit 331 and the sub-control unit 332 will be described later.
[0022] As shown in FIG. 4, the game board 31 has an inner rail 311, an outer rail 312, and a general winning slot 3 13, first winning port 314, second winning port 315, variable winning port 316, through gate 317, An outlet 318, a variable display unit 34 and a main display section 37 are provided.
[0023] The inner rail 311 and the outer rail 312 are used to support the game balls launched from the game ball launching mechanism 32. The inner rail 3 is a conveying path for sending the balls toward the play area on the surface of the skill board 31. After being launched from the outer rail 312, the balls are sent to the general winning slot 313, the first winning slot 314, the second winning slot 315, and the third winning slot 316. Game balls that do not enter the winning hole 315 or the variable winning hole 316 are discharged from the outlet 318. can be.
[0024] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 3 22 and a solenoid 323. The launch rail 321 is provided to launch the game ball from the game ball launch mechanism 32. The ball launching mechanism is formed toward the inner rail 311 and the outer rail 312 of the game board 31. The balls launched from the guide rail 32 are guided to the inner rail 311 and the outer rail 312. The device 322 has a driving means such as a solenoid, and drives the idle balls stored in the upper tray 23. The solenoid 323 supplies the balls one by one onto the launch rail 321. A driving means for shooting the game balls supplied above toward the inner rail 311 and the outer rail 312. In the gaming machine 10, the player operates the launch handle 22, and The id 323 is driven and controlled, and the game ball is launched from the game ball launching mechanism 32 onto the game board 31. The game ball launching mechanism 32 may use other driving means such as a motor instead of the solenoid 323. It may also be a mechanism for launching a gaming ball using the same.
[0025] Returning to the explanation of FIG. 4, the general winning slot 313, the first winning slot 314, the second winning slot 315, the variable winning slot The prize opening 316 and the outlet 318 have openings that penetrate the game board 31 in the front-rear direction. On the back side of the game board 31, there are a general winning hole 313, a first winning hole 314, a second winning hole 315, a third winning hole 316, a fourth winning hole 317, a fifth winning hole 318, a sixth winning hole 319, a sixth winning hole 320, a sixth winning hole 321, a sixth winning hole 322, a sixth winning hole 323, a sixth winning hole 324, a sixth winning hole The entry of game balls can be detected individually for each of the two winning slots 315 and the variable winning slot 316. Various ball entry sensors 313a, 314a, 315a, and 316a (see FIG. 5) are provided. In addition, a general winning port 313, a first winning port 314, a second winning port 315, a variable winning port 316, and The game balls that pass through the opening of the outlet 318 are collected on the back side of the game board 31. The ball is detected by the out ball sensor 35 (see FIG. 5) described later. is a gate through which the game ball can pass, and the game ball passing through the through gate 317 is individually detected. The game board 31 has a ball sensor 317a (see FIG. 5) that can be inserted. When the released game ball passes through the right side of the game board 31, that is, when the game ball is hit from the right side, There is a possibility of passing through gate 317.
[0026] The incoming ball sensors 313a to 317a and the outgoing ball sensor 35 (see FIG. 5) are connected to the main control unit. The ball entrance sensors 313a to 317a and the ball exit sensor 317b are electrically connected to the ball entrance sensor 331. The detection result of the sensor 35 is input to the main control unit 331. (MPU 41) controls the payout control device 7 according to the detection results of the ball entry sensors 313a to 317a. The ball entry sensors 313a to 317 then send a command to the ball entry sensors 313a to 317 to dispense the game balls. The detection of the ball entering the machine by a is sometimes called a winning. The unit 331 (MPU 41) determines the number of out balls based on the detection result of the out ball sensor 35. The number of balls counted here is the number of balls released by the game ball launching mechanism 32. The number of balls that have been shot onto the board 31 coincides with the number of balls that have been shot onto the board 31. The out-ball sensor 35 is, for example, an electromagnetic induction type proximity sensor, but may be detected by other detection methods. It may be any sensor capable of individually detecting the entry of game balls.
[0027] In addition, the second winning opening 315 has a setting for restricting the number of game balls entering the second winning opening 315. The electric device 315b is provided on the back side of the game board 31. The gate is opened and closed by a driving means such as a solenoid. When the moving object 315b opens, the game ball can enter the second winning hole 315. Closing of the accessory 315b restricts the entry of game balls into the second winning opening 315.
[0028] Furthermore, the variable winning opening 316 can be configured to have a restriction on the number of game balls entering the variable winning opening 316. The opening and closing door 316b is provided on the back side of the game board 31. The game board 31 is opened and closed by a driving means such as a solenoid. By opening the door 316b, it becomes possible for the game ball to enter the variable winning opening 316, and the opening and closing door 3 Closing 16b restricts the entry of game balls into the variable winning opening 316.
[0029] In the gaming machine 10, the entry of the game ball into the first winning hole 314 or the second winning hole 315 is a ball entry center. When the ball is detected by the ball sensor 314a or the ball entrance sensor 315a, the main control unit 331 The main control unit 331 then determines whether or not the jackpot lottery will be held. The display on the main display unit 37 is controlled according to the lottery result. The lottery result is transmitted to the sub-control unit 332. The display of the variable display unit 34 is controlled according to the selection result.
[0030] In addition, in the gaming machine 10, a general winning port 313, a first winning port 314, a second winning port 315, and The entrance of the game ball into the variable winning opening 316 is detected by the ball entrance sensors 313a to 316a. When a ball enters the general winning slot 313, a predetermined number of prize balls are paid out. The number of winning balls in this case is 10, and the number of winning balls when the ball enters the first winning slot 314 or the second winning slot 315 is 10. The number of winning balls is 3 when the ball enters the variable winning hole 316, and 13 when the ball enters the variable winning hole 316. When the result of the lottery performed by the main control unit 331 is a jackpot, a jackpot game is started. The state (special game state) is entered, and the variable winning slot 316 is opened. By repeating the game a predetermined number of times (for example, 5 times, 16 times), a large number of prize balls are paid out. We can expect good results.
[0031] In addition, when a game ball enters the first winning slot 314 or the second winning slot 315, a jackpot lottery will be held. If the lottery result is a win, a predetermined game that is more advantageous than the normal game state is executed. In this embodiment, the jackpot game state is entered after 5R Jackpot game state (5R normal jackpot game state and 5R probability jackpot game state), and 1 This includes a 6R jackpot game state. The 5R jackpot game state will continue until a specified time has elapsed. Or until a predetermined number (for example, 9) or more game balls enter the variable winning opening 316. A game including an opening and closing execution mode in which 316 is opened and a round game (unit game) is played five times. The 16R jackpot game state is when 16 rounds of play (unit play) are played. This is a game state that includes an opening and closing execution mode, and pays out more prize balls than in the 5R jackpot game state. A payout can be expected, and this is a gaming state that is more advantageous for the player than the 5R jackpot gaming state.
[0032] The variable display unit 34 is inserted through an opening 31A formed in the approximate center of the game board 31. The device has a pattern display unit 341 such as a liquid crystal display arranged so as to be visible. The display unit 341 displays still images or moving images. The display contents of the pattern display unit 341 are , are controlled by the sub-control unit 332. Specifically, in the symbol display unit 341, The main control unit 331 controls the ball entering the winning hole 314 or the second winning hole 315. Variations such as the display of changing symbols and variable game effects according to the results of the jackpot lottery The symbol display unit 341 is an example of the image display means of the present invention. The pattern display unit 341 may be a dot matrix display, a plasma display, a It may be a liquid crystal display or a plasma display. , and may be combined with an organic EL display.
[0033] For example, the symbol variation display in the symbol display unit 341 is displayed with numbers from "1" to "9". By scrolling the multiple main patterns displayed in the vertical, horizontal, diagonal, etc. In addition, sub-patterns such as other characters or patterns may be displayed between the main patterns. In this embodiment, there are no sub-symbols, and there are nine main symbol types, from "1" to "9."
[0034] In the gaming machine 10, in a variable game, from the start of the variable symbol display in the symbol display unit 341, After the preset time has elapsed, all main symbols will stop fluctuating. The pattern change display is executed. More specifically, in the pattern change display, first, a preset change All main symbols move in the direction of movement (e.g. horizontally, vertically, etc.), and multiple main symbols move Then, the main symbols on all lines stop changing and a predetermined time has passed. Then, the display of the changing symbols ends.
[0035] When the display of the changing patterns in the pattern display section 341 is finished, the pattern display section 341 displays 1 or The main symbols will be displayed in a line on multiple active lines. The stop state indicates or indicates the result of the big win lottery by the main control unit 331. For example, if the lottery result is "5R chance jackpot", "16R chance jackpot", or In the case of a "5R normal jackpot", the main symbols of the same design will be displayed in a line on an effective line. The jackpot type will be displayed and the valid line will be displayed. Although it may be indicated by the combination of the main symbols in Specifically, for example, if the lottery result is a "16R chance jackpot," the main pattern Among them, the symbol combination that indicates a 16R jackpot is "777", for example. The combination of patterns will be displayed in a line on an active line, or a combination of the same patterns other than "777" will be displayed. The combinations will be displayed in a valid line. Also, the lottery result will be "5R probability jackpot" In the case of ", the main symbols are set in advance as a symbol combination that indicates a 5R probability jackpot. For example, the combination of symbols such as "333" will be displayed in a line, A set of symbols that indicates a 16R or 5R jackpot, such as "777" or "333" The combination of the same symbols other than the combination will be displayed on the valid line. If the result of the selection is "5R normal jackpot", the set of symbols that indicate the normal jackpot in advance among the main symbols will be A diagram showing a jackpot set as a combination, such as "222" or "444" The combination of the same symbols other than the pattern combination is displayed in a line. In addition, if the lottery result is a "miss," the combination of different main symbols will be lined up on the valid line. The phone number (for example, "323" or "723") will be displayed.
[0036] In addition, the symbol display unit 341 displays the main symbol variation in the variable game mode, and also displays the jackpot lottery. A variable game effect is displayed that suggests the likelihood of the lottery result being a jackpot. If the lottery result is "16R probability jackpot", the combination of main symbols that indicates 16R probability jackpot When a winning combination other than a match is displayed on the active line, As a variable game performance, it suggests that it is a 5R probability jackpot or a 5R normal jackpot. In this case, in the big win game performance, the lottery result for the variable game is The result will be a promotion effect that clearly shows that the result is a 16R jackpot. In the case of "5R probability jackpot", a jackpot other than the combination of the main symbols that indicates a probability jackpot When the symbol combination is displayed along the valid line, a variable game effect will be displayed. 5R A suggestion effect is executed that suggests that it is a normal jackpot. In this case, the jackpot game In the performance, the lottery result for the variable game will be clearly indicated as a 5R probability jackpot. Promotion performances and other events will be held.
[0037] Furthermore, when the gaming state shifts to the big win gaming state, the symbol display section 341 displays an open The big win game effects including the opening effect, opening and closing execution mode effect and ending effect are displayed. can be.
[0038] In the left area on the front side of the pattern display unit 341, a sub image display unit 3 such as a liquid crystal display is provided. In this sub-image display section 38, the image is displayed in a variable game or a big win game. The game effect is executed together with the pattern display section 341. Also, in the sub image display section 38, the variable game and performance information (performance information) that suggests to players about the ball output performance in jackpot games. The performance information will be described in detail later, but the performance information may include, for example, game setting values, unit sizes, etc. This includes information on the number of winning draws, base information, consecutive feature ratio information, feature ratio information, etc. The sub-image display unit 38 may be a dot matrix display, a plasma display, It may be an organic EL display, a liquid crystal display, or a plasma display. and an organic EL display may be combined.
[0039] It is also possible to provide a magnetic sensor or a radio wave sensor (both not shown) on the game board 31. The magnet sensor is provided, for example, around the first winning opening 314 or the variable winning opening 316. The magnet sensor is electrically connected to the main control unit, and the detection result of the magnet sensor is transmitted to the main control unit. The information is input to the control unit 331. This allows a magnet to be used to fraudulently enter the first winning slot 314 or When an act of guiding a game ball to the variable winning opening 316 is performed, the fraudulent act is On the other hand, the radio wave sensor can detect, for example, the first winning slot 314 and the second winning slot. The radio wave sensor is electrically connected to the main control unit 331. The detection results of the radio wave sensor are input to the main control unit 331. Falsely inputting radio waves to the ball entry sensors 314a and 315a to cause false detection of a game ball entering the ball. When fraudulent activity is attempted, it is possible to detect the fraudulent activity. For example, it can detect radio waves from 50 MHz to 3 GHz.
[0040] In the main display section 37, a pair of LEDs 371 arranged in the upper right part of the game board 31, two 7-cell The LED pair 371 is a through When a winning ticket is entered into the gate 317, the main control unit 331 controls the electric accessory 31. The result of the lottery to open 5b or not depends on the combination of lights on and off (lighting pattern). The seven-segment display 372 is triggered by a win in the first winning slot 314. The display of the symbols changes, and the main control unit 331 displays the results of the big win lottery. The seven-segment display 373 displays a symbol corresponding to the winning result. The winning of the symbol is used as a trigger to change the display of the symbol, and the main control unit 331 The LED group 374 displays the symbols corresponding to the first winning slot. The number of reserved displays N and M of the variable display caused by winning the prize at the first winning port 314 and the second winning port 315 are multiple. This is displayed by the lighting pattern of several LEDs.
[0041] [Ura Pack Unit 13] As shown in FIG. 3, the back pack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 1 It has 40.
[0042] The payout mechanism 130 is a tank that stores game balls supplied from an island facility (not shown) of the game hall. A tank 131 and a dispenser 132 that dispenses game balls from the tank 131 toward the upper tray 23. In addition, when the upper tray 23 is saturated with game balls, the game balls are dispensed from the dispensing device 132. The game balls are dispensed into the lower tray 24.
[0043] As shown in FIG. 5, the peripheral control unit 140 includes a dispensing control device 7, a launch control device 8, and and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132. The launch control device 8 controls the game ball launch mechanism 3 in response to the operation of the launch handle 22. The power supply control device 9 controls the power supply from the island equipment (not shown) to which the gaming machine 10 is connected. The power to be supplied is converted to a predetermined voltage level, and the control device and driving means provided in the gaming machine 10 Supply to.
[0044] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIGS.
[0045] [Main Control Unit 331] As shown in FIG. 5, the main control unit 331 is a main control unit for controlling the game in the gaming machine 10. The main control unit 4 controls the game in a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output It is equipped with an I / F 42 and a performance information display device 4A.
[0046] The MPU 41 is a computing device configured as a one-chip microcomputer, and is the main control unit of the present invention. The MPU 41 also includes a ROM 411 and a RAM 412. The MPU 41 executes processing in accordance with a control program stored in the ROM 411 or the like. In addition, some or all of the processing performed by the main control device 4 is performed by electronic circuits. This may also be done.
[0047] The input / output I / F 42 inputs signals to the main control device 4 and outputs control signals from the main control device 4. The input / output I / F 42 is an input / output interface for detecting the incoming ball. 317a, the out ball sensor 35, the main display unit 37, etc. are connected. The MPU 41 detects the general winning slot 3 based on the detection signals from the ball entry sensors 313a to 317a. 13, the first winning slot 314, the second winning slot 315, the variable winning slot 316, and the through gate 31 The MPU 41 also determines whether or not a ball has entered the ball slot 7. The number of balls that are released is counted based on the number of balls that are released. A voice lamp control device 5, a dispensing control device 7, a launch control device 8, and a power supply control device 9 are connected. It has been done.
[0048] Then, the MPU 41 sends the variation pattern command, the first hold command, and the like to the voice and lamp control device 5. Command, second hold command, shift command, jackpot start command, round play start Command, ending start command, jackpot game end command, game setting value change frame It outputs commands such as a command to update the number of lottery draws per unit of jackpot.
[0049] The variation pattern command controls the variation display time and the lottery result of the jackpot lottery by sound lamp control. This is a command to notify the control device 5 when the result of the jackpot lottery is a jackpot. The variable pattern command includes information about the type of big win. When starting the pattern change display, based on the information stored in the reserved storage area 412b described later Based on this, it is set in step S1605 in the fluctuation start processing in FIG. The variation pattern command is a command to notify only the variation display time to the voice lamp control device 5. In this case, the result of the big win lottery and the type of big win may be displayed by a voice lamp system. The command to be notified to the control device 5 is set as a command separate from the fluctuation pattern command. do.
[0050] The first and second reserved commands are stored in the reserved storage area 412b, which will be described later. When the reserved number N or reserved number M increases, the lottery for the increased reserved number A control unit that notifies the voice lamp control device 5 of the selection result, the fluctuation pattern, and the number of reserved items N or M. The first and second pending commands are commands to increase the pending number N or the pending number M. If there is a problem, it is set based on the information stored in the reserved storage area 412b described later. (Step S1207 or step S1208 of the first reserved command setting process in FIG. 15, which will be described later) 209).
[0051] The shift command is executed when the reserved number N or the reserved number M decreases. ~4th holding area REA4 or 1st holding area REB1~4th holding area REB4 Notify the voice lamp control device 5 that the winning / losing information indicating the winning lottery result has shifted The shift command is used in step S in the data setting process shown in FIG. It is set at 1508.
[0052] The jackpot game start command is to start the jackpot game, that is, the game state is jackpot. This is a command to notify the voice and lamp control device 5 that the game will be switched to a gaming state. When transitioning to the skill state, the game state transition process in the main process of FIG. 16 described later is set. In addition, the jackpot game start command is used to notify the player that the jackpot game is about to start by sound and lamp control. Since this is a command to notify the control device 5, the voice lamp control device 5 does not By receiving the command, not only will the jackpot game begin, but the opening will also begin. However, it is also possible to know that the opening start frame will be started separately from the jackpot start command. The opening command is set to the voice lamp control device 5. The user may be made aware that the above-mentioned procedure will begin.
[0053] The round game start command is executed in the opening and closing execution mode in the big win game. The round number indicates the start of the round game and the number of the round game. This is a command to notify the voice and lamp control device 5 of numerical information, and is executed in the main processing of FIG. 16 described later. It is set in the big win game control process. The opening ends with the start command and the opening / closing execution mode begins. However, the opening command is different from the round play start command. Set the end command or set the open / close execution mode start command when the open / close execution mode starts. In addition to the round game start command, a round game start command may be set. At that time, set a command that indicates the number of rounds of the round game that will start, and The command may be transmitted to the voice and lamp control device 5.
[0054] The big win game end command notifies the voice and lamp control device 5 that the big win game is over. This is a command to notify the user of the jackpot game control process in the main process of FIG. 16, which will be described later. It is set.
[0055] The game setting value change command notifies the user that the game setting value has been changed and the game setting value after the change. This is a command to be notified to the voice lamp control device 5, and is used in the game setting value change process of FIG. 20 described later. This is set in step S1710.
[0056] The unit jackpot lottery count update command is executed in the normal game state (low probability mode and high frequency mode). When not in port mode, a certain number of minus differences per ball (for example, minus 25 When the winning ball (0 balls) enters the first winning slot 314, the seven-segment display of the main display unit 37 The number of times the symbol variation display of the display 372 has been executed (the number of times the big win lottery has been won) is displayed by voice. This is a command to be notified to the pump control device 5, and is used in the specific performance information update process of FIG. 21, which will be described later. Updated in step S1805.
[0057] In addition, commands other than the above-mentioned commands are output from the main control device 4 to the voice lamp control device 5. However, the explanation of these will be omitted.
[0058] The main control device 4 also includes an oscillator circuit as a means for supplying an operating clock to the MPU 41. The oscillator circuit generates a clock signal of a predetermined frequency. The divider circuit changes the frequency of the clock signal output from the oscillator circuit to Specifically, the main timer interrupt process to be described later is executed by the MPU 41. The row period is determined by the clock signal output from the frequency divider circuit.
[0059] In this embodiment, the frequency divider circuit outputs a predetermined interval (for example, 4 msec ) a clock signal is supplied, and the MPU 41 receives the rising (or falling) edge of the clock signal. Each time this occurs, the main timer interrupt process described below is started and executed. The path and divider circuits are also connected to the sub-control unit 332 and the peripheral control unit 140 as needed. The sub-control unit 332 and the peripheral control unit 140 are mounted on the Also, the main control unit 331 supplies the sub-control unit 332 and A clock signal may be provided to the peripheral control unit 140.
[0060] The ROM 411 is a non-volatile memory in which control programs and parameter information are stored in advance. The RAM 412 is a volatile storage unit that can read and write various information. It is used as a temporary storage area (work area) for the processes executed by U41. For example, The RAM 412 is used for setting commands to be sent to the voice lamp control device 5, etc. The RAM 412 may be a non-volatile storage unit.
[0061] Here, referring to FIG. 6, the MPU 41 of the main control device 4 of the gaming machine 10 performs a jackpot lottery. Specifically, the MPU 41 stores the memory area of the RAM 412. The lottery counter 412a, the reserved storage area 412b, and the electric winning reserved area 412c are stored The counter information is used to perform the jackpot lottery and set the variable display time.
[0062] The lottery counter 412a includes a jackpot random number counter C used to draw the jackpot. 1, a jackpot type counter C2 used to determine the jackpot type, and a miss type counter C3 used to determine the miss type. The lottery counter 412 also includes a reach random number counter C3 used when deciding whether to win or lose. a is the random number initial value counter CIN1 used to set the initial value of the jackpot random number counter C1 and a variable type color that determines the variable display time in the main display section 37 and the pattern display section 341. Furthermore, the lottery counter 412a includes the counter CS1 of the second winning slot 315. A random number counter used to determine whether the electric role 315b is in an open state. C4 and the normal hit initial value counter used to set the initial value of the normal hit random number counter C4 In the following, when explaining these multiple types of counters together, we will refer to them simply as It is abbreviated as counter.
[0063] Counters C1 to C4, CIN1, CIN2, and CS1 are short-circuited by the MPU 41. A loop counter that adds 1 to the previous value at time intervals and returns to 0 after reaching a preset maximum value. Counters C1 to C4, CIN1, CIN2, and CS1 are used as counters after updating. The value is recorded and is referred to by the MPU 41 when setting the jackpot lottery and variable display time. I feel illuminated.
[0064] The reserved storage area 412b includes a first reserved storage area REA, a second reserved storage area REB, and an execution area AE. The first reserve storage area REA includes a first reserve area REA1, The second holding area REA2, the third holding area REA3, the fourth holding area REA4, and the holding The following is based on the values stored in the first reserved storage area REA. The jackpot lottery is conducted based on the above, and the 7-segment display 372 changes and stops. The type of dynamic game is sometimes called the first special symbol game. The second reserved storage area REB is 1st holding area REB1, 2nd holding area REB2, 3rd holding area REB3, 4th holding area The rear REB4 and the reserved number storage area NAB are included. A jackpot lottery is drawn based on each stored value, and the 7-segment display 373 changes. The type of variable game that displays and stops is sometimes called the second special pattern game.
[0065] When a game ball enters the first winning slot 314, the game ball stored in the RAM 412 is A jackpot random number counter C1, a jackpot type counter C2, a reach random number counter C3, and The information corresponding to the variable type counter CS1 is used as winning / losing information for the big win lottery. The first reserve area REA1 to the fourth reserve area REA4 of the first reserve storage area REA are obtained. In addition, when a game ball enters the second winning slot 315, the value is stored in RAM The jackpot random number counter C1, the jackpot type counter C2, and the reach stored in 412 The information corresponding to the random number counter C3 and the variable type counter CS1 is used in the jackpot lottery. The result is acquired as the pass / fail information, and the result is stored in the first holding area REB1 to the second holding area REB. The result information is stored in one of the four reserved areas REB4. By executing the process according to the above, the MPU 41 that functions as the determination means of the present invention It should be noted that the first reserved storage area REA and the second reserved storage area REB are In response, the lottery counter 412a (jackpot random number counter C1, jackpot type counter C 2. Reach random number counter C3, and fluctuation type counter CS1, etc.) are provided separately. good.
[0066] In this way, in the gaming machine 10, the jackpot random number counter C1, the jackpot type counter C2 In addition to the reach random number counter C3, the fluctuation type counter CS1 is stored in the first reserved storage area REA's first holding area REA1 to fourth holding area REA4 and second holding storage area RE The received signal is stored in one of the first holding area REB1 to the fourth holding area REB4 of B.
[0067] Therefore, the first holding area REA1 to the fourth holding area REA4 and the second holding storage area The winning / losing information stored in the first REB holding area REB1 to the fourth REB4 holding area In addition to the lottery result of the jackpot lottery for the variable game executed based on the symbol display unit 34 It is possible to determine in advance the pattern (variation display time) of the pattern variation display displayed in 1. It is Noh.
[0068] Specifically, when a game ball enters the first winning hole 314, the winning / losing information is stored in the first holding area R EA1, second holding area REA2, third holding area REA3, fourth holding area REA4 The reserved number storage area NAA is stored in the first reserved area. The number of reserved areas REA1 to REA4 in which the correct or incorrect information is stored is set as the reserved number N. It is stored.
[0069] In addition, when the game ball enters the second winning hole 315, the winning or losing information is stored in the first holding area REB 1. Priority for the second holding area REB2, the third holding area REB3, and the fourth holding area REB4 The reserved number storage area NAB is stored in the first reserved area RE The number of reserved areas B1 to REB4 in which the winning / losing information is stored is stored as the reserved number M. will be done.
[0070] That is, in the gaming machine 10, the first reserve area REA1 to the fourth reserve area REA4 and the first A total of eight memory areas corresponding to the maximum number of reserved items in the reserved area REB1 to the fourth reserved area REB4. Depending on the area, winning or losing information as a winning history to the first winning slot 314 and the second winning slot 315 is displayed. Up to four of each can be reserved.
[0071] In addition, the first winning slot 314 and the second winning slot 315 have a maximum number of eight reserved slots. In another embodiment, a rear is provided, and in this case, a total of up to 8 It is possible to reserve the winning / losing information as a winning history up to 10 times. The MPU 41 executes the processing according to the control program.
[0072] The execution area AE is where the display of the changing symbols in the main display section 37 and the symbol display section 341 is started. When the first reservation storage area REA1 or the second reservation storage area REA2 is started, Used to move the correct / incorrect information stored in the first holding area REB1 of the rear REB Specifically, the first reserve area REB1 of the second reserve storage area REB The pass / fail information is moved to the execution area AE with priority, and the first hold area of the second hold storage area REB is If there is no winning / losing information in the rear REB1 and the reserved number storage area NAB is 0, the first reserved The pass / fail information in the first reserve area REA1 of the storage area REA is moved to the execution area AE.
[0073] In addition, the number of reserved items M stored in the reserved item number storage area NAA of the first reserved item storage area REA and the number of reserved items stored in the reserved number storage area NAB of the second reserved storage area REB If the difference between N and the number is 2 or more, the value in the holding area with the larger number will take priority and become the execution area. In another embodiment, the first reserved storage area RE may be moved to the first reserved storage area RE. A's first reserve area REA1 and the second reserve storage area REB's first reserve area REB1 Another embodiment is also possible in which the win / loss information is alternately moved to the execution area AE.
[0074] Then, when one variable game starts, the MPU 41 displays winning / losing information and The jackpot lottery is conducted based on the numerical information stored in the jackpot. If the first holding area REA1 of the storage area REA is moved to the execution area AE, The result information stored in the holding area REA2 is shifted to the first holding area REA1, and The result information stored in the holding area REA3 is shifted to the second holding area REA2, and the fourth holding area The pass / fail information stored in area REA4 is shifted to the third holding area REA3.
[0075] Similarly, the first reserved area REB1 in the second reserved storage area REB moves to the execution area AE. In this case, the winning / losing information stored in the second holding area REB2 is transferred to the first holding area REB 1, and the result information stored in the third holding area REB3 is shifted to the second holding area REB2. The result information stored in the fourth holding area REB4 is shifted to the third holding area REB3. Shift.
[0076] The jackpot random number counter C1 is incremented by 1 in the range of 0 to 637, for example, After reaching this value, it is reset to 0. In particular, when the jackpot random number counter C1 has completed one cycle, The value of the random number initial value counter CIN1 is read as the initial value of the jackpot random number counter C1. The random number initial value counter CIN1 is in the same category as the jackpot random number counter C1. It is a loop counter that is updated within the range (0 to 738). The jackpot random number counter C1 is The timing is updated periodically, and the timing when the game ball enters the first winning slot 314 or the second winning slot 315 is displayed. The data is stored in the reserved storage area 412b.
[0077] The random number value for the jackpot is stored in the hit / miss table storage area in ROM 411. The winning / losing table corresponds to the low probability mode and the high probability mode, which is a probability change game state. Here, FIG. 7(A) shows the low probability mode corresponding to the low probability mode. 7(B) shows an example of a high probability mode pass / fail table corresponding to the high probability mode. This is a diagram.
[0078] In the examples shown in FIGS. 7(A) and 7(B), the low probability mode success / failure table and the high probability mode success / failure table are shown. As a winning / losing table, the probability that the result of the lottery will be a jackpot (jackpot There are multiple winning / losing tables with different winning / losing probabilities depending on the game setting value. The high probability mode table and high probability mode table correspond to four game setting values 1 to 4. Each includes four winning / losing tables. The order of game setting value 1 is the higher the probability of winning the lottery result in the jackpot. It is advantageous for the technician.
[0079] In game setting value 1, the jackpot is drawn from 65536 random numbers between 0 and 65535. The number of random numbers that will result in a jackpot is 206 for the low probability mode winning / losing table. (0~205), and for the high probability mode success / failure table there are 824 (0~823). In other words, with a game setting value of 1, the probability of winning in the low probability mode is approximately 1 / 318.1 (206 / 65536), and the probability of winning in the high probability mode is about 1 / 4, which is about four times that of the low probability mode. The ratio is 79.5 (824 / 65536).
[0080] In game setting value 2, the jackpot is drawn from 65536 random numbers between 0 and 65535. The number of random numbers that will result in a jackpot is 213 for the low probability mode winning / losing table. (0~212), and for the high probability mode success / failure table there are 852 (0~851). In other words, with the game setting value 2, the probability of winning in the low probability mode is about 1 / 307.7 (213 / 65536), and the probability of winning in the high probability mode is about 1 / 4, which is about four times that of the low probability mode. The ratio is 76.9 (852 / 65536).
[0081] In game setting value 3, the jackpot is drawn from 65536 random numbers between 0 and 65535. The number of random numbers that will result in a jackpot is 220 for the low probability mode winning / losing table. (0~219), and 880 (0~879) for the high probability mode success / failure table. In other words, with a game setting value of 3, the probability of winning in the low probability mode is approximately 1 / 297.9 (220 / 65536), and the probability of winning in the high probability mode is about 1 / 4, which is about four times that of the low probability mode. The ratio is 74.5 (880 / 65536).
[0082] In game setting value 4, the jackpot is drawn from 65536 random numbers between 0 and 65535. The number of random numbers that will result in a jackpot is 227 for the low probability mode winning / losing table. (0~226), and for the high probability mode success / failure table there are 908 (0~907). In other words, with a game setting value of 4, the probability of winning in the low probability mode is approximately 1 / 288.7 (227 / 65536), and the probability of winning in the high probability mode is about 1 / 4, which is about four times that of the low probability mode. The ratio is 72.2 (908 / 65536).
[0083] In addition, if the value of the jackpot random number counter C1 is other than the random number value that results in a jackpot win, In this case, the result of the jackpot lottery will be a loss.
[0084] Here, the low probability mode winning / losing table and the high probability mode winning / losing table have the same game setting. The random numbers that result in a jackpot in the lottery between the values are the same, but It is also possible that the random numbers that result in a jackpot are not the same. Instead of a single value, some or all of the values may be discrete values.
[0085] In addition, the low probability mode winning / losing table and the high probability mode winning / losing table have four game settings. There are four tables for each mode, but it is enough to have at least one table for each mode. In other words, the game settings are not limited to four stages. Also, there are multiple low probability mode tables. There are multiple tables corresponding to the game settings of the stages, while one high probability mode table is provided. In other words, multiple settings are provided for the low probability mode, and a high probability mode is provided for It is also possible to have a uniform probability of winning without setting different game settings. The probability of winning is uniform in the low probability mode, and there are multiple stages of play in the high probability mode. A provision may be made.
[0086] The jackpot type counter C2 is incremented by one in the range of 0 to 19 until it reaches its maximum value. The jackpot type counter C2 is periodically updated and reset to 0 after the first winning ball is The winning jackpot is stored in the reserved storage area 412b at the timing when the winning jackpot is won in the winning jackpot 314 or the second winning jackpot 315. In the gaming machine 10, the allocation table stored in the allocation table storage area in the ROM 411 is Depending on the table, it corresponds to two types of jackpots: a special jackpot and a normal jackpot. The value of the big win type counter C2 is set.
[0087] Here, Fig. 7(C) is a diagram showing an example of the distribution table. In the example shown in Fig. 7(C), When the type of variable game is a first special symbol game triggered by winning the first winning slot 314, The number of random numbers that will result in a 5R jackpot is 10, from 0 to 9, and the number of random numbers that will result in a 16R jackpot is 10, from 0 to 9. The number of numbers is 5, from 10 to 14, and the number of random numbers that will be the 5R normal jackpot is 5, from 15 to 19. On the other hand, the type of variable game is the second special symbol game triggered by winning the second winning slot 315. If it is a technique, the number of random numbers that will result in a 5R probability jackpot is 5, from 0 to 4, and the number of random numbers that will result in a 16R probability jackpot is 5. The number of random numbers that will be a jackpot is 10, ranging from 5 to 14, and the number of random numbers that will be a 5R normal jackpot is 15. In other words, the gaming machine 10 has five special symbols in the first special symbol game and the second special symbol game. The probability of winning the jackpot is the same for each game, so it is a so-called loop jackpot machine. In the case of the 2nd special symbol game, the probability of a 16R jackpot is higher than that of the 1st special symbol game. In other words, in the probability game state (high probability mode and high frequency support mode), Time-saving game mode (low probability mode and high frequency support mode) and normal game mode (low probability mode And non-high frequency support mode), the lottery result in the jackpot lottery was a jackpot In this case, the expected value of winning game balls is set high.
[0088] In this embodiment, the first winning slot, which is a trigger for executing the first special symbol game upon winning, 314, and for each second winning slot 315 which will be the opportunity to execute the second special symbol game by winning. Individual distribution tables are set up, and game balls are distributed to the first winning slot 314 and the second winning slot 315. The probability of winning the jackpot varies depending on which of the following symbols is won. It is also possible that the probability of allocating the jackpot type is the same for the technique and the second special pattern game. In addition, the gaming machine 10 is not limited to a loop probability variable machine, but also includes a so-called ST machine, a V-ST machine, a type 1 and type 2 mixed machine, It is also possible to configure it as a combination machine.
[0089] Then, the MPU 41 counts the jackpot random number counter C1 and the jackpot random number counter C2 stored in the execution area AE. Based on the value of the jackpot type counter C2, the result of the jackpot lottery is "5R probability jackpot" "Hit", "16R Probable Jackpot", "5R Regular Jackpot", or "Miss". Determine whether
[0090] Here, if the result of the jackpot lottery is a 5R probability jackpot or a 5R normal jackpot, In the big win game, the round game in which the variable winning port 316 is opened is repeated five times. The opening and closing execution mode is executed. Also, the lottery result in the jackpot lottery is 16R probability jackpot. In this case, the round play is repeated 16 times in the jackpot play mode. will be done.
[0091] In the case of a 5R or 16R jackpot, the jackpot will be announced after the jackpot game ends. High probability mode with high winning probability and high frequency support with high probability of opening electric gambling 315b In this embodiment, the probability change game state is The result of the jackpot lottery by U41 is "5R chance jackpot", "16R chance jackpot" This continues until it is determined to be a "5R normal jackpot" or a "5R normal jackpot."
[0092] On the other hand, in the case of a 5R normal jackpot, the probability of winning the jackpot after the jackpot game ends is low. A time-saving mode that is a low probability mode and a high frequency support mode with a high probability of opening the electric role 315b. In this embodiment, the game state is changed to the time-saving game state (low probability mode and high frequency mode). Support mode) is a preset number of times of winning, such as 50 times or 100 times. The lottery will continue until the result of the lottery is announced to the player, or the jackpot is announced before the specified number of times has elapsed. The lottery ends when the player is informed that the lottery result is a jackpot.
[0093] By the way, when the gaming machine 10 is configured as an ST machine or a V-ST machine instead of a loop probability variable machine, In this case, after the end of the jackpot game at the time of the probability jackpot, a predetermined number of times (for example, 50 times, 100 times) jackpot lottery is in a probability game state (high probability mode and high frequency support mode) The lottery will be conducted in a mode where the result of the lottery is a jackpot within the specified number of times. If the probability of winning is not high, the game will transition to the normal game mode (low probability mode and non-high frequency support mode), and The frequency support mode ends. Also, in variable play, the game changes from the probability game state to the time-saving game state. In another embodiment, a lottery for dropping into the normal game state or a lottery for dropping into the normal game state may be carried out. If the result of the lottery is a miss, the game will transition to the jackpot game state or the time-saving game state. In this embodiment, the gaming machine 10 does not have a 5R probability variable jackpot, a 16R probability variable jackpot, and a 5R pass. We will explain the case where there are three types of jackpots, but this is not limited to this. For example, 2 rounds of chance jackpot, 2 rounds of normal jackpot, 16R normal jackpot, etc. It is also possible to have other jackpot types.
[0094] The reach random number counter C3 is incremented by 1 in the range of, for example, 0 to 238. After reaching the maximum value, it is reset to 0. The reach random number counter C3 is periodically updated and When the ball enters the first winning hole 314 or the second winning hole 315, the ball is stored in the reserved storage area 41. It is stored in 2b.
[0095] In the gaming machine 10, the reach random number counter C3 determines whether the lottery result in the jackpot lottery is a miss. If so, the type of stopping result of the variable display displayed on the symbol display unit 341 is selected. Specifically, the loss type table stored in the loss type table storage area in the ROM 411 is After a reach occurs due to a bull, the final stopping symbol stops just one symbol before or after the reach symbol. Similarly, after a reach occurs, the final stopping pattern is either before or after the reach pattern. There are three types of misses: a reach other than a front or rear miss that stops outside, and a complete miss that does not cause a reach. The value of the reach random number counter C3 corresponding to each of the wins is set.
[0096] Here, FIG. 7(D) is a diagram showing an example of a miss type table. In the example shown in FIG. The random number value for a missed reach is 0 to 8, and the random number value for a reach other than a missed reach is The value of the random number that is a complete miss is between 39 and 238. , 5R probability jackpot, 16R probability jackpot or 5R normal jackpot, variable game, In the variable game that shifts to the opening and closing execution mode, regardless of the value of the reach random number counter C3, It is determined that a reach has occurred.
[0097] Here, the term "reach" refers to the time when the symbol display unit 341 starts displaying a varying symbol and the symbol The main symbol combination that indicates a jackpot appears before the stop display. In one example, the effective state in the pattern display section 341 is a state in which the effective state is likely to occur. The same symbols are displayed at two of the three stop positions on the winning line, and the remaining In this state, the display pattern corresponding to one stop position changes. During the fluctuation of the reach, a video of a specific character or the like is displayed to indicate the degree of expectation. The story production process and the operation of the operation button 20 by the player are reflected in the production. The game will then be played. The variable display in the pattern display section 341 is hidden, or is displayed in a reduced or enlarged manner. It is also possible.
[0098] The electric accessory opening counter C4 is incremented by 1 in the range of, for example, 0 to 250. After reaching the maximum value, it is reset to 0. The electric device release counter C4 is periodically updated and When the game ball enters the gate 317, the electric role holding area 41 in RAM 412 2c. Then, at a predetermined timing, it is stored in the electric winnings holding area 412c. The electric accessory 315b is opened for a predetermined time according to the value of the electric accessory opening counter C4. For example, if the electric gambling device opening counter C4 is 0 to 199, a lottery is held to determine whether or not the If the counter C4 is between 200 and 250, you will have won. It is possible.
[0099] The fluctuation type counter CS1 is incremented by 1 in the range of, for example, 0 to 199, and the maximum value After reaching 0, the counter is reset to 0. Depending on the selection result, the type of variation pattern (variation) of the pattern variation display displayed on the pattern display unit 341 is In this way, the type of fluctuation pattern is determined. The sound lamp control device 5 controls high-speed variable effects (basic effects, non-reach effects), normal reach effects, There are roughly various types of variable game effects such as effects, super reach effects, and special reach effects. It is determined according to the fluctuation pattern type (fluctuation display time). The fluctuation type counter CS1 is M It is updated once every time the main processing described later is executed by the PU 41, and The value of the fluctuation type counter CS1 is updated repeatedly during the remaining time in the game. When the ball enters the first winning hole 314 or the second winning hole 315, the ball is stored in the reserved storage area 41. It is stored in 2b.
[0100] Then, the MPU 41 calculates the value of the fluctuation type counter CS1 based on the fluctuation table set in advance. Specifically, the MPU 41 determines a variation pattern that indicates the variation display time based on the 11 variable table memory areas are pre-stored with normal jackpot variable tables, Identify the type of fluctuation pattern by referring to the winning fluctuation table or the losing fluctuation table These fluctuation tables are provided separately for the low probability mode and the high probability mode. Also, the probability change jackpot fluctuation table is 5R probability change jackpot and 16R probability change jackpot. Alternatively, a separate circuit may be provided for each of the channels.
[0101] Here, Figure 8(A), Figure 8(B) and Figure 8(C) are normal jackpot fluctuation tables, probability variable 8(A) and 8(B) are diagrams showing examples of a big win fluctuation table and a loss fluctuation table. As shown in Figure 8(B) and Figure 8(C), the normal jackpot fluctuation table, the probability jackpot fluctuation table, In the rule and deviation fluctuation table, the fluctuation pattern is preset according to the value of the fluctuation type counter CS1. The MPU41 determines whether the result of the jackpot lottery is "5R normal jackpot." If the result is "5R chance jackpot" or If it is a "16R chance jackpot", the chance jackpot fluctuation table and the lottery result are "misses". If there is any, the deviation fluctuation table is referenced to identify the type of fluctuation pattern.
[0102] More specifically, as shown in FIG. 8(A) and FIG. 8(B), the normal jackpot fluctuation table and In the probability variable jackpot fluctuation table, the fluctuation pattern " Any of "01" to "03" is selected. Here, the variation pattern "01" is selected. In this case, the voice lamp control device 5 sets the variable display time to 3 as the variable type (performance pattern type). 0s, a normal reach effect pattern is determined, and the normal The normal reach effect pattern is executed. The final individual performance type is a normal reach performance. When the mode "02" is selected, the voice lamp control device 5 determines the variation type (performance pattern type ) and the Super Reach performance pattern with a variable display time of 60 seconds is determined, and the pattern display The Super Reach effect pattern is executed in the section 341. The final individual effect type in the variable game effect is a super reach effect. Furthermore, when the variation pattern "03" is selected, the voice lamp control device 5 The special reach has the longest fluctuation display time of 90 seconds as a fluctuation type (performance pattern). The effect pattern is determined, and the special reach effect pattern is displayed on the symbol display section 341. The special reach performance pattern is the final individual performance type in the variable game performance. This is the presentation pattern that results in a special reach presentation.
[0103] As shown in FIG. 8(C), in the loss fluctuation table, the value of the reach random number counter C3 is used. The type of stop when missing is determined by the following formula (reach when missing forward or backward, reach when not missing forward or backward, complete miss) The correspondence between the fluctuation type counter CS1 and the fluctuation pattern is defined in If the stop type at the time of miss is a forward or backward miss reach or a reach other than a forward or backward miss, the variable type Depending on the value of the separate counter CS1, one of the fluctuation patterns "01" to "03" is selected. On the other hand, if the stop type at the time of miss is a complete miss, the value of the fluctuation type counter CS1 is Depending on the situation, either the fluctuation pattern "04" or "05" will be selected. When "04" is selected, the voice lamp control device 5 sets the variation type (performance pattern type) as The non-reach performance pattern (non-reach performance pattern) with a variable display time of 7 seconds is determined. Then, a non-reach effect pattern is executed in the symbol display section 341 (see FIG. 27). When the variation pattern "05" is selected, the voice lamp control device 5 selects the variation type (performance pattern Turn type) with a variable display time of 10 seconds. A non-reach effect pattern is determined, and the non-reach effect pattern is executed in the symbol display section 341.
[0104] For example, in the gaming machine 10, the variation display at the time of loss corresponding to the variation pattern "04" is as follows: The change display will disappear without any advance notice such as the display of characters or messages. The game machine 10 displays a variable pattern of a losing symbol that stops at a certain pattern. Characters, messages, etc. are displayed as a variable display when the game is lost, corresponding to the game mode "05". The display will stop at a missing pattern accompanied by a preview of the pattern. In addition, when the fluctuation display corresponding to the fluctuation pattern "05" is displayed, the player A player-participation type operation effect in which the operation of the operation button 20 is reflected is executed as a preview effect. This sometimes happens.
[0105] The types of fluctuation patterns are not limited to the examples shown in Figures 8(A), 8(B), and 8(C). In addition, the probability change jackpot fluctuation table is 5R probability change jackpot and 16R probability change jackpot. Alternatively, a separate circuit may be provided for each of the above.
[0106] For example, in the gaming machine 10, a normal reach effect pattern corresponding to the variation pattern "01" is As a normal reach performance executed in the game, characters, stories, etc. are different There are several types of normal reach effects available, and one of them can be selected. The Marreach performance is executed.
[0107] Similarly, in the gaming machine 10, a super reach effect pattern corresponding to the variation pattern "02" is The characters, stories, etc. are different as super reach performances executed in There are several types of super reach effects available, and one of them can be selected. The Super Reach effect is more likely to occur during fluctuations than the Normal Reach effect. It is a long-time reach effect, and the lottery result in the jackpot lottery is more likely to be a jackpot than the normal reach effect. The probability (expectation) of winning is higher than the special reach effect. This is executed when suggesting to the player that the odds (expectations) are low.
[0108] Furthermore, in the gaming machine 10, a special reach effect pattern corresponding to the variation pattern "03" is As a special reach performance executed in the game, characters and stories etc. There are several different types of special reach effects available, and one of them can be selected. The special reach effect is executed. The special reach effect is a normal reach effect. It is a reach effect with a longer fluctuation time than normal reach effect or super reach effect. The special reach effect is a development of the normal reach effect and the special reach effect. It suggests to the player that the probability (expectation) of winning the jackpot is higher than the normal reach effect. It is executed when
[0109] In addition, the effect pattern corresponding to the variation pattern includes the operation of the operation button 20 by the player. Operational performance in which the operational status is reflected in the performance, for example, a single operation is reflected in the performance. A rapid-fire operation effect in which the rapid-fire operation of the operation button 20 by the player is reflected in the effect, A player participation type, such as a long press operation effect in which a long press operation of the operation button 20 is reflected in the effect. This may include operational effects.
[0110] The MPU 41 controls the 7-segment displays 372 and 373 of the main display unit 37 and the When a variation pattern indicating the variation display time by the pattern display unit 341 is specified, the variation pattern And a variable pattern command indicating the lottery result in the big win lottery is input to the voice lamp control device 5. Specifically, if the lottery result is a "5R regular jackpot," the MPU41 will A variation with "A" before the pattern "01" to "03" indicating a 5R normal jackpot It outputs one of the pattern commands "A01" to "A03". If the lottery result is "5R probability jackpot", before the variation pattern "01" to "03" The variable pattern command "B01" to "B" indicates that it is a 5R probability jackpot. 03". Furthermore, if the lottery result is "16R probability jackpot", the MPU41 will output either "03". If it is ", it will be displayed that it is a 16R probability jackpot before the variation pattern "01" to "03". Output one of the fluctuation pattern commands "C01" to "C03" with the "C" indicated. In addition, if the lottery result is "miss", the MPU41 will change the variation pattern from "01" to "0 The variable pattern command "D01" to "D05" is added to indicate that it is a miss. 5." In this way, the voice lamp control device 5 outputs either "Variation Pattern Command" or "Variation Pattern Command." Based on the code, it is possible to determine the fluctuation pattern (variation display time) and lottery results. Based on the variation pattern and the lottery result, the variation type and the symbol display unit 341 are displayed. The voice and lamp control device 5 then determines the details of the variation mode, such as the type of performance and the like. The pattern display unit 341 executes a variable display based on the details of the variable mode, and the speaker 26 outputs the variable display. A sound is played in accordance with the varying display, and the illumination part 27 is turned on, blinked or turned off.
[0111] In this way, in the gaming machine 10, the MPU 41 of the main control device 4 controls the symbol display unit 341. The fluctuation display is based on the fluctuation type counter CS1 and the fluctuation table. Therefore, the gaming machine 10 executes a simple process to determine the variable display time. Even if the MPU41 is configured as an 8-bit microcontroller, the MPU41 stabilizes the In addition, the symbol displayed on the symbol display unit 341 can be used to draw a big win. The details of the variation mode are determined by the voice lamp control device 5, and there are many different variations. Various variations can be selectively implemented.
[0112] 9 shows the RAM 412 in the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 10 is a block diagram showing an example of a game information storage area 412d set in the game information storage area 412d. Area 412d stores game information such as game history and ball output performance. In this embodiment, the game information storage area 412d stores game information such as "number of balls out," "number of balls Number of balls paid out from the general winning slot, Number of balls paid out from the first winning slot, Number of balls paid out from the second winning slot, Variable winning slot "Number of payout balls", "Game setting value", "Base information", "Continuous role ratio information", "Role ratio information ", "Cumulative number of jackpot draws", "Unit number of jackpot draws", "Number of jackpots", and Among these game information, "game setting value", "base value" and "number of consecutive misses" are stored. "Sequence information," "Consecutive feature ratio information," "Feature ratio information," and "Number of unit jackpot lottery draws" This corresponds to gaming information (performance information) regarding ball output performance.
[0113] "Number of out balls" is the number of balls in the normal game mode (low probability mode, not high frequency support mode). This is the cumulative number of balls that have been shot onto the game board 31 in the "out ball count" state. In the sensor detection process of step S1001 in the main timer interrupt process of FIG. 13 described later, The number of out balls detected by the out ball sensor 35 is counted and stored.
[0114] "Number of balls paid out to the general winning slot" is the number of balls paid out in the normal game mode (low probability mode and high frequency support mode). Accumulation of game balls paid out for winning into the general winning port 313 in the state where the game is not This "number of balls paid out to the general winning port" is the value detected by the ball entry sensor 313a in the normal game state. Therefore, when a win is detected at the general winning slot 313, the main processing in FIG. 16 described later is executed. In the prize ball command setting process of step S1303, the prize according to the winning into the general winning port 313 is set. When setting a prize ball command for causing the payout control device 7 to pay out the number of balls, The value is updated by adding the number of balls paid out due to winning.
[0115] "Number of balls paid out from the first winning slot" is the number of balls paid out in the normal game mode (low probability mode and high frequency support mode). The accumulation of game balls paid out for winning into the first winning slot 314 in the state where the ball is not in the This "number of balls paid out from the first winning port" is the value detected by the ball entry sensor 314a in the normal game state. Therefore, when a win is detected in the first winning slot 314, the main processing in FIG. 16 described later is executed. In the prize ball command setting process of step S1303, the prize according to the winning into the first winning slot 314 is set. When setting a prize ball command for causing the payout control device 7 to pay out the number of balls, The value is updated by adding the number of balls paid out due to winning.
[0116] "Number of balls paid out from the second winning slot" is the number of balls paid out in the time-saving game mode (low probability mode and high frequency support mode). The cumulative value of the game balls paid out for winning into the second winning port 315 in the state This "number of balls paid out from the second winning port" is determined by the ball entry sensor 315a in the time-saving game state. When a win is detected in the second winning slot 315, the steps in the main process of FIG. 16 described later are executed. In the prize ball command setting process of step S1303, the prize ball according to the winning into the second winning port 315 When setting the prize ball command for making the payout control device 7 pay out the number of balls, Update the value by adding the number of balls paid out due to the prize.
[0117] "Variable winning number of balls paid out" is the jackpot game state (high probability mode with high frequency support) The number of game balls paid out for winning into the variable winning port 316 in the mode This "variable number of balls to be paid out from the winning slot" is calculated by the ball entry sensor 31 in the jackpot game state. When a winning entry into the variable winning slot 316 is detected by 6a, the main processing of FIG. 16 described later is performed. In the prize ball command setting process of step S1303, in response to winning into the variable winning port 316 When setting a prize ball command to make the payout control device 7 pay out the number of prize balls, The value will be updated to include the number of balls paid out due to this winning.
[0118] In addition, "Number of balls out," "Number of balls paid out from general winning slots," "Number of balls paid out from first winning slot," "Number of balls paid out from second winning slot" The "Number of balls paid out to the prize outlet" and "Number of balls paid out to the variable prize outlet" are determined by the specific performance information update process shown in Figure 21 below. In this case, if the "number of out balls" reaches 60,000 balls (step S1806: Yes), The ball is cleared to 0 (step S1810).
[0119] The "game setting value" is the low probability mode winning / losing table (Figure 7(A)) and the high probability mode success / failure table (see Figure 7(B)) In other words, the "game setting value" is the probability of winning in the low probability mode and the high probability mode. In this embodiment, as will be described later, four game settings (different jackpot probabilities) are available. Four types of low probability mode success / failure tables (see Figure 7(A)) and high probability mode success / failure tables ( See Figure 7(B)). The "game setting value" is the game setting value variable shown in Figure 20 (described later). It is updated during the update process.
[0120] "Base information" is the normal game state (low probability mode, not high frequency support mode). This is information about the "base", which is the payout rate (ball payout rate) in the current state. " is the "number of balls paid out to the general winning slot" and "number of balls paid out to the first winning slot" in the normal game state. The ratio of the total number of balls paid out to the total number of balls paid out. 100 × (Number of balls paid out from the general winning slot + Number of balls paid out from the first winning slot) / Number of balls out "Base information" is the current base BL, the previous 60,000 ball base B1 and the previous 60,000 ball base B Here, the previous 60,000 ball base B1 and the previous 60,000 ball base B2 are In the specific performance information update process shown in Figure 21, the information is updated every time the number of out balls reaches 60,000 balls. Specifically, the most recent number of out balls is updated (steps S1807 and S1808). When you reach 000 balls, the "base" is the previous 60,000 ball base B1, When the number of balls reaches 60,000, the "base" is the previous 60,000 ball base B2, and Each of these is stored as "base information" in the game information storage area of the RAM 412. Until the counter value of the number of balls reaches 60,000, it is calculated as the current base BL ( Step S1803) The current base BL is stored in the "base" area of the game information storage area of RAM 412. It is stored as "information."
[0121] In this embodiment, the "base information" is "current base BL", "previous 60,000 ball base B 1" and "Previously 60,000 ball base B2", and the past two 60,000 ball bases are history. However, it is also possible to leave the past three or more 60,000 ball bases as history. In addition, as "base information," the gaming machine 10 is used from the time it was installed in the gaming hall until the present time. A cumulative basis of
[0122] "Continuous feature ratio information" is the information on all winning slots with prize ball payouts (general winning slots 313, The total number of balls paid out by winning into the first winning slot 314, the second winning slot 315 and the variable winning slot 316 This is information about the "sequential feature ratio," which is the ratio of the number of balls paid out from the variable winning slots. The formula for "continuous feature ratio" is "continuous feature ratio" = 100 x "number of balls paid out from variable prize slots" / "Total number of payout balls." "Continuous feature ratio information" is, for example, the specific performance information in Figure 21 described later. In this embodiment, the "continuous bonus ratio information" is updated in the update process. It is stored as the cumulative consecutive ratio of the game from the time it was installed in the game hall until the present. The "Continuous Gambling Ratio Information" is a data for a certain period (for example, a certain number of jackpots (for example, 100 times) ) for a certain number of jackpot draws (for example, 1000) in the normal game state the period until the number of balls out reaches a certain number (for example, 60,000 balls) Of course, the "sequential feature ratio information" may be the cumulative consecutive feature ratio, It may also include both a ratio of consecutive reels over a certain period of time.
[0123] "Bonus ratio information" is for all winning slots with prize balls paid out (general winning slot 313, first winning slot The total number of balls paid out by winning into the prize slot 314, the second prize slot 315 and the variable prize slot 316) The ratio of the total number of payout balls from the second winning port to the total number of payout balls from the variable winning port is calculated as "Yaku" (useful This is information about the "useful item ratio." The "useful item ratio" can be expressed as a formula: "useful item ratio" = 100 × ( "Number of balls paid out at the second winning slot" + "Number of balls paid out at the variable winning slot" / "Total number of balls paid out". The "rate information" is updated, for example, in the specific performance information update process shown in FIG. 21, which will be described later. In this embodiment, the "benefit ratio information" is the information on the ratio of the gaming machine 10 from the time it was installed in the gaming hall to the present. The "reel ratio information" is stored as the cumulative reel ratio for a certain period (for example, a certain For a certain number of jackpots (for example, 100), or for a certain number of jackpots in normal gameplay During the period until the lottery (for example, 1000 times) is executed, the number of balls out is set to a certain number (for example, 60,000 balls) Of course, the "continuous bonus ratio information" may be used. The "report" may include both the cumulative ratio of the winning combination and the ratio of the winning combination over a certain period of time.
[0124] The "cumulative number of jackpot lotteries" is calculated from the time when the gaming machine 10 is started up before the opening of the gaming hall. From then until now, in the normal game state (low probability mode and high frequency support mode) In other words, it is the "cumulative jackpot draw" that is the number of times a jackpot draw has been conducted in the current state (when there is no The "number of selections" is displayed on the main display unit 311 when a winning jackpot is won at the first winning slot 314 in the normal game mode. It is also the cumulative number of times that the pattern change display of the 7-segment display 372 of 37 has been executed. The "cumulative number of big win draws" is calculated in step S1606 of the fluctuation start process in FIG. 19 described later. Each time the main display unit 37 starts displaying a varying symbol, the number is incremented by one. The number of winning draws is reset to the game information storage area of the RAM 412 when the main power of the gaming machine 10 is turned off. It is cleared from the rear 412d.
[0125] "Unit jackpot lottery number" is the number of times the jackpot is drawn in normal game mode (low probability mode with high frequency support mode). A certain number of negative difference balls in the state where the ball is not in the mode (a state where the ball is not in the mode) wins at the first winning slot 314. The number of times the jackpot lottery was held (the 7-segment display 372 of the main display unit 37) In this embodiment, the fixed number is "250 balls". The difference in balls is calculated by subtracting the "number of balls paid out to the general winning slot" and the "number of balls paid out to the first winning slot" from the "number of balls out." In other words, the "unit jackpot lottery number" is the number of balls drawn per 1,000 yen at the game hall. On the other hand, if you borrow 250 balls, the average 1000 yen 7-segment display will show 372 symbols. The number of times the jackpot lottery was held is the number of times the jackpot lottery was held. The number of times a jackpot lottery was drawn for a certain number of "out balls" in normal game mode. The "number of times of lottery draws per unit" may be set as the number of times of lottery draws per unit in the specific performance information update process shown in FIG. 21, which will be described later. In this embodiment, the "number of times of lotteries per unit jackpot" is updated as follows: The cumulative number of jackpot draws per unit since the gaming machine 10 was installed in the gaming hall up to the present time The "unit number of jackpot draws" is the number of jackpot draws that are performed within a certain period (for example, a certain number of jackpot draws). For a certain number of times (for example, 100 times), or for a certain number of jackpot draws in normal gameplay (for example, For example, 1000 times) until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, it can be used as the "number of times per unit jackpot draw." The cumulative number of unit jackpot draws and the number of unit jackpot draws in a certain period are both played. It may be stored as information.
[0126] The "number of jackpots" is the number of times the gaming machine 10 has been activated since the opening of the gaming hall. This is the number of times that the results of the jackpot lottery held up to the present time have been jackpots. The "number of times of bets" is the game state executed in step S1306 in the main processing of FIG. 16 described later. In the transition process, one is added each time the gaming state is transitioned to the jackpot gaming state. In addition, the "number of jackpots" is reset to the game information in the RAM 412 when the main power of the gaming machine 10 is turned off. It is cleared from storage area 412d.
[0127] "Consecutive miss count" is the normal game state (low probability mode, high frequency support mode) The number of consecutive misses in the jackpot lottery in the absence of a lottery If the result is a jackpot, it is cleared to 0. The "number of consecutive misses" is shown in Figure 19 below. In step S1606 of the variation start process, when the variation display of the main display unit 37 is started, In this case, the result of the hit / miss judgment based on the low probability mode hit / miss table in step S1603 is incorrect. If so, it will be incremented by 1, and if the result of the win / loss judgment is a jackpot, it will be cleared to 0. In this embodiment, the "number of consecutive misses" is stored in the RAM 412 when the main power of the gaming machine 10 is turned off. The number of consecutive misses is cleared from the game information storage area 412d. The game information is not cleared from the game information storage area 412d when the main power of the machine 10 is turned off. That's fine.
[0128] Returning to the explanation of FIG. 5, the performance information display device 4A stores game information stored in the RAM 412. "Base information" and "Game setting" stored as game information (performance information) in area 412d The performance information display device 4A displays the "performance display value". The game setting value display unit 45 includes a setting value change operation unit 46 and a ROM 47. FIG. 10 is a diagram schematically showing an example of a performance information display device 4A.
[0129] As shown in FIG. 10, the performance display monitor 43 displays the "base information" of the gaming machine 10. The inner frame 12 is positioned so that it can be seen when the inner frame 12 is unfolded (see FIG. The performance display monitor 43 is a display that displays a plurality of (four in this embodiment) seven-segment displays 4. It is composed of 31 to 434 and is called a 4-digit 7-segment display. The display monitor 43 is preferably provided in the main control device 4, but may be provided in the main control unit 331. It may be provided in a device other than the main control unit 4 in the The two 7-segment displays of the main display unit 37 may be provided on other components of the technique. It is also conceivable to use the indicators 372 and 373 to display "base information."
[0130] The 7-segment displays 431 to 434 display the numbers "0" to "9" and the letters "A" to "F". The 7-segment displays 431 to 434 can display alphabets. When displaying the alphabet "B", a dot is lit to distinguish it from the number "8". "8." is displayed, and when displaying the alphabet "D," it is distinguished from the number "0." The dot lights up and displays "0." Also, the alphabets "A" to "F" are When displaying any alphabet, it must be clearly stated that it is an alphabet. It is also possible to light up dots on the squid.
[0131] The performance display monitor 43 is composed of four 7-segment displays 431 to 434, the left two of which are 7-segment displays. The segment indicators 431 and 432 are identification segments in which the "base type" is displayed as an abbreviation. The two right 7-segment indicators 433 and 434 are the base values calculated by the MPU 41. This is the ratio segment where (%) is displayed. For example, if the current base BL is 31%, The current base BL is displayed on the two left 7-segment indicators 431 and 432, which are the identification segments. The abbreviation "BL" is displayed as "8." and "L", and the right two 7 The base value "31" is displayed as "3" and "1" on the segment indicators 433 and 434. In other words, the four 7-segment displays 431 to 434 are displayed in order from the left. "8.", "L", "3", and "1" will be displayed.
[0132] The performance display switch 44 is pressed to display the performance display monitor 43 (four 7-segment The power of the display units 431 to 434 is turned on and off collectively. It is located in a position that allows easy operation when deployed (see Figure 3). The power is turned on by pressing the upper half of the display switch 44, and the power is turned off by pressing the lower half. When the performance display switch 44 is operated to turn on the power, the power is turned off. When this happens, the four 7-segment displays 431 to 434 are energized, and the performance display monitor 43 displays the On the other hand, the power to the performance display switch 44 is turned off. When this operation is performed, the power to the four 7-segment displays 431 to 434 is cut off, and the performance The base information is hidden on the display monitor 43. The performance display switch 44 is used to It may be provided outside the control device 4.
[0133] Here, FIG. 11 is a display example on the performance display monitor 43. As shown in FIG. 11(A), When the performance display switch 44 is off, the seven-segment displays 431 to 434 are off. As shown in Figs. 11(B) to 11(D), the base information is not displayed. Thus, once the performance display switch 44 is turned on, the performance display switch 44 cannot be turned off. As for "base information", the current base BL → last time 60,000 ball base B1 → last time 60,000 ball base Base B2 → Current Base BL in order, and each base is displayed repeatedly at regular intervals. In the example shown in FIG. 11(B), the current base BL is 28%, and in the example shown in FIG. 11(C), In the example shown in Figure 11(D), the previous 60,000 ball base B1 is 34%. On the other hand, Figure 11(A) shows that the previous 60,000 ball base B2 is 32%. As shown in the figure, when the performance display switch 44 is turned off, the seven-segment displays 431 to 434 is turned off, and the base information on the performance display monitor 43 is not displayed.
[0134] In addition, the program required to display "base information" on the performance display monitor 43, e.g. For example, a program that calculates the current base BL, the previous 60,000 ball base B1, and the previous 60,000 ball base B2. Ram, performance display monitor 43, current base BL, previous 60,000 ball base B1 and previous 60,000 ball base The program for displaying the display B2 in sequence at regular intervals is stored in the MPU 41 of the main control device 4. The data is stored in a ROM 47 provided separately from the ROM 412. This reduces the load on the ROM 411. However, if the ROM 411 of the MPU 41 has sufficient capacity, In this case, the ROM 411 stores the data necessary to display the "base information" on the performance display monitor 43. In addition, a program such as a ROM provided separately from the main control device 4 may be stored. The storage means stores the program necessary to display "base information" on the performance display monitor 43. You may also pay.
[0135] Furthermore, the performance display monitor 43 displays the following information instead of or in addition to the "base information": and stores the information in the game information storage area 412d such as "continuous feature ratio information" and "feature ratio information." Other performance information may be displayed.
[0136] In addition, the performance display monitor 43 is not limited to a 7-segment display, but may be a dot matrix display. It is composed of other types of displays such as LCD displays and organic EL displays. This may also be done.
[0137] Returning to the explanation of FIG. 10, the game setting value display unit 45 displays the low probability mode referenced in the big win lottery. Select the winning / losing table (see Figure 7(A)) and the high probability mode winning / losing table (see Figure 7(B)). It displays the above game setting values for selection, and is composed of a 7-segment display. The game setting value display unit 45 is not limited to a 7-segment display, and may be a dot matrix display. Display devices, LCDs, OLEDs, and other display devices The performance display monitor 43 may be used to display the game setting values. That's fine.
[0138] The set value change operation unit 46 is used to turn on and off the power of the 7-segment display by pressing it. When the power of the 7-segment display is on, it is rotated to play. The setting value change operation unit 46 can be turned on and off by, for example, pressing the It functions as a contact switch, and the contact is opened and closed by rotating it (by a specified angle). It also functions as a rotary switch that can be changed. 10 is a diagram showing an example of display on the game setting value display unit 45.
[0139] As shown in FIG. 12(A), when the game setting value display unit 45 is in the off state, When the operation unit 46 is pressed, the seven-segment display is energized. Numbers are displayed on the setting value display section 45. The numbers displayed at this time are The game setting values stored in the game information storage area 412d indicate the current game setting values. In the illustrated example, the game setting value is "1". On the other hand, the game setting value display section 45 is lit. When the setting value change operation unit 46 is pressed while in the setting state, the 7-segment display When the power supply to the device is cut off, the game setting value display unit 45 goes out.
[0140] As shown in FIG. 12(B), when the game setting value display unit 45 is in a lighting state, When the operation unit 46 is rotated, the number displayed on the game setting value display unit 45 changes. In the illustrated example, the game setting value display unit 45 is rotated clockwise to change the game setting value display. The numbers displayed on the game setting value display section 45 become larger, and the game setting value display section 45 is rotated left. The numbers displayed on the setting value display section 45 become smaller. When the number displayed on the game setting value display unit 45 is changed by the The game setting values are stored in the game information storage area 412d of the RAM 412. The number corresponding to the target game setting value is displayed on the game setting value display unit 45. When the change operation unit 46 is pressed to turn off the power to the 7-segment display, the power is turned off. The number displayed just before the game is set is determined as the game setting value. is selected according to the game setting value stored in the game information storage area 412d of the RAM 412. The low probability mode success / failure table (see FIG. 7(A)) or the high probability mode success / failure table (see FIG. 7(B)) is used. (B) A jackpot drawing may be conducted based on the above.
[0141] The method for changing the game setting value is to rotate the setting value change operation unit 46 and then The method is not limited to turning off the power to the value display unit 45. For example, the method may be to turn off the setting value change operation unit 46. a method of determining a game setting value by rotating the display and then pressing the operation button 20 (see FIG. 1); By repeatedly pressing or holding down the operation button 20 (see FIG. 1), the game setting value display unit 45 displays A method for changing the number to be displayed and then turning off the power of the game setting value display unit 45, By inserting a key into a keyhole provided in the Alternatively, the number displayed may be changed and then the key removed.
[0142] [Sub-control unit 332] As shown in FIG. 5, the sub-control unit 332 controls the voice and lamp control device 5 and the display control device 6. The main control unit 331 is provided with a symbol display unit 6, and the symbol display unit 6 is provided with a symbol display unit 6 based on a control signal input from the main control unit 331. The pattern change display and the performance display are executed in 341.
[0143] [Audio lamp control device 5] The voice and lamp control device 5 includes an MPU 51 and an input / output I / F 52. is a computing device configured as a single-chip microcomputer. 511 and RAM 512 are built in.
[0144] The ROM 511 is a non-volatile memory in which control programs and parameter information are stored in advance. In addition, the ROM 511 contains the data used for variable game effects, big win game effects, etc. The RAM 512 also stores information such as voice and lamp blinking patterns. A volatile memory unit that can be read and written, and is the primary memory for the processes executed by the MPU 51. The RAM 512 is a non-volatile storage unit. Good too.
[0145] The voice and lamp control device 5 executes processing according to a control program stored in the ROM 511. By executing the above by the MPU 51, the command (control Based on the signal, a command (control signal) is input to the display control device 6, and the pattern display unit 341 In addition, the voice lamp control device 5 controls the display of the symbol display unit 341 in accordance with the display of the symbol display unit 341. It also controls the playback audio output from the speaker 26 and the flashing mode of the illumination unit 27. For example, 51 is a symbol display unit 341 when a variable game effect and a big win game effect are executed. The control unit 24 controls the image display on the display unit 21, the audio playback output from the speaker 26, and the blinking mode of the illumination unit 27.
[0146] The input / output I / F 52 inputs a signal to the voice lamp control device 5 and receives the signal from the voice lamp control device 5. Specifically, the input / output I / F 52 has the following: The main control device 4 and the display control device 6 are connected to the The pump control device 5 receives a variation pattern command, a first reserved command, a second reserved command, a signal The voice and lamp control device 5 is also used for inputting commands such as soft commands. The display control device 6 outputs a display variation pattern command and the like to the main control device 6. 4 and inputs the command to the voice lamp control device 5. Also, the sub-control unit 332 controls the voice and lamp control device 5 and Another embodiment may also include a configuration in which one control device has the functions of both the display control device 6 and the display control device 7. It can be thought of as such.
[0147] In addition, the input / output I / F 52 is connected to a speaker 26 and an illumination unit 27. In the voice and lamp control device 5, the MPU 51 executes the following operations based on the command input from the main control device 4: Based on this, the sound output from the speaker 26, the flashing mode of the illumination unit 27, etc. can be controlled. Also, an operation switch 20a is connected to the input / output I / F 52. As a result, the MPU 51 detects that an operation has been performed on the operation button 20, and Based on the result, an image game effect is executed in the symbol display unit 341, and a sound is output from the speaker 26. and controlling the sound output effect by which the sound is output, the lamp effect by the flashing mode of the illumination unit 27, etc. is also possible.
[0148] The MPU 51 receives the variation pattern command and the first hold command input from the main control device 4. , the second pending command, the shift command, etc., to execute predetermined calculation processing. do.
[0149] Specifically, when a variation pattern command is input, the MPU 51 Based on the command, the variation pattern (the combination of the main symbols (see Figure 32 (A)) Dynamic display time, variation type (see FIG. 32(B)), and performance pattern type (see FIG. 33(A) to 33(C)) and then issue a display variation pattern command corresponding to that variation pattern. The command is transmitted to the display control device 6 (see step S23057 in the command determination process of FIG. 31). The symbol display unit 341 starts displaying a varying symbol. If the variable pattern command indicates a miss, the combination of main symbols corresponding to the miss will be displayed. In addition, when a variation pattern command is input, the MPU 51 changes the sub-image display unit 38, a ball output performance suggestion image display process is implemented to display a ball output performance suggestion image that suggests the ball output performance. It will be carried out.
[0150] [Display Control Device 6] The display control device 6 controls the display based on the command (control signal) input from the voice and lamp control device 5. Specifically, the display control device 6 controls the display of the symbol display unit 341 by controlling the sound and lamp. The display of the pattern display unit 341 is determined based on a display variation pattern command input from the device 5. By controlling the above, the pattern change display and the performance display are performed.
[0151] The display control device 6 includes an MPU 61 and an input / output I / F 62. The voice lamp control device 5 and the pattern display unit 341 are connected to the voice lamp control device 5. Two-way communication may be possible between the device 5 and the display control device 6 .
[0152] The MPU61 is a computing device configured as a single-chip microcomputer. The display control device 6 includes a built-in ROM 611 and a built-in RAM 612. It also contains other circuits such as a timer circuit to time the execution of a program and an interrupt circuit to accept interrupts. 61 executes processing according to a control program stored in a ROM 611 or the like. In addition, part or all of the processing performed by the display control device 6 may be performed by an electronic circuit. stomach.
[0153] In addition to the control program, the ROM 611 stores a program used for displaying the changing patterns of the pattern display unit 341. Variable patterns such as the main pattern, preview effect images, reach effect images, jackpot effect images, miss effect images A plurality of types of images such as a picture, a picture, etc. are stored in the image display section 341. The ROM 611 also stores a variable display pattern command. Specifically, the display schedule includes the following: The type of image to be displayed and the timing of display are also included, as well as the time for displaying the variable symbols. In the display control device 6, the MPU 61 generates a display schedule corresponding to the variable display pattern command. By displaying an image on the pattern display unit 341 according to the rule, the pattern change display and the performance display are performed. It will be realized.
[0154] The RAM 612 is a volatile memory that can read and write various information. The RAM 61 is used as a temporary storage area (working area) for the processes executed by the 2 may be a non-volatile storage unit.
[0155] [Dispensing control device 7] The dispensing control device 7 is equipped with an MPU 71, an input / output I / F 72, etc. 71 is a computing unit configured as a single-chip microcomputer. It has built-in OM711 and RAM712.
[0156] The ROM 711 is a non-volatile memory in which control programs and parameter information are stored in advance. The RAM 712 is a volatile storage unit that can read and write various information. It is used as a temporary storage area (work area) for the processing executed by the MPU 71. The RAM 712 may be a non-volatile storage unit.
[0157] The input / output I / F 72 inputs a signal to the dispensing control device 7 and receives a control signal from the dispensing control device 7. Specifically, the input / output I / F 72 includes a dispensing device 1 32 and ball lending device 100 are connected.
[0158] As described above, the payout device 132 pays out game balls from the tank 131 to the upper tray 23. The motor that drives the ball stopper that switches whether or not the game ball is paid out is It is equipped with a drive unit 132a and a payout sensor 132b that detects each payout ball individually. The dispensing control device 7 controls the driving unit 132a based on the detection result of the dispensing sensor 132b. By controlling the payout control device 7, any number of game balls can be paid out. The state restoration switch 73 is provided for, for example, the state restoration switch 73 when the balls of the dispensing device 132 are filled. This is used to clear ball jams (return to normal state) when a dispensing error such as a ball jam occurs. can be.
[0159] The ball dispensing device 100 is installed in the island facility together with the gaming machine 10. The ball is dispensed in response to the operation of a ball dispensing operation device (not shown) provided on the front frame 11 of the gaming machine 10. The amount of money reserved is within the range of the amount stored in the recording medium such as a card inserted into the rental device 100. Therefore, it is possible to pay out a number of game balls equivalent to the set amount and lend them to the player. Specifically, the ball lending device 100 sends a control signal to the payout control device 7 to pay out a predetermined number of game balls. When the control signal is input, the MPU 71 controls the dispensing device 132 to dispense a predetermined number of coins. The game balls are dispensed. The recording medium is not limited to a card, but may be a device with an IC chip built in. The storage medium may be a coin type or a stick type. It may also be possible to lend out a predetermined number of game balls according to the cash deposited.
[0160] [Launch Control Device 8] The launch control device 8 includes a launch control IC 81 that controls the driving of the game ball launching mechanism 32. Specifically, the launch control IC 81 controls the launch of the game balls while the launch handle 22 is being rotated. By driving the ball feeding device 322 of the mechanism 32, the game balls stored in the upper tray 23 are The launch control IC 81 then causes the launch rail 321 to be fed onto the launch rail 321. The amount of operation is detected, and the solenoid 323 of the game ball launching mechanism 32 is driven in accordance with the amount of operation. By doing so, the game ball on the launch rail 321 is launched towards the game board 31. The launch control IC 81 is turned on / off at a preset cycle (for example, 0.6 seconds). The ball feeder 322 and the solenoid 323 are driven by the clock signal that alternates between them. As a result, in the gaming machine 10, one gaming ball is directed toward the gaming area every 0.6 seconds. and is fired.
[0161] The launch handle 22 is also provided with a variable resistor for detecting the amount of rotation by the player. A voltage is input to the launch control IC 81 according to the rotation amount of the launch handle 22. As a result, the firing control IC 81 receives input in accordance with the rotational operation amount of the firing handle 22. Based on the voltage value, the greater the rotation amount of the launch handle 22, the more the balls are released from the game ball launch mechanism 32. The voltage applied to the solenoid 323 is adjusted so that the strength of the launch of the game balls increases.
[0162] Furthermore, the firing handle 22 is provided with a sensor for detecting whether the player is touching the firing handle 22. A touch sensor 21a for stopping the launch of the game ball at the player's discretion. The launch control IC 81 is provided with a ball stop switch 21b that performs the touch sensor 21. a and ball stop switch 21b, the player uses the touch sensor 21a to When it is detected that the ball stop switch 21b is not touched, or when the ball stop switch 21b is not operated by the player, When it is detected that the game ball launching mechanism 32 is being operated, the game ball launching mechanism 32 stops launching the game ball. As a result, for example, the firing handle 22 is fixed in a rotationally operated state, and the player can This prevents the player from playing the game when the shooting handle 22 is not being touched. While rotating the handle 22, the ball stop switch 21b can be operated at any timing with a thumb or the like. By operating the control, the launch of the ball can be stopped.
[0163] [Power supply control device 9] The power supply control device 9 supplies +12V voltage for driving various sensors, drive units, etc., The power supply controller 9 generates the +5V voltage for the logic used in the device. The generated voltage of +12V or +5V is supplied to the main control unit 4, the voice lamp control unit 5, the display control unit The supply is made to the dispenser 6, the dispenser control device 7, the launch control device 8, etc.
[0164] The power supply control device 9 includes a power switch for turning the power supply of the gaming machine 10 on and off. 90, a RAM erase switch 91 is provided which is operated when returning the gaming machine 10 to its initial state. In the gaming machine 10, when the power switch 90 is operated with the RAM clear switch 91 in the ON state, It is initialized when the power is turned on.
[0165] The power supply control device 9 also includes a charging means for charging with power supplied from the power supply facility. A capacitor and a secondary battery are provided as power supply equipment. Even if the power supply from the computer is cut off, the information in the RAM installed in the control device will The power is maintained for a predetermined period by the power discharged from the capacitor. Even if the power supply from the equipment is cut off, the control device will continue to operate using the power discharged from the secondary battery. Therefore, it can be driven for a predetermined period of time.
[0166] Furthermore, when the power supply control device 9 determines that the power supply has been cut off, it A power outage signal is input to the voice lamp control device 5, the dispensing control device 7, etc. For example, The device 9 outputs a preset 24V DC voltage based on the power supplied from the power supply equipment. When the DC voltage reaches a level below the preset 22V, it is determined that a power outage has occurred. The main control unit 4, the voice lamp control unit 5, the dispensing control unit 7, etc. are power control units. When a power outage signal is received from device 9, the control currently being executed is interrupted and the specified NMI interrupt process is executed. do.
[0167] [Processing by Main Control Unit 4] Next, referring to FIGS. 13 to 26, the processing executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 starts up when the power is turned on. startup process that is started, main process that is executed after startup process, and main process that is started periodically. It executes timer interrupt processing, NMI interrupt processing executed in the event of a power outage, etc. So, we will omit the explanation of the startup process and NMI interrupt process, and focus on the main timer interrupt process and The main processing will be explained.
[0168] [Main timer interrupt processing of main control unit 4] Here, FIG. 13 shows the procedure for main timer interrupt processing executed by the MPU 41 of the main control device 4. 10 is a flowchart for explaining an example of the procedure. The main timer interrupt process is executed every c. The main timer interrupt process will be described below with reference to FIG.
[0169] <Step S1001> As shown in FIG. 13, in step S1001, the MPU 41 is connected to the main control device 4. For example, the sensor detection process determines the detection status of the ball entry sensor. At this time, the detection status of the MP U41 is when a game ball is detected entering one of the ball entry sensors 313a to 317a. The MPU 41 then stores the information in the RAM 412 as winning detection information. When the out ball sensor 35 detects an out ball, the game information stored in the RAM 412 is The number of balls stored in the area 412d is incremented by 1 to store the number of balls out. The number of balls to be put in the game information storage area 412d is updated to 60,000. When the base B1 of 60,000 balls is reached, it is cleared to 0 balls when it was calculated last time (see the special See step S1810 in the performance information update process).
[0170] <Step S1002> Next, in step S1002, the MPU 41 counts up the random number initial value counters CIN1 and CIN Specifically, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Add 1 to the counter value in 2, and if the counter value reaches the maximum value, Clear to 0.
[0171] <Step S1003> Next, in step S1003, the MPU 41 counts the jackpot random number counter C1, the jackpot random number counter C2, the jackpot random number counter C3, the jackpot random number counter C4, the jackpot random number counter C5, the jackpot random number counter C6, the jackpot random number counter C7, the jackpot random number counter C8, the jackpot random number counter C9, the jackpot random number counter C10, the jackpot random number counter C Update the type counter C2, reach random number counter C3, and normal hit random number counter C4 Specifically, the MPU 41 executes the following. Counter value of the counter C2, reach random number counter C3, and normal hit random number counter C4 Increment each counter by 1, and when the counter value reaches its maximum value, reset the counter value to 0. Clear.
[0172] <Steps S1004 and S1005> Thereafter, the MPU 41 starts the start entry associated with the winning of the first winning slot 314 or the second winning slot 315. The prize processing is executed (step S1004), and the launch control processing is executed (step S1005). The details of the start winning process will be described later with reference to FIG.
[0173] On the other hand, the firing control process is carried out by detecting that the player is touching the firing handle 22. 1a, and the ball stop switch 21b is operated to stop the launch. The launch control process is a process that enables the launch of a game ball on the condition that the game ball is not being launched. The touch sensor 21a detects that the operator is not touching the firing handle 22. When the ball stop switch 21b is operated, the launch of the game ball is disabled. When the launch of the game ball is valid, the MPU 41 sends the following to the launch control device 8: Gives instructions to launch the game ball.
[0174] <Step S1006> In step S1006, the MPU 41 determines whether the normal Based on the winning random number counter C4, the electric device 315b of the second winning port 315 is opened. Specifically, the through gate process is First, the MPU 41 determines whether the current game mode is a high-frequency mode based on the high-frequency support mode flag. Then, the MPU 41 determines whether the high frequency support mode is in effect. If the normal winning random number counter C4 is 0 to 29, the normal winning symbol is If the normal random number counter C4 is between 30 and 249, it is judged to be a miss. In addition, in the high frequency support mode, the MPU41 If Ta C4 is 0 to 199, it is determined that it is a normal pattern win, and the normal winning random number counter If C4 is between 200 and 249, it is determined to be a miss. When it is determined that a normal symbol has been won in the gate processing, the electric accessory 315b is The electric device 315b is opened for a predetermined time. It becomes possible to win through the second winning slot 315 at the top right of the skill board 31.
[0175] [Start-up winning process] 14 shows the main timer interrupt process in step S1004 of FIG. 1 is a flowchart showing an example of the procedure for the start-up winning process executed by the 4, the start-up winning process will be explained.
[0176] <Step S1101> As shown in FIG. 14, in step S1101, the MPU 41 Here, the MPU 41 determines whether or not a winning has occurred for the first winning slot 314. If it is determined that a prize has been won (step S1101: Yes), the process returns to step S110. 2, and if it is determined that there is no winning at the first winning slot 314 (step S110 1: No), the process proceeds to step S1106.
[0177] <Steps S1102 and S1103> In step S1102, the MPU 41 stores the number of reserved data in the reserved number storage area NAA of the RAM 412. It is determined whether the stored reservation number N is the maximum reservation number (4 in this embodiment). If the reserved number N is the maximum reserved number (step S1102: Yes), the MPU 41 On the other hand, if the reserved number N is not the maximum reserved number, the MPU 41 proceeds to step S1106. If so (step S1102: No), the number of reserved items N is incremented by 1 (step S1103).
[0178] <Step S1104> In step S1104, the MPU 41 executes the process of updating the large value updated in step S1003 of FIG. A winning random number counter C1, a big winning type counter C2, and a reach random number counter C3, The fluctuation type counter CS1 (steps S1302 and S1303 in FIG. 16) is updated in the main processing described above. S1313) and store the counter value in the RAM 412. The first reserve storage area REA1 to the fourth reserve area REA of the first reserve storage area REA in the area 412b Store in the first free holding area in REA4.
[0179] <Step S1105> In step S1105, the MPU 41 executes the first reservation acquired in step S1104. The winning / losing information is the jackpot in the fluctuation start process (S1408 in Figure 17, Figure 19) described later. Before the application is judged to be correct or incorrect, the contents of the correct or incorrect information will be checked, and the first reservation will be made based on the results of this check. A first reserved command setting process is executed to set the command in the RAM 412. The details of the command setting process will be described later with reference to FIG.
[0180] <Step S1106> In step S1106, the MPU 41 determines whether or not a win has been made to the second winning slot 315. Here, the MPU 41 determines whether a win has been made to the second winning slot 315. If so (step S1106: Yes), the process proceeds to step S1107. If it is determined that there is no winning for 315 (step S1106: No), The award process ends, and the process proceeds to step S1005 in FIG.
[0181] <Steps S1107 and S1108> In step S1107, the MPU 41 stores the number of reserved data in the reserved number storage area NAB of the RAM 412. It is determined whether the stored reservation number M is the maximum reservation number (4 in this embodiment). If the reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 The start winning process is ended, and the process proceeds to step S1005 in FIG. 41, if the reserved number M is not the maximum reserved number (step S1107: No), is added (step S1108).
[0182] <Step S1109> In step S1109, the MPU 41 executes the process of updating the large value updated in step S1003 of FIG. A winning random number counter C1, a big winning type counter C2, and a reach random number counter C3, The fluctuation type counter CS1 (steps S1302 and S1303 in FIG. 16) is updated in the main processing described above. S1313) and store the counter value in the RAM 412. The first holding area REB1 to the fourth holding area REB of the second holding storage area REB in the area 412b Store in the first free reserved area of REB4.
[0183] <Step S1110> In step S1110, the MPU 41 executes the second reservation acquired in step S1109. The winning / losing information is the jackpot in the fluctuation start process (S1408 in Figure 17, Figure 19) described later. Before the judgment of the correctness of the information, the content of the correctness information is confirmed, and the first A second reserved command setting process is executed to set the second reserved command in the RAM 412. The second reserved command setting process is the same as the first reserved command setting process, which will be described later with reference to FIG. Since the second pending command setting process is similar to the first pending command setting process shown in FIG. In the first pending command setting process, "first pending command" is set to "second pending command", Simply read "Number of reserved items N" as "Number of reserved items M."
[0184] [First pending command setting process] Here, FIG. 15 shows the MPU 41 in step S1105 of the start winning process of FIG. 10 is a flowchart showing the procedure of the first pending command setting process executed by the The first pending command contains information indicating that the command is the first pending command and It includes information such as the type of command (jackpot type or miss), fluctuation pattern, and number of reserved N. Hereinafter, the first pending command setting process will be described with reference to FIG.
[0185] <Step S1201> As shown in FIG. 15, the MPU 41 stores the reserved number storage area N Read the reserved number N from AA and calculate the jackpot random number counter corresponding to each first reserved number. The value of the parameter C1 is read from the RAM 412 (step S1201).
[0186] <Step S1202> In step S1202, the MPU 41 determines whether or not the high probability mode is selected. If it is in the mode (step S1202: Yes), the process proceeds to step S1203. However, if the high probability mode is not selected (step S1202: No), the process returns to step S120 For example, the MPU 41 determines whether the mode is the high probability mode or not by executing the main processing described later. In the game state transition process (step S1306 in FIG. 16), the transition to the high probability mode It is set to ON when the game is played, and the transition from high probability mode to other game states such as jackpot game state is The determination is made based on a high probability mode flag that is set to OFF at certain times.
[0187] <Steps S1203 and S1204> In step S1203, the MPU 41 executes the game setting value change process shown in FIG. 20, which will be described later. In step S1712, the high probability mode winning / losing table (FIG. 7( B) is read out, and based on the high probability mode success / failure table, step S1201 The counter value of the jackpot random number counter C1 read out is a value corresponding to the jackpot win. On the other hand, in step S1204, the MPU 41 executes a judgment as to whether or not the The game setting value is saved according to the game setting value in step S1712 in the game setting value change process of FIG. The low probability mode success / failure table (see FIG. 7(A)) is read out, and the low probability mode success / failure table Based on the jackpot, the count of the jackpot random number counter C1 read in step S1201 is A judgment is made as to whether the value corresponds to a jackpot win or not.
[0188] In steps S1203 and S1204, the game setting value change process shown in FIG. 20 is performed. In step S1712, the high probability mode winning / losing table or The pass / fail judgment is performed based on the low probability mode pass / fail table, but in step S1203 or In S1204, step S1710 in the game setting value change process of FIG. 20 described later is executed. After reading the game setting value saved in the game setting value, the high probability mode hit test is performed according to the game setting value. The hit / miss judgment may be made by selecting the table or low probability mode hit / miss table one by one.
[0189] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 is large. Here, the MPU 41 determines whether the value corresponds to a jackpot. The counter value read from counter C1 is determined to be a value corresponding to a jackpot win. If the answer is "Yes" in step S1205, the process proceeds to step S1206. It is determined that the counter value read from the random number counter C1 is not a value corresponding to a jackpot win. If so (step S1205: No), the process proceeds to step S1208.
[0190] <Step S1206> In step S1206, the MPU 41 reads the jackpot type counter C2 from the RAM 412. And the counter value of the variable type counter CS1 is read. For example, in the start winning process of FIG. In step S1104, if the pass / fail information is stored in the third reserved storage area RE3, , the jackpot type counter included in the winning / losing information stored in the third reserved storage area RE3 The counter values of the first reserved storage area C2 and the fluctuation type counter CS1 are read out. Step S1 in the start winning process of FIG. 14 among the RE1 to fourth reserved storage areas RE4 The reserved area in which the pass / fail information is stored in 104 is the reserved number stored in the reserved number storage area NA. This can be determined by the value of the residue N.
[0191] <Step S1207> In step S1207, the MPU 41 counts the jackpot type counter C2 and the variable type counter C3. The data CS1 and the number of pending commands N are set in the first pending command. , the number of pending commands N read in step S1201 is included, so the first pending command is received. The MPU 51 of the voice and lamp control device 5 refers to the hold number N included in the first hold command. By doing so, the first reserved command is stored in the first reserved storage area RE1 to the fourth reserved storage area RE2. It is possible to recognize which of the RE4 stores the correct / incorrect information. be.
[0192] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the value of the fluctuation type counter CS1 from the RAM 412. The counter value is read. Then, the MPU 41 determines whether the lottery result in the big win lottery is a loss. The information indicating this, the fluctuation type counter CS1 and the number of reservations N are set in the first reservation command ( Step S1209).
[0193] The first reserved command set to ON in the first reserved command setting process is 412 and is executed by the MPU 41 of the main control device 4. In step S1301 of the main process, the command is sent to the voice and lamp control device 5 together with other commands. Furthermore, the contents of the first hold command described here are only an example. The voice and lamp control device 5 can grasp the same content as the hold command. For example, the first pending command may be partially or entirely It is also conceivable that the information may be included in other commands.
[0194] [Main processing of main control unit 4] Next, referring to FIG. 16, the main processing executed by the MPU 41 of the main control device 4 will be described. The main process is a main control process for the progress of variable games and big win games. In the main process, the processes in steps S1301 to S1310 are executed as follows, for example: This is executed as a periodic process at a cycle of 4 msec, and the counter of steps S1311 to S1313 The update process is performed in the remaining time from the end of steps S1301 to S1310 until the next cycle. It will be executed.
[0195] <Step S1301> As shown in FIG. 16, in step S1301, the MPU 41 executes the main timer interrupt process shown in FIG. The output data such as commands set in the previous main process is sent to the sub-control unit 3. 32 or the peripheral control unit 140. For example, the RAM 412 stores a variation pattern command, a first reserved command, and a second reserved command. , shift command, jackpot start command, round play start command, ending start Commands such as start command, game setting value change command, unit jackpot lottery number update command If the command is set, the command is sent to the voice lamp control device 5. In the main processing, in the prize ball command setting process of step S1303 described later, RAM4 When a prize ball command is set in 12, the prize ball command is sent to the payout control device 7. and send.
[0196] <Step S1302> In step S1302, the MPU 41 updates the value of the fluctuation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value of the fluctuation type counter CS1, and When the counter value reaches the maximum value, the counter value is cleared to 0.
[0197] <Step S1303> In step S1303, the MPU 41 controls the dispensing control device 7 and the sub-control unit 332. Specifically, the MPU 41 sets the winning ball command to be output to the RAM 412. Based on the winning detection information stored in the memory 12, the general winning slot 313, the variable winning slot 316, etc. If a win has occurred, the system determines whether or not a win has occurred. A prize ball command indicating the number of prize balls to be paid out is set in RAM 412. At this time, MPU 41 is in normal game mode (low probability mode, not high frequency support mode), When a prize is won at the general prize slot 313 or the first prize slot 314, the play of the RAM 412 is The number of balls paid out from the general winning port or the number of balls paid out from the first winning port stored in the technique information storage area 412d, The value is updated by adding the number of balls paid out by the current winning. (Low probability mode and high frequency support mode) or probability mode (high probability mode) In the high frequency support mode, a win occurs in the second winning slot 315. When the second winning port payout is stored in the game information storage area 412d of the RAM 412, The number of balls is updated to the value that includes the number of balls paid out for this winning. In the winning game state, when a winning occurs in the variable winning slot 316, the game of RAM 412 The number of payout balls from the variable winning port stored in the technique information storage area 412d is calculated based on the payout balls from this winning. Update the value by adding the number.
[0198] <Step S1304> In step S1304, the MPU 41 controls the variable game mode. The game control process is executed. Details of the variable game control process will be explained later with reference to FIG. In the variable game control process, the big win lottery is executed, and the symbol display unit 341 displays The MPU 41 sets the variation pattern command required for the symbol variation display. , the jackpot random number counter C updated in step S1003 of the main timer interrupt process of FIG. 1. Big win type counter C2, reach random number counter C3, and step S1 of this processing 302 and based on the values of the fluctuation type counter CS1 updated in step S1313, A variable pattern command indicating the lottery result of the jackpot lottery and the variable display time is stored in RAM 412. Set it up.
[0199] <Step S1305> In step S1305, the MPU 41 controls the progress of the game in the big win game. In the jackpot game control process, the opening, A control process for a big win game consisting of a closed execution mode and an ending is executed. In the close execution mode, the MPU 41 controls the round game in which the variable winning opening 316 is opened. By controlling the opening and closing operation of the door 316b, the jackpot that triggered the transition to the jackpot game is For example, the MPU41 executes the number of times according to the result of the lottery (jackpot type). If the type of the jackpot is a 5R normal jackpot or a 5R probability jackpot, play five rounds. If the jackpot type is a 16R probability jackpot, the round game is played 16 times. In addition, in the big win game control process, each round of play is started in the open / close execution mode. In this case, a round game start command is set in RAM412, and the ending is started. An ending start command is set in RAM 412.
[0200] <Step S1306> In step S1306, the MPU 41 executes the step in the fluctuation start processing of FIG. 19 described later. The game state is changed based on the result of the jackpot lottery in step S1602 or S1603. In the game state transition process, the MPU 41 executes a predetermined game state transition process. When the conditions are met, the game state is a jackpot game state in which the opening and closing execution mode is executed, with high probability High-frequency support mode, low-probability mode, and high-frequency support mode Time-saving game mode, low probability mode, normal game mode not in high frequency support mode etc.
[0201] For example, if the result of the jackpot lottery is a jackpot, the MPU 41 After the variable game that notifies the result is over, the game state is shifted to the big win game state. The MPU 41 sets the big win game state flag stored in the RAM 412 to ON. In addition, when the big win game is over, the MPU 41 triggers the execution of the big win game. Depending on the result of the jackpot lottery, the game state is changed from the jackpot game state to a predetermined game state. In this embodiment, the MPU 41 shifts to the 5R probability change state when the lottery result of the jackpot lottery is 5R probability change. In the case of a jackpot or 16R probability jackpot, the game will enter probability jackpot mode after the jackpot game ends. If the result of the jackpot lottery is a 5R regular jackpot, After the game ends, the game will transition to a time-saving game mode. In addition, in the time-saving game mode, a specified number of jackpot draws will be When the notification of the lottery result for the selection is completed, the game state is changed to normal play after the variable play ends. Move to the state.
[0202] In addition, when the MPU 41 transfers the game state, the game state before the transfer is transferred. While setting the lag to off, set the flag for the game state after the transition to on. For example, when the game state transitions from a jackpot game state to a probability game state, the MPU 41 The jackpot game flag is set to OFF, while the high probability mode flag is set to ON. On the other hand, when there is a transition from a probability game state to a jackpot game state, the high probability mode The flag is set to OFF while the jackpot game flag is set to ON.
[0203] Furthermore, when the gaming state is shifted to the jackpot gaming state, the MPU 41 The start command is set in RAM 412, and the game information storage element set in RAM 412 is Add 1 to the "number of jackpots" stored in rear 412d.
[0204] <Step S1307> In step S1307, the MPU 41 executes the display control process for the main display unit 37. By this display control process, the 7-segment displays 372 and 373 in the main display unit 37 In 3, the pattern change display is executed only during the change display time corresponding to the change pattern command, The symbol variation display will stop and display the symbol that indicates the lottery result. By this, the LED pair 371 in the main display unit 37 displays a predetermined normal pattern variation. Each LED lamp flashes for a certain period of time, and the presence or absence of a winning symbol is determined by the flashing of a pair of LED lamps. It will be indicated by a lighting pattern that is a combination of lights and lights off. In the case of a win, the electric device 315b attached to the second winning port 315 is opened for a predetermined time.
[0205] <Step S1308> In step S1308, the MPU 41 executes a game setting value change process. In the set value change process, the game set value is displayed or changed depending on the operation of the set value change operation unit 46. is not displayed, or a process for controlling the change of the game setting values stored in the game information storage area 412d. The game setting value change process will be described in detail later with reference to FIG.
[0206] In this embodiment, the game setting value change process is executed in the main process. The launch process is initiated when the ball is inserted, or the launch of the game ball begins after the launch process. It is also conceivable that the game will be limited to the time until the player is released. Once started, the game settings cannot be changed until the next power-on. This prevents changes to game setting values during the opening hours of the game hall.
[0207] <Step S1309> In step S1309, the MPU 41 executes a process for updating specific performance information among the game information. In this embodiment, the specific performance information includes base information, the number of lottery draws per unit jackpot, consecutive The ratio of the following role and the ratio of the role are updated. For details of the specific performance information update process, see Figure 21 and This will be described later with reference to FIG.
[0208] <Step S1310> In step S1310, the MPU 41 executes the display control process for the performance display monitor 43. In the display control process of the performance display monitor 43, the base data updated in step S1309 is The performance display monitor 43 then displays the performance information. The display control process will be described in detail later with reference to FIGS.
[0209] <Step S1311> In step S1311, the MPU 41 determines that the next execution timing of the main process has arrived. In other words, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process Here, the MPU 41 determines whether the timing for executing the next main process has arrived. If it is determined that the data has been read (step S1311: Yes), the process proceeds to step S1301. On the other hand, the MPU 41 executes the next main process. If it is determined that the execution timing has not yet arrived (step S1311: No), the next message is Until the execution timing of the main process arrives, that is, until the execution timing of the next main process arrives. During the remaining time until it is determined that the timing for the next main process has arrived, (Step S1311: Yes), Step S1311, Step S1312 and Step Step S1313 is executed repeatedly.
[0210] <Step S1312> In step S1312, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 updates the counts in the random number initial value counters CIN1 and CIN2. When the counter value reaches the maximum value, the counter value is reset to 0. Yes.
[0211] <Step S1313> In step S1313, the MPU 41 updates the fluctuation type counter CS1. In the case of the variable type counter CS1, add 1 to the counter value, and When the counter value reaches the value, the counter value is cleared to 0. After updating the counter CS1, the process returns to step S1311.
[0212] [Variable game control processing] Here, FIG. 17 shows the transformation executed in step S1304 in the main processing of FIG. 17 is a flowchart showing an example of a procedure for dynamic game control processing. The variable game control process will be explained.
[0213] <Step S1401> As shown in FIG. 17, in step S1401, the MPU 41 determines whether the gaming machine 10 has won a jackpot. It is determined whether or not a game is being played, and if a jackpot game is being played (step S1401: Yes s), the variable game control process is terminated, and if a jackpot game is not being played (step S140 1: No), the process proceeds to step S1402. For example, in the game state transition process of step S1306 in the main process of FIG. 16, It is set to ON when transitioning to the special mode, and set to OFF when transitioning from the jackpot mode to other modes. The determination is based on the jackpot game flag set in the jackpot game flag.
[0214] <Step S1402> In step S1402, the MPU 41 determines whether or not a variable symbol display is in progress. If the variable display is in progress (step S1402: Yes), the process proceeds to step S1403. If the pattern is not being displayed (step S1402: No), the process is shifted to step For example, whether or not the symbol variation display is in progress is determined by the variation of FIG. It is set to ON when the fluctuation display starts in step S1606 of the start processing, and If the time has elapsed (step S1403: Yes), step S14 of the variable game control process This is determined based on the variable display flag, which is set to off in 05.
[0215] <Step S1403> In step S1403, the MPU 41 determines whether the variable display time has elapsed since the start of the variable display of the symbols. If it is determined that the variable display time has elapsed (step S1403: If the variable display time has not elapsed, the process proceeds to step S1404. If so (step S1403: No), the variable game control process is terminated.
[0216] <Steps S1404 and S1405> If the variable display time has elapsed (step S1403: Yes), the MPU 41 The 7-segment displays 372 and 373 of the display unit 37 indicate the jackpot corresponding to the variable game. The symbol corresponding to the result of the lottery is displayed in a static manner (step S1404), and the variable display flag is set. is set to OFF (step S1405).
[0217] <Step S1406> If the symbol variation display is not in progress (step S1402: No), the MPU 41 stores the symbol variation. The reserved number N stored in the reserved number storage area NAA in area 412b, the reserved number storage area It is determined whether both of the reserved numbers M stored in the NAB are 0 (step S140 6). Here, if both the reserved number N and the reserved number M are 0 (step S 1406: Yes), the variable game control process is terminated. Meanwhile, the MPU 41 If either the number of reserved items M or the number of reserved items M is not 0 (step S1406: No), the process is Move to step S1407.
[0218] <Step S1407> In step S1407, the MPU 41 checks the pending data stored in the pending storage area 412b. The MPU 41 executes the data setting process for the data of the invalid information. When the process is completed, the process proceeds to step S1408. Details will be described later with reference to FIG.
[0219] <Step S1408> In step S1408, the MPU 41 displays a variable display based on the winning / losing information on the symbol display unit 34. 1, executes the variable start process to execute the variable game control process. The fluctuation start process will be described in detail later with reference to FIG.
[0220] [Data setting process] 18 is executed by the MPU 41 in step S1407 of FIG. 18 is a flowchart showing an example of a procedure for data setting processing. The data setting process will now be described.
[0221] <Step S1501> As shown in FIG. 18, in step S1501, the MPU 41 performs the following for the second special symbol game. It is determined whether the corresponding reserved number M is 0, and if the reserved number M is 0 (step S150 1: Yes), the process proceeds to step S1502. If it is not 0 (step S1501: No), the process proceeds to step S1505.
[0222] <Steps S1502 to S1504> If the reserved number M is 0 (step S1501: Yes), the MPU 41 The number of reserved items N stored in the area NAA is decremented by 1 (step S1502), and the first reserved item The winning / losing information is moved from the rear REA1 to the execution area AE (step S1503). The MPU41 then collects the pass / fail information for the second reserve area REA2 to the fourth reserve area REA4. Specifically, in step S1504, the second storage The result information of the holding area REA2 is moved to the first holding area REA1, and the result information of the third holding area RE Move the result information of A3 to the second reserved area REA2, and move the result information of the fourth reserved area REA4 to the The MPU 41 moves the information to the third reserve area REA3. If so, the process proceeds to step S1508.
[0223] <Steps S1505 to S1507> Step S1505 is performed when the number of reserved items M is 0 (Step S1501: No), step S1501 is performed by determining the number of reserved items M and the reserved items in step S1406 of FIG. If either or both of the numbers N are not 0, the process proceeds (step S1406: No). If the reserved number M is 0 (step S1501: No), the MPU 41 Since it can be determined that this is not the case, the processing of steps S1505 to S1507 is executed.
[0224] Specifically, the MPU 41 reduces the reserved number M stored in the reserved number storage area NAB by 1. (Step S1505), and the winning / losing information is sent from the first reserve area REB1 to the execution area AE. Next, the MPU 41 moves the second holding area REB2 to The winning / losing information in the fourth reserve area REB4 is shifted one by one (step S1507). Specifically, in step S1507, the winning / losing information in the second reserve area REB2 is transferred to the first reserve area The result information in the third holding area REB3 is moved to the second holding area REB2. The result information in the fourth holding area REB4 is moved to the third holding area REB3. When the process of step S1507 is completed, the PU 41 moves the process to step S1508. To carry out.
[0225] <Step S1508> In step S1508, the MPU 41 selects the first reserve area REA1 to the fourth reserve area R The information on whether EA4 or the first reserved area REB1 to the fourth reserved area REB4 has shifted A shift command indicating the above is set in RAM 412. The set shift command is used for the next main process (see FIG. 16) executed by the MPU 41. ) is transmitted to the voice and lamp control device 5 in the external output process of step S1301. This will change the number of reserved symbols displayed in the symbol display section 341. When the process of step S1508 is completed, the MPU 41 ends the data setting process and The process proceeds to step S1408 in FIG.
[0226] [Start processing of fluctuations] 19 is executed by the MPU 41 in step S1408 of FIG. 19 is a flowchart showing an example of a procedure for fluctuation start processing. The fluctuation start process will be explained.
[0227] <Step S1601> As shown in FIG. 19, in step S1601, the MPU 41 determines whether the gaming state is in the high probability mode. Whether or not the mode is high probability mode is determined by, for example, the main processing in FIG. The high probability mode flag, which is set to ON in the game state transition process in step S1306, is turned ON. The MPU 41 determines whether the game state is in high probability mode or not. If there is (step S1601: Yes), the process proceeds to step S1602, and the game status is If the gaming state is not the high probability mode (step S1601: No), that is, if the gaming state is the low probability mode, If so, the process proceeds to step S1603.
[0228] <Steps S1602 and S1603> In step S1602, the MPU 41 executes the game setting value change process shown in FIG. 20, which will be described later. In step S1712, the high probability mode winning / losing table (FIG. 7( B) based on the result of the calculation, the result stored in the execution area AE of the reserved storage area 412b is The counter value of the jackpot random number counter C1 included as numerical information corresponds to the jackpot win. On the other hand, in step S1603, the MPU 41 determines whether the value is correct. In step S1712 of the game setting value change process in FIG. 20 described later, the game setting value is saved according to the game setting value. Based on the low probability mode success / failure table (see FIG. 7(A)) stored in the reserved storage area 41 The winning or losing information stored in the execution area AE of 2b is included as numerical information in the jackpot random number counter. A win / loss determination is made as to whether or not the counter value of the counter C1 corresponds to a big win.
[0229] In steps S1602 and S1603, the game setting value change process shown in FIG. 20 is performed. In step S1712, the high probability mode winning / losing table or In step S1602, the pass / fail judgment is performed based on the low probability mode pass / fail table. In step S1603, step S1710 in the game setting value change process of FIG. 20 described later After reading the game setting value saved in the game setting value, the high probability mode hit test is performed according to the game setting value. The hit / miss judgment may be made by selecting the table or low probability mode hit / miss table one by one.
[0230] <Step S1604> In step S1604, the MPU 41 determines whether or not the main The variable display time of the seven-segment displays 372 and 373 of the display unit 37 is displayed as a variable display time counter. Specifically, the MPU 41 sets the value of the correct / incorrect decision in step S1602 or S1603. If the result of the test is a normal jackpot, the fluctuation type counter CS1 and the normal jackpot fluctuation type counter CS2 are The MPU 41 identifies the fluctuation pattern based on the table (see FIG. 8(A)). If the result of the hit / miss judgment in step S1602 or S1603 is a hit, The fluctuation type counter CS1 and the probability variable jackpot fluctuation table (see FIG. 8(B)) are used to determine the fluctuation. Furthermore, the MPU 41 identifies the movement pattern in step S1602 or S1603. If the result of the judgment is incorrect, the fluctuation type counter CS1 and the incorrect fluctuation table (Figure 8(C)) to identify patterns of fluctuation.
[0231] <Step S1605> In step S1605, the MPU 41 determines whether or not the jackpot is being drawn for the variable game. A fluctuation pattern command including the result and the fluctuation pattern identified in step S1604 is sent to R. This sets the next main process (see Figure 4) to be executed by MPU41. In step S1301 of step S1301 (see 16), a variation pattern command is sent to the voice lamp control device 5. The voice and lamp control device 5 controls the symbol display unit 341 based on the variable pattern command. It performs things like displaying changing patterns.
[0232] As mentioned above, if the lottery result is a "normal jackpot," the MPU41 "A01" is a pattern "01" to "03" with "A" added, which indicates that it is a 5R normal jackpot. " to "A03" are set in the RAM 412 as a variation pattern command. , MPU41, if the lottery result is "5R probability jackpot", the fluctuation pattern "01" ~ "B01" to "B03" are numbers with "B" added to "03" to indicate that it is a 5R probability jackpot. The MPU 41 sets either one of the two as a fluctuation pattern command in the RAM 412. If the lottery result is "16R probability jackpot", the variation pattern "01" to "03" will be 16 R Changes one of "C01" to "C03" with "C" indicating that it is a jackpot The MPU 41 sets the result of the lottery in the RAM 412 as a pattern command. If the pattern is "01" to "08", a "D" is added to indicate that the pattern is out of range. Set one of "D01" to "D08" in RAM412 as a variation pattern command. In addition, if the lottery result is a "miss," the MPU41 will Information on whether it is an outside reach or a complete miss is included in the variation pattern command.
[0233] <Step S1606> In step S1606, the MPU 41 starts the variable symbol display on the main display unit 37. The MPU 41 ends the variation start process. When the change display flag is set to ON, the change display flag is set to ON. In step S1402 of the variable game processing of 7, the variable symbol table of the main display unit 37 The MPU 41 also refers to the main display unit 37 to determine whether the main display unit 37 is currently being displayed. When the variable symbol display is started, the game information storage area 412 set in the RAM 412 d, the "cumulative number of big win lotteries" stored in the MPU41 is incremented by 1. If the result of the judgment based on the low probability mode success / failure table in step S1603 is incorrect, The "number of consecutive misses" stored in the game information storage area 412d is incremented by 1, and the result is a jackpot. If this is the case, the "number of consecutive misses" will be cleared to 0.
[0234] [Game setting value change processing] Here, FIG. 20 shows the game setting value executed in step S1308 of the main processing of FIG. 20 is a flowchart showing an example of a procedure for change processing. The constant value change process will be explained.
[0235] <Step S1701> As shown in FIG. 20, in step S1701, the MPU 41 performs a process of displaying a varying symbol. If the symbol variation display is in progress (step S1701: Yes), the game The skill setting value change process is ended, and if the pattern change display is not in progress (step S1701: No), For example, whether or not the symbol variation display is in progress is determined by The fluctuation display flag is set to ON in step S1606 in the fluctuation start processing of 19. The judgment is based on the following.
[0236] <Step S1702> If the symbol variation display is not in progress (step S1701: No), the MPU 41 It is determined whether or not the game is in progress (step S1702), and if it is in the big win game state, (Step S1702: Yes), the game setting value change process is terminated, and the jackpot game state is established. If not (step S1702: No), the process proceeds to step S1703. For example, whether or not a big win game has been played is determined in step S1306 of the main processing of FIG. The determination is based on the jackpot game state flag that is set to ON in the skill state transition process. .
[0237] <Step S1703> When neither the symbol change display nor the big win game state is in progress (step S1701 and S1702 (No in both cases), the MPU 41 detects that the power supply to the game setting value display unit 45 has changed from OFF to ON. Whether or not the setting value has been changed (step S1703), that is, whether or not the setting value has been changed It is determined whether or not the power to the setting value display unit 45 has been turned on. In this case, when the symbol variation display is in progress (step S1701: Yes) or when the jackpot game state is reached, If the state is "YES" (step S1702), the game setting value is not displayed. The value cannot be changed. Here, the MPU 41 is in a state where the power of the game setting value display unit 45 is changed from OFF to ON. If the switch is successful (step S1703: Yes), the process proceeds to step S1704. If the power supply of the game setting value display unit 45 is not switched from off to on (state If the answer is NO in step S1703, the process proceeds to step S1707.
[0238] <Steps S1704 to S1706> When the power supply of the game setting value display unit 45 is switched from OFF to ON (step S170 3: Yes), the MPU 41 stores the game information in the RAM 412 in step S1710, which will be described later. The game setting value stored in the area 412d is read (step S1704). The numbers indicating the game setting values are displayed on the game setting value display unit 45 (step S1705). This allows the current game setting value to be confirmed. A setting value display flag indicating that the game setting value is displayed in the value display unit 45 is set to ON. (Step S1706), and the game setting value change process is terminated.
[0239] <Step S1707> If the power supply of the game setting value display unit 45 is not switched from off to on (step S 1703: No), the MPU 41 checks whether the setting value display flag is set to on. The setting value display flag is set to the value displayed in the game setting value display mode as described above. This indicates that the game setting value is displayed on the display 45, and is turned on in step S1706. When the setting value display flag is set to ON (step If the answer is YES in step S1707, the process proceeds to step S1708, where the setting value display flag is turned off. If it is set to OFF (step S1707: No), that is, the game setting value display section 45 is turned off. If the power is not turned on while the light is on, the game setting value change process is terminated.
[0240] <Step S1708> If the setting value display flag is set to ON (step S1707: Yes), M The PU 41 determines whether the set value change operation unit 46 has been rotated by a predetermined angle (step S 1708). That is, the MPU 41 determines whether or not a rotation operation for changing the game setting value has been performed. When the setting value change operation unit 46 is rotated by a predetermined angle (step S1 708: Yes), the process proceeds to step S1709, and the setting value change operation unit 46 is rotated. If not (step S1708: No), the process proceeds to step S1711.
[0241] <Step S1709> When the setting value change operation unit 46 is rotated by a predetermined angle (step S1708: Yes), M The PU 41 executes a process to change the display on the game setting value display unit 45 (step S17 For example, when the setting value change operation unit 46 is rotated to the right by a predetermined angle, the MPU 41 In this case, a number one larger than the number displayed on the game setting value display unit 45 before the rotation is displayed. Conversely, when the set value change operation unit 46 is rotated leftward by a predetermined angle, A number one smaller than the number displayed on the game setting value display section 45 is displayed.
[0242] In addition, if the number displayed on the game setting value display unit 45 before the rotation is "4", When the setting value change operation unit 46 is rotated by a predetermined angle in the direction of the arrow, the game setting value display unit 45 displays the The number displayed on the game setting value display unit 45 before the spin is changed to " When the setting value change operation unit 46 is rotated leftward by a predetermined angle in the case where the setting value is "1", the game setting value The number displayed on the display unit 45 is changed to "4." If the number set is "4", it will not rotate further to the right, and the game setting When the number displayed in the value display section 45 is "1", the rotation does not move further to the left. This may be done.
[0243] <Step S1710> In step S1710, the MPU 41 changes the number displayed on the game setting value display unit 45 to the game setting value. The setting value is overwritten and saved in the game setting value in the game information storage area 412d of the RAM 412. The game setting value change process is ended. As a result, the power of the setting value change operation unit 46 is turned on. When the power is turned off, the data is saved in RAM412 just before the power is turned off. The game setting value is finally stored as a valid game setting value in the game information storage area 412 of the RAM 412. d. Therefore, by rotating the setting value change operation unit 46, the game setting value By changing the number displayed on the display unit 45, the game setting value stored in the RAM 412 can be changed. Then, the number corresponding to the target game setting value is displayed on the game setting value display section 45. The game setting value is confirmed by turning off the power of the game setting value display unit 45 in the displayed state. It is possible.
[0244] <Step S1711> If the setting value change operation unit 46 has not been rotated by the predetermined angle (step S1708: No), The MPU 41 determines whether the power supply of the game setting value display unit 45 has been switched from on to off ( Step S1711), that is, turning on the power of the game setting value display unit 45 to the setting value change operation unit 46 The MPU 41 determines whether or not an operation to turn off the game setting value display unit 45 has been performed. If the power is switched from on to off (step S1711: Yes), the process is The process proceeds to step S1712, and the power supply of the game setting value display unit 45 is switched from ON to OFF. If not (step S1711: No), the game setting value change process is terminated. When the power supply of the game setting value display unit 45 is switched from ON to OFF (step S1711 : Yes), in the game setting value display unit 45, the power supply to the 7-segment display is cut off. The number indicating the game setting value is turned off, and the game setting value is confirmed as described above.
[0245] <Steps S1712 and S1713> When the power supply of the game setting value display unit 45 is switched from ON to OFF (step S171 1: Yes), the MPU 41 reads the game information storage area of the RAM 412 in step S1710. A low probability mode winning / losing table according to the game setting value stored in 412d (see FIG. 7(A)) And select the high probability mode success / failure table (see FIG. 7(B)) and save it in RAM 412 ( Step S1712). Then, the MPU 41 sets the setting value display flag to OFF. The game setting value change process is terminated.
[0246] In step S1712, the game information is stored in the game information storage area 412d of the RAM 412. A low probability mode winning / losing table (see FIG. 7(A)) and a high probability mode winning / losing table (see FIG. 7(A)) are displayed according to the game setting values. In other words, the low probability mode table is selected. Since the same game setting value of the winning / losing table is selected for the high probability mode winning / losing table, However, the game setting value in low probability mode and the game setting value in high probability mode are different. In this case, for example, the game setting value of the low probability mode may be changed individually. For example, the game setting value for the low probability mode is set to "1" and the game setting value for the high probability mode is set to "4". It becomes possible to set game setting values at different levels (numerical values) for the probability mode and the probability mode.
[0247] [Performance information update process] FIG. 21 shows one of the steps of the specific performance information update process executed in the main process of FIG. 22 is a flowchart showing an example of the specific performance information updated in the specific performance information update process of FIG. 21 and 22 are diagrams illustrating an example of base information. The new process will be explained.
[0248] <Steps S1801 to S1803> As shown in FIG. 21, the MPU 41 stores the game information in the game information storage area 412d of the RAM 412. The number of payout balls stored in the RAM 412 is read (step S1801). The number of balls out stored in the game information storage area 412d is read (step S18 02). Here, the number of payout balls is the number of payout balls required to update the base information, etc. This applies to the number of balls paid out from the prize slot, the number of balls paid out from the first prize slot, the number of balls paid out from the second prize slot, and the number of balls paid out from the variable prize slot. Then, the MPU 41 reads out the number of payout balls for the general winning port, the number of payout balls for the first winning port, and The current base BL is calculated based on the number of balls and the number of balls out, and the current base BL is stored in the game information storage area 4 of the RAM 412. The current base BL of the base information stored in 12d is overwritten and updated (step S1803 ) (See Figure 22(A)). The current base BL (%) is 100 x (general winning slot payout balls) It is calculated as follows: (number of balls paid out from the first winning slot + number of balls paid out from the first winning slot) / number of balls out.
[0249] <Steps S1804 and S1805> The MPU 41 stores the cumulative jackpot information stored in the game information storage area 412d of the RAM 412. The number of lotteries (accumulated variable display number) is read (step S1804), and the game number in RAM 412 is read. The number of unit jackpot lotteries stored in the information storage area 412d is updated (step S 1805). The number of jackpot draws is determined by the number of balls in the normal game state until the difference in balls becomes 250. The number of times the 7-segment display 372 displayed a change in the pattern (the number of times the jackpot lottery was won) was calculated. Specifically, the number of times a unit jackpot lottery is drawn = "cumulative number of times a jackpot lottery is drawn" / (("out Calculated as "Number of balls paid out to the first prize slot" - "Number of balls paid out to the general prize slot" - "Number of balls paid out to the first prize slot" / 250 balls In this embodiment, the "unit number of jackpot lotteries" is the number of times the gaming machine 10 is installed in the gaming hall. It is calculated as the cumulative number of unit jackpot draws since the lottery was first held up to the present.
[0250] <Step S1806> In step S1806, the MPU 41 determines the number of balls out read in step S1802. If the number of out balls reaches 60,000, If so (step S1806: Yes), the process proceeds to step S1807, and the number of out balls is If the number of balls has not reached 60,000 (step S1806: No), update the specific performance information. End processing.
[0251] <Steps S1807 to S1810> If the number of out balls reaches 60,000 (step S1806: Yes), MPU 41 updates the base information stored in the game information storage area 412d of the RAM 412. Specifically, as shown in FIG. 22(A) and FIG. 22(B), In the base information, MPU41 changes the previous 60,000 ball base B1 to the previous 60,000 ball base (step S1807), and the current base BL updated in step S1803 is used as the Shift to 60,000 ball base B1 (step S1808), clear current base BL to 0 Then, the MPU 41 reads the game information from the game information storage area of the RAM 412 (step S1809). The number of payout balls and the number of out balls in step S1810 are cleared to 0 (step S1810 ), the specific performance information update process is terminated.
[0252] [Performance display monitor display control processing] 23 to 26 show the performance data executed in step S1310 of the main processing in FIG. 2 is a flowchart showing an example of a procedure for display control processing of the functional display monitor 43. 3 to 26, the display control process of the performance display monitor 43 will be described.
[0253] <Step S1901> As shown in FIG. 23, in step S1901, the MPU 41 determines whether the BL display flag is on. Here, the BL display flag is set to the performance display monitor 4. 3, the flag indicating that the current base BL is displayed, and 26. The MPU 41 turns on the BL display. If the medium flag is set to ON (step S1901: Yes), the process is repeated as shown in FIG. The process proceeds to step S1908, and if the BL display flag is set to OFF (step S1901: No), the process proceeds to step S1902.
[0254] <Step S1902> If the BL display flag is set to OFF (step S1901: No), the MPU 41 determines whether the B1 display flag is set to ON (step S190 2). Here, the B1 display flag indicates that the previous 60,000 ball base B1 was displayed on the performance display monitor 43. This flag is turned on in step S1912 of FIG. 24, which will be described later. If the B1 display flag is set to ON (step S 1902: Yes), the process proceeds to step S1918 in FIG. 25, and the B1 display flag is set. If it is set to OFF (step S1902: No), the process proceeds to step S1903. Migrate.
[0255] <Step S1903> If the B1 display flag is set to OFF (step S1902: No), the MPU 41 determines whether the B2 display flag is set to ON (step S190 3). Here, the B2 display flag is displayed on the performance display monitor 43 as the 60,000 ball base B This flag indicates that 2 is being displayed, and is turned on in step S1921 of FIG. 25, which will be described later. When the B2 display flag is set to ON (step S1903: Yes), the process proceeds to step S1926 in FIG. 26, and the B2 display flag is set. If it is set to OFF (step S1903: No), the process goes to step S1904 Transition to.
[0256] <Step S1904> If the B2 display flag is set to OFF (step S1903: No), the MPU 41 determines whether the performance display switch 44 has been switched from off to on (step When the performance display switch 44 is switched from OFF to ON (step S1904). If the result of step S1904 is "Yes", the process proceeds to step S1905, and the performance display switch 44 is If the display control has not been switched from off to on (step S1904: No), End processing.
[0257] <Steps S1905 to S1907> When the performance display switch 44 is switched from OFF to ON (step S1904: Y es), the MPU 41 stores the base game information stored in the game information storage area 412d of the RAM 412. The current status base BL included in the information is displayed on the performance display monitor 43 (step S1905 For example, the base information stored in the game information storage area 412d of the RAM 412 is shown in FIG. In the example shown in 2(A), the current base BL is 29%. Four 7-segment displays 431, each with "L", "2", and "9", make up the performance display monitor 43. 434, and if the base information is the example shown in FIG. 22(B), the current base BL The "8.", "L", "0", and "0" that indicate that the value is 0% constitute the performance display monitor 43. The four 7-segment displays 431 to 434 correspond to the respective signals. The L display flag is set to ON (step S1906), and the current base BL is displayed on the performance display monitor. A BL display time counter is set to display the BL for a certain period of time on the display 43 (step S190 7) The display control process ends.
[0258] <Steps S1908 and S1909> If the BL display flag is set to ON (step S1901: Yes), the image shown in FIG. 2 23. As shown in FIG. 4, the MPU 41 performs the BL display time setting in step S1907 of FIG. The value of the BL display time counter is decremented by 1 (step S1908). The MPU 41 determines whether the BL display after the subtraction is 0 (step S1909). If the value of the time counter is 0 (step S1909: Yes), the process returns to step S1 If the value of the BL display time counter after the subtraction is not 0 (step S190 9: No), the process proceeds to step S1913.
[0259] <Steps S1910 to S1913> If the value of the BL display time counter after the subtraction is 0 (step S1909: Yes), The MPU 41 sets the BL display flag to OFF (step S1910) and stores the BL display flag in the RAM 412. The previous 60,000 ball base B1 included in the base information stored in the game information storage area 412d For example, the performance of the RAM 412 is displayed on the performance display monitor 43 (step S1911). In the case where the base information stored in the technique information storage area 412d is the example shown in FIG. "8.", "1", "3", "3" indicate that the previous 60,000 ball base B1 is 33%. The performance display monitor 43 is displayed on four 7-segment displays 431 to 434. In the case where the base information is the example shown in Figure 22(B), the previous 60,000 ball base B1 is 29%. The four seven-segment display monitor 43 is made up of "8.", "1", "2", and "9" which indicate the The segment indicators 431 to 434 display the B1 data. is set to ON (step S1912), and the previous 60,000 ball base B1 is displayed on the performance display monitor 43. A B1 display time counter is set to display the image for a certain period of time (step S1913). The display control process ends.
[0260] <Step S1914> If the value of the BL display time counter after subtraction is not 0 (step S1909: No), M The PU 41 determines whether the performance display switch 44 has been switched from on to off ( When the performance display switch 44 is switched from ON to OFF (step S1914), Step S1914: Yes), the process proceeds to step S1915, and the performance display switch 4 If the display 4 has not been switched from ON to OFF (step S1914: No), The control process ends. Note that when the performance display switch 44 is switched from ON to OFF, (Step S1914: Yes), the performance display monitor 43 displays the 7-segment display 431 By cutting off the power to ~434, the letters and numbers indicating the current base BL will disappear. It is lit.
[0261] <Steps S1915 and S1916> When the performance display switch 44 is switched from ON to OFF (step S1914: Y es), the MPU 41 sets the BL display flag to OFF (step S1915), and The display time counter is cleared to 0 (step S1916), and the display control process is terminated. do.
[0262] <Steps S1917 and S1918> If the B1 display flag is set to ON (step S1902: Yes), the display of the B1 screen shown in FIG. 2 5, the MPU 41 performs the B1 display time set in step S1913 of FIG. The value of the B1 display time counter is decremented by 1 (step S1917). It is determined whether or not the value is 0 (step S1918). If the value of the time counter is 0 (step S1918: Yes), the process returns to step S1 If the value of the B1 display time counter after the subtraction is not 0 (step S191 8: No), the process proceeds to step S1923.
[0263] <Steps S1919 to S1922> If the value of the B1 display time counter after the subtraction is 0 (step S1918: Yes), The MPU 41 sets the B1 display flag to OFF (step S1919) and stores the B1 display flag in the RAM 412. The base information stored in the game information storage area 412d includes the base B of 60,000 balls from the previous game. 2 is displayed on the performance display monitor 43 (step S1920). In the case where the base information stored in the game information storage area 412d is the example shown in FIG. 22(A) "8.", "2", "3", "2" indicate that the previous 60,000 ball base B2 is 32%. " is displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. In the case where the base information is the example shown in FIG. 22(B), the base B2 of 60,000 balls from the previous round is 33%. The four numbers "8.", "2", "3", and "3" that indicate the presence of the performance display monitor 43 are The seven-segment displays 431 to 434 are displayed. The flag is set to ON (step S1921), and the performance display monitor displays the 60,000 ball base B2 from the previous time. The B2 display time counter is set to correspond to the fixed time to be displayed on the display 43 (step S 1922), the display control process ends.
[0264] <Step S1923> If the value of the B1 display time counter after subtraction is not 0 (step S1918: No), M The PU 41 determines whether the performance display switch 44 has been switched from on to off ( When the performance display switch 44 is switched from ON to OFF (step S1923), Step S1923: Yes), the process proceeds to step S1924, and the performance display switch 4 If the display 4 has not been switched from ON to OFF (step S1923: No), The control process ends. Note that when the performance display switch 44 is switched from ON to OFF, (Step S1923: Yes), the performance display monitor 43 displays the 7-segment display 431 By cutting off the power to ~434, the alphabet and numbers indicating the previous 60,000 ball base B1 The letters will be turned off.
[0265] <Steps S1924 and S1925> When the performance display switch 44 is switched from ON to OFF (step S1923: Y es), the MPU 41 sets the B1 display flag to OFF (step S1924), and The display time counter is cleared to 0 (step S1925), and the display control process is terminated. do.
[0266] <Steps S1926 and S1927> If the B2 display flag is set to ON (step S1903: Yes), the display of FIG. 6, the MPU 41 performs the B2 display setting set in step S1922 of FIG. The value of the B2 display time counter is decremented by 1 (step S1926). It is determined whether or not the value is 0 (step S1927). If the value of the time counter is 0 (step S1927: Yes), the process returns to step S1 If the value of the B2 display time counter after the subtraction is not 0 (step S192 7: No), the process proceeds to step S1932.
[0267] <Steps S1928 to S1931> If the value of the B2 display time counter after the subtraction is 0 (step S1927: Yes), The MPU 41 sets the B2 display flag to OFF (step S1928) and stores the B2 display flag in the RAM 412. The current base BL included in the base information stored in the game information storage area 412d is used for performance The display monitor 43 displays the game information (step S1929). If the base information stored in the storage area 412d is the example shown in FIG. 22(A), The performance display monitor shows "8.", "L", "2", and "9" indicating that the base BL is 29%. The base information is displayed on four seven-segment displays 431 to 434 that make up the data table 43. In the example shown in 22(B), the current base BL is 0%. Four 7-segment displays 431, each with "L", "0", and "0", make up the performance display monitor 43. Then, the MPU 41 sets the BL display flag to ON ( (B) for displaying the current base BL on the performance display monitor 43 for a certain period of time. The L display time counter is set (step S1931), and the display control process ends.
[0268] <Step S1932> If the value of the B2 display time counter after subtraction is not 0 (step S1927: No), M The PU 41 determines whether the performance display switch 44 has been switched from on to off ( When the performance display switch 44 is switched from ON to OFF (step S1932), Step S1932: Yes), the process proceeds to step S1933, and the performance display switch 4 If the display 4 has not been switched from ON to OFF (step S1932: No), The control process ends. Note that when the performance display switch 44 is switched from ON to OFF, (Step S1932: Yes), the performance display monitor 43 displays the 7-segment display 431 By cutting off the power supply to ~434, the alphabet indicating the previous 60,000 ball base B2 and The numbers will turn off.
[0269] <Steps S1933 and S1934> When the performance display switch 44 is switched from ON to OFF (step S1932: Y es), the MPU 41 sets the B2 display flag to OFF (step S1933), and The display time counter is cleared to 0 (step S1934), and the display control process is terminated. do.
[0270] [Processing of voice lamp control device 5] Next, referring to FIGS. 27 to 51, the voice and lamp control device 5 executes the program by the MPU 51. The processing to be performed will be explained below.
[0271] In this embodiment, part or all of the processing executed by the MPU 51 of the voice and lamp control device 5 However, it is also possible to consider another embodiment in which the above is executed by the MPU 61 of the display control device 6. In addition, in the voice and lamp control device 5, the MPU 51 controls the speaker 26 and the illumination unit 27. control processing, startup processing when the voice lamp control device 5 is started up, NMI interrupt processing when a power outage occurs, etc. However, the description of these processes will be omitted.
[0272] [Sub-timer interrupt processing of audio lamp control device 5] 27 shows the sub-timer allocation executed by the MPU 51 of the voice and lamp control device 5. 10 is a flowchart showing an example of a procedure for a sub-timer interrupt process. The process is executed periodically at 1 msec intervals.
[0273] As shown in FIG. 27, the MPU 51 performs operation detection processing (step Step S2001), operation detection pattern determination process (step S2002), counter update process processing (step S2003), command determination processing (step S2004), variable game performance processing (step S2005), and the big win game performance processing (step S2006). do.
[0274] [Operation detection process] Here, FIG. 28 shows the operation detection process (step S20) in the sub timer interrupt process of FIG. 01) is a flowchart showing an example of the procedure. In the operation detection process, The operation status is detected, and processing is performed to sequentially update the operation history for the past three times. In 10, the operation detection process is executed by the MPU 51, and the sub-timer interrupt process is executed. The operation button is pressed at a predetermined interval (1 msec interval in this embodiment) corresponding to the interrupt cycle of the It is determined whether the operation of the computer 20 has been performed.
[0275] <Steps S2101 to S2103> As shown in FIG. 28, in step S2101, the MPU 51 checks whether the second operation detection flag The setting is shifted (overwritten) to the first operation detection flag. The MPU 51 shifts (overwrites) the setting of the third operation detection flag to the second operation detection flag. After that, in step S2103, the MPU 51 detects that the operation switch 20a is pressed. The operation state of the operation button 20 is set (overwritten) to the third operation detection flag, and the operation detection Processing ends.
[0276] In this way, in the operation detection process, the processes of steps S2101 to S2103 are executed. As a result, the operation history of the operation button 20 is recorded as the operation state of the last three times at 1 msec intervals. are stored in the RAM 512 as the first operation detection flag to the third operation detection flag. The most recent operation status is stored as the third operation detection flag, and one operation status is stored as the second operation detection flag. The previous operation state is stored, and the operation state two operations before that is stored as a first operation detection flag.
[0277] [Operation detection pattern determination process] Here, FIG. 29 shows the operation detection pattern determination process (step) in the sub-timer interrupt process of FIG. 10 is a flowchart showing an example of the procedure of operation detection pattern determination processing (step S2002). In the process, the determination is made based on the first operation detection flag, the second operation detection flag, and the third operation detection flag. In order to determine the operation state of the operation button 20 from the operation history of the operation button 20 to be set, The operation pattern flag is set to the 1st to 3rd operation pattern flags. The operation button is controlled by the combination of the first to third operation pattern flags being on and off. For example, as shown in FIG. 30, the first operation pattern flag If only the operation button 20 is set to ON, the Also, if only the second operation pattern flag is set to ON, the operation It can be determined that an operation on the button 20 has started. If the setting is ON, it can be determined that the operation of the operation button 20 has been completed. If all of the first to third operation pattern flags are set to OFF, It can be determined that the button 20 has not been operated.
[0278] <Step S2201> As shown in FIG. 29, in step S2201, the MPU 51 performs the operation of the third previous operation button 2. It is determined whether the first operation detection flag indicating the operation state of 0 is set to ON. If the first operation detection flag is on (step S2201: Yes), the MPU 51 ), the process proceeds to step S2202, and if the first operation detection flag is off (step If the answer is NO in step S2201, the process proceeds to step S2205.
[0279] <Step S2202> In step S2202, the MPU 51 outputs the second most recent operation state of the operation button 20. 2. It is determined whether the operation detection flag is set to ON. If the operation detection flag is on (step S2202: Yes), the process returns to step S If the second operation detection flag is off (step S2202: No), the process proceeds to step S2203. Then, the process proceeds to step S2208.
[0280] <Step S2203> In step S2203, the MPU 51 outputs the third value indicating the most recent operation state of the operation button 20. The MPU 51 determines whether the operation detection flag is set to ON. If the operation detection flag is on (step S2203: Yes), the process returns to step S2 If the third operation detection flag is off (step S2203: No), The process proceeds to step S2210.
[0281] <Step S2204> In step S2204, the MPU 51 turns on the first operation pattern flag and turns on the second operation pattern flag. The turn flag and the third operation pattern flag are set to OFF, and the operation detection pattern determination process is performed. That is, the MPU 51 ends the process by turning on the operation button 20 three times. When the operation pattern of "ON", "ON" occurs, the operation state of the operation button 20 continues. Since it can be determined that the first operation pattern flag is ON, the second operation pattern flag is ON. The first operation pattern flag and the third operation pattern flag are set to OFF (see FIG. 30). The operation pattern flag is used to determine whether the operation state of the operation button 20 is continuing. It is used as an indicator.
[0282] <Step S2205> The MPU 51 determines in step S2201 that the first operation detection flag is off. If the operation button 20 is pressed twice before the previous operation (step S2201: No), the second operation button 20 is pressed twice before the previous operation (step S2202: No). It is determined whether the operation detection flag is on (step S2205). 1. If the second operation detection flag is on (step S2205: Yes), the process is skipped. The process proceeds to step S2206. If the second operation detection flag is off (step S2205 : No), the process proceeds to step S2210.
[0283] <Step S2206> In step S2206, the MPU 51 outputs the third value indicating the most recent operation state of the operation button 20. Here, the MPU 51 determines whether the third operation detection flag is on. If the tag is on (step S2206: Yes), the process proceeds to step S2207. If the third operation detection flag is OFF (step S2206: No), the process returns to step S2206. Switch to S2210.
[0284] <Step S2207> In step S2207, the MPU 51 turns on the second operation pattern flag and turns on the first operation pattern flag. The turn flag and the third operation pattern flag are set to OFF, and the operation detection pattern determination process is performed. That is, the MPU 51 ends the process by turning the operation button 20 three times to "OFF". When the operation pattern of "ON", "ON" occurs, the operation button 20 is in a non-operated state. Since it can be determined that the state has changed from the first to the second operation pattern (operation has started), the second operation pattern flag is set to ON, and the first operation pattern flag and the third operation pattern flag are set to OFF. (See FIG. 30.) The second operation pattern flag is set when the operation button 20 is in a non-operated state. In order to determine whether or not the state has changed to an operation state (whether or not the operation of the operation button 20 has started), In this way, the second operation pattern flag is used to select the operation button. If it is determined whether the operation button 20 has changed from a non-operation state to an operation state, the operation button 20 is pressed three times. Therefore, the operation state of the operation button 20 caused by noise such as radio waves or static electricity is reflected. This prevents erroneous detection of the start of operation, and prevents the player from starting operation of the operation button 20 at a timing unintended by the player. The beginning is prevented from being reflected in the performance display.
[0285] <Step S2208> The MPU 51 determines in step S2202 that the second operation detection flag is off. If so (step S2202: No), the third operation indicating the most recent operation state of the operation button 20 is It is determined whether the detection flag is on (step S2208). If the third operation detection flag is on (step S2208: Yes), the process proceeds to step S2209. If the second operation detection flag is OFF (step S2208: No), the process proceeds to step S2209.
[0286] <Step S2209> In step S2209, the MPU 51 turns on the third operation pattern flag and turns on the first operation pattern flag. The turn flag and the second operation pattern flag are set to OFF, and the operation detection pattern determination process is performed. That is, the MPU 51 ends the process by turning on the operation button 20 three times. When the operation pattern of "OFF", "OFF" occurs, the operation button 20 changes from the operation state Since it can be determined that the state has changed to a non-operation state (the operation has ended), the third operation pattern flag is set to Set the flag to ON, and set the first operation pattern flag and the second operation pattern flag to OFF ( (See FIG. 30.) The third operation pattern flag is set when the operation button 20 changes from an operating state to an inoperable state. The operation of the operation button 20 is completed. In this way, the third operation pattern flag is used to determine whether the operation button 20 If it is determined whether the state has changed from an operating state to a non-operating state, the operation button 20 is operated three times. Since the operating state of the operation button 20 is reflected, the operation of the operation button 20 caused by noise such as radio waves or static electricity is prevented. This prevents erroneous detection of the start of the game, and the player is prevented from completing the operation of the operation button 20 at a timing not intended by the player. This prevents the effect from being reflected in the display.
[0287] <Step S2210> In step S2210, the MPU 51 sets the first operation pattern flag and the second operation pattern flag. flag and the third operation pattern flag are set to OFF, and the operation detection pattern determination process is terminated. That is, the MPU 51 determines the operation state of the operation button 20 three times as "OFF", "ON" and "OFF". When an operation pattern other than the above, such as "OFF" or "OFF", occurs, the first to third operation patterns All of the flags are set to OFF (see FIG. 30). If all of the turn flags are off, it is determined that the operation button 20 is in a non-operated state.
[0288] [Counter update process] Returning to the explanation of FIG. 27, in the counter update process (step S2003), 51 is a first stop pattern type counter, a performance pattern type counter, a fluctuation display counter, etc. Specifically, the MPU 51 updates the first stop symbol type counter and the effect type. The counter value is incremented by 1, and when the counter value reaches the maximum value, the counter is decremented. The first stop symbol type counter value updated here is cleared to 0. Determine the type of main symbol to be stopped first based on the variation pattern command received from For example, the first stop symbol type counter is used to loop between 0 and 99. The effect pattern type counter is a counter for counting the number of times the effect pattern type is received from the main control device 4. This is used to determine the type of effect (effect pattern) based on the pattern command. Example For example, the performance type counter is a loop counter that loops between 0 and 109. The PU 51 subtracts 1 from the variable display counter. The counter value of the fluctuation display counter is the remaining When the fluctuation display time becomes 0, it is set to 0. Therefore, the fluctuation display counter Based on the counter value, the remaining time for displaying the change, the fact that the change is in progress, the change of the symbol display section 341, The MPU 51 also has a character type counter. If the counter value reaches the maximum value, the counter value is The character type counter updated here is cleared to 0. Used to determine the character type. For example, the character type counter is 0 to 11. 4. The MPU 51 also has a character mode type counter. The counter value in the counter is incremented by 1, and when the counter value reaches the maximum value, the counter is decremented by 1. The character type counter updated here is the unit jackpot. It is used to determine the character type that indicates the number of draws. For example, The data type counter is a loop counter that loops between 0 and 119. 51 adds 1 to the counter value of the opening basic performance type counter, and When the value reaches the maximum value, the counter value is cleared to 0. The basic effect type counter determines the basic effect type at the opening of the big win game. For example, the opening basic effect type counter loops between 0 and 99. The MPU 51 is a loop counter for counting the number of images to be displayed. The counter value in the counter is incremented by 1, and when the counter value reaches the maximum value, the counter is decremented by 1. The value is cleared to 0. The opening rank suggestion effect type counter updated here is The number of unit jackpot lottery draws executed together with the basic performance at the opening of the jackpot game This is used to determine the rank suggestive image type that suggests the link. For example, The rank suggestion image type counter is a loop counter that loops between 0 and 104. In addition, the MPU 51 adds 1 to the counter value of the ending basic performance type counter, When the counter value reaches the maximum value, the counter value is cleared to 0. The ending basic performance type counter indicates the basic performance type at the end of the big win game. For example, the ending basic effect type counter is 0 to 109. The MPU 51 is a loop counter that loops between the ending rank and the When the counter value of the suggested image type counter is increased by 1 and reaches the maximum value, The counter value is cleared to 0. The ending rank suggestion type updated here The separate counter is a unit jackpot that is executed together with the basic performance at the end of the jackpot game. It is used to determine the type of rank suggestion image that suggests the rank of the number of lottery draws. For example, The ending rank suggestion image type counter is a loop counter that loops between 0 and 74. In addition, the MPU 51 adds 1 to the counter value in the opening / closing execution mode performance scenario type. When the counter value reaches the maximum value, the counter value is cleared to 0. The updated opening and closing execution mode performance scenario type is the performance in the opening and closing execution mode of the jackpot game. Used to determine the scenario type. For example, the opening / closing execution mode performance scenario type The counter is a loop counter that loops between 0 and 79. Add 1 to the counter value of the game character type counter, and the counter value will reach its maximum value. If it reaches this value, the counter value is cleared to 0. The character type counter is used to determine the character type in the round play of the jackpot game. For example, the round game character type counter is a rule that loops between 0 and 49. The MPU 51 is a round game rank suggestion image type counter. If the counter value reaches the maximum value, the counter value is The round play rank suggestion effect type counter updated here is cleared to 0. The number of unit jackpot lotteries executed together with the round game performance of the game is indicated. It is used to determine the type of rank suggestion image. For example, The image type counter is a loop counter that loops between 0 and 89.
[0289] [Command determination process] In the command determination process (step S2004), the command received from the main control device 4 is 31 shows the sub-timer of FIG. 20 is a flowchart showing an example of the procedure of the command determination process executed in step S2004 in the interrupt process. -Chart.
[0290] <Step S2301> As shown in FIG. 27, in step S2301, the MPU 51 receives a frame from the main control device 4. Here, if the MPU 51 receives a command (step If the answer is "Yes" in step S2301, the process proceeds to step S2302. If the command has not been received (step S2301: No), the command determination process The command received from the main control device 4 is stored in the RAM 512 as an unprocessed frame. The MPU 51 stores the unprocessed command in the unprocessed command storage area by referring to the unprocessed command storage area. It is determined whether a command has been received or not. The command is determined to have been received in step S2301 and is the target of processing. When the command is executed, it is deleted from the unprocessed command storage area and stored in, for example, the processing work storage area. can be.
[0291] <Step S2302> In step S2302, the MPU 51 determines whether the received command is a variation pattern command. Here, the MPU 51 determines whether or not a variation pattern command is issued (step If step S2302: Yes, the process proceeds to step S2303, and the command is If it is not a login command (step S2302: No), the process proceeds to step S2307. do.
[0292] <Step S2303> In step S2303, the MPU 51 receives the variable pattern frame from the main control device 4. Based on the pattern, the variation pattern (main pattern stop pattern combination and performance type (performance pattern Specifically, the MPU 51 determines the fluctuation pattern command and the The first stop symbol selection table (see FIG. 32(A)), the variation type table ( 32(B)) and the performance type table (see FIGS. 33(A) to 33(C)), and RA The variation pattern is determined based on the value of the performance type counter stored in M512. In addition, the MPU 51 determines whether the fluctuation pattern command contains information about the type of big win. In this case, the jackpot flag corresponding to the jackpot type is set to ON. sets the 5R normal jackpot flag to on if the jackpot type is a 5R normal jackpot If the jackpot type is a 5R probability jackpot, the 5R probability jackpot flag is set to ON. If the jackpot type is a 16R probability jackpot, the 16R probability jackpot flag is turned on. Set it up.
[0293] The main symbol combination consists of the first symbol, the second symbol, and the final symbol. The first stop symbol is the main symbol that is stopped and displayed first on the symbol display unit 341. The 2nd stop symbol is the main symbol that stops second, and the final stop symbol is the last symbol that stops. The effect type table shows the normal reach effect corresponding to the normal reach. The output pattern table (see Figure 33(A)), the Super Reach performance corresponding to the Super Reach The output pattern table (see Figure 33(B)), the special reach corresponding to the special reach The effect pattern table (see FIG. 33(C)) is included.
[0294] Here, FIG. 32(A) is a diagram showing an example of the first stop symbol selection table. As shown in A), in the first stop symbol selection table, the first stop symbol in the symbol display section 341 is The main symbol (first stop symbol) to be displayed is determined. is "1" to "9", and "333" is a jackpot (5R jackpot and 16R jackpot) The symbol combination "777" indicates a 16R jackpot. The symbol combination that indicates the win is a 5R normal, with the same number other than "333" and "777" A set of symbols indicating a jackpot, a 5R probability jackpot, or a 16R probability jackpot. It is assumed that the combination
[0295] If the lottery result is "5R normal jackpot", the first stop symbols will be "3" and "7". The first stop symbol is determined by a predetermined probability from the main symbols other than "3" and "7". In other words, if the lottery result is a "5R normal jackpot", it will be a 5R probability jackpot or a 16R probability jackpot. The symbol combination "333" or "777" indicates a jackpot (probable jackpot). will never be displayed as stopped.
[0296] In addition, if the lottery result is "5R probability jackpot", the allocation of "7" as the first stopping pattern is The first stop symbol is determined by a predetermined probability from the main symbols other than "7". If the result is a "5R jackpot," the number "777" indicates a 16R jackpot. The symbol combination will not stop and be displayed. On the other hand, if the lottery result is "5R probability jackpot" Even in this case, other than the "333" symbol combination that indicates a 5R probability jackpot The combination of the following symbols can be displayed. In other words, the result of the lottery is a "5R chance jackpot." Even in this case, the main symbol stops and displays the "333" symbol, which indicates a 5R regular jackpot. A combination of symbols other than the pattern combination may be displayed. In the case of a 5R jackpot, the first stop symbol is a main symbol other than "3" except for "7". When this is determined, MPU51 will clarify that it is a 5R probability jackpot in the jackpot game. The 5R special promotion effect will be executed.
[0297] Furthermore, if the lottery result is a "16-variable jackpot," all main symbols from "1" to "9" will be The first stop symbol is determined from the main symbols "1" to "9" with a predetermined probability. In other words, even if the lottery result is "16R probability jackpot", The symbol combinations other than "777" which indicates that the number is 1 are displayed as stop symbols. In other words, even if the lottery result is a "16R probability jackpot", the main pattern may stop. The display result is a combination of "777" which indicates a 5R special jackpot or a 5R regular jackpot. The winning combination may stop and be displayed. In the case of a "jackpot", if "7" is determined as the first stopping symbol, MPU51 In the winning game, a 16R promotion effect is executed to clearly indicate that it is a 16R probability jackpot. do.
[0298] Then, when the lottery result is a jackpot, the MPU 51 determines the first stop symbol, The second and final stop symbols are determined to be the same as the first stop symbol. As a result, the combination of symbols displayed on the active line of the symbol display unit 341 in the game is The decision is made.
[0299] On the other hand, if the lottery result is a "miss," there is a distribution for all main symbols from "1" to "9." The first stop symbol is determined from the main symbols "1" to "9" with a predetermined probability. When the lottery result is "miss", the MPU 51 determines the first stop symbol, and then determines the type of miss. The type of loss selected based on the table (Figure 7(D)) and the first stop symbol previously determined For example, if the miss type is a forward or backward miss reach, the second stop symbol is determined based on the , the second stop pattern is determined to be the same as the first stop pattern, and the final stop pattern is before the first stop pattern. In addition, if the type of miss is a reach other than a forward or backward miss, the second stop The pattern is determined to be the same as the first stop pattern, and the final stop pattern is the first stop pattern and the first stop pattern. The symbol is determined to be different from the symbol before and after the symbol. , the second stop pattern is determined to be a pattern different from the first stop pattern, and the final stop pattern is the first stop pattern. The combination of the main and secondary symbols is determined independently of the display. The control device 6 may determine only the first stop symbol, and the voice lamp control device 5 may determine only the first stop symbol. The display control device 6 may determine the first and second stop symbols, and the display control device 6 may determine the second and final stop symbols.
[0300] FIG. 32(B) is a diagram showing an example of a fluctuation type table. In this way, the fluctuation type table shows the fluctuation display time and fluctuation corresponding to the fluctuation pattern command. The type (performance pattern) is determined. For example, if the result of the lottery is a "normal jackpot" The fluctuation pattern command "A01" whose fluctuation pattern is "01" has the fluctuation display time "30s" and the variation type "normal reach performance pattern" are associated. The lottery result is "5R jackpot" and the fluctuation pattern is "02" The "B02" has a variable display time of "60s" and a variable type of "Super Reach Production Pattern". The lottery result is "16R probability jackpot" and the fluctuation pattern is " The fluctuation pattern command "C03" is "03" and the fluctuation display time is "90s" and the fluctuation type is "Special reach production pattern" is associated. Furthermore, if the lottery result is "miss" The fluctuation pattern command "D04" has a fluctuation pattern of "04". The interval "7s" and the variation type "non-reach performance pattern" are associated, and the lottery result is " The fluctuation pattern command "D05" is "miss" and the fluctuation pattern is "05". The display time is associated with "10s" and the variation type is associated with "non-reach performance pattern."
[0301] Furthermore, Fig. 33(A) to Fig. 33(C) are diagrams showing examples of effect pattern type tables. The effect pattern type table is set for each variation type (effect pattern). Specifically, FIG. 33(A) shows the final individual performance type in the variable game performance as a normal reach performance. Normal reach effect pattern type table is referred to when the ) is referred to when the final individual performance type in the variable game performance is a super reach performance. 33(C) is a table showing the super reach effect pattern in the variable game effect. Special reach effect that is referenced when the final individual effect type is a special reach effect. This is an output pattern table.
[0302] In this embodiment, an example is taken in which there are five types of performance types corresponding to each of the variation types. Although the explanation will be given below, there may be six or more types of effect types. The effect type table for when there is no reach is omitted.
[0303] In the normal reach performance pattern type table shown in FIG. 33(A), the lottery result (5R Depending on whether you win a regular jackpot, a 5R chance jackpot, a 16R chance jackpot, or a miss, "Performance pattern X1" to "Performance pattern X2" are the performance pattern types corresponding to the counter value of the performance type counter. "Performance pattern X5" is defined. And, MPU51 determines the variation type (performance pattern If it is determined that the pattern is a normal reach pattern, The type of performance pattern corresponding to the counter value of the data is changed to a normal reach performance pattern according to the lottery result. Select from the normal reach pattern type table. The effect patterns X1 to X3 are, for example, high-speed variable effects in which the main pattern fluctuates at high speed. After the end of the draw, the main symbol will be in a normal reach state. The final individual performance type is a normal reach performance.
[0304] In addition, in the super reach effect pattern table shown in FIG. 33(B), The effect pattern type corresponding to the counter value of the effect pattern type counter is set to "effect pattern The MPU 51 determines the variation type from "Y1" to "Y5". If it is determined that the (performance pattern) is a Super Reach performance pattern, The type of effect pattern corresponding to the counter value of the effect type counter is selected according to the lottery result. Here, select from the Super Reach effect pattern table. The effect patterns Y1 to Y3 included in the The Maru Reach effect is executed, and as the final individual effect type, it is more effective than the Normal Reach effect. A super reach effect with a high probability of winning and a longer performance time than a normal reach effect. The Super Reach performance pattern table is the same as the Normal Reach. A super that develops into a super reach effect after the high-speed fluctuation effect ends without going through a chi effect. It may also include a per reach effect pattern effect.
[0305] Furthermore, in the special reach performance pattern table shown in Figure 33(C), In response, the effect pattern type corresponding to the counter value of the effect pattern type counter is set to " Pattern Z1 to performance pattern Z5 are defined. If the type (presentation pattern) is determined to be a special reach presentation pattern, The performance pattern type corresponding to the counter value of the pattern type counter is selected according to the lottery result. Select from the special reach pattern table. The effect patterns Z1 to Z3 included in the table are, for example, the end of a high-speed fluctuation effect. After the normal reach effect and super reach effect are executed, and the final individual effect type Apart from that, the chance of winning is higher than the normal reach effect or the super reach effect, This is a performance that develops into a special reach performance that takes longer to execute than the lure reach performance. Oh, the special reach performance pattern table is normal reach performance and super reach The end of the high-speed fluctuation effect or the normal reach effect without going through at least one of the effects. Even if it includes a special reach performance pattern that develops into a special reach performance later on good.
[0306] The MPU 51 stores the change pattern command, the change type table, and the performance type table. And the stop pattern combination of the main pattern determined based on the performance type counter, and the variation type A display variation pattern command indicating (the type of effect pattern) is set in RAM 512.
[0307] <Step S2304> Returning to the explanation of FIG. 31, in step S2304, the MPU 51 performs a payout calculation indicating the payout performance. Execute a ball performance suggestion image display process to display a ball performance suggestion image on the sub-image display unit 38 In the ball performance suggestion image display process, when certain conditions are met, the ball performance suggestion image is selected according to the game setting value. The character to be displayed is selected according to the number of unit jackpot lottery draws. The ball output performance suggestion process is described in detail later with reference to FIG. do.
[0308] <Step S2305> In step S2305, the MPU 51 executes the variable display time command corresponding to the variable pattern command. The time for displaying the fluctuation is set to the fluctuation display counter. The fluctuation display counter is determined based on the counter update information of FIG. In the new process (step S2003), the counter is decremented by one, and the MPU 51 calculates the value based on the fluctuation display counter. Based on this, it is possible to determine whether the pattern is being displayed or not, the remaining time of the display, etc. For example, when the variation display counter reaches 0, the MPU51 It can be judged as finished.
[0309] <Step S2306> In step S2306, the MPU 51 determines whether the main symbol is stopped in the symbol display section 341. To identify the combination, variation type (presentation pattern type) and the contents of the ball output performance suggestion image The display variation pattern command is output to the display control device 6, and the command determination process is terminated. The display variation pattern command is to change the main symbol stopping pattern determined in step S2303. Information to identify combinations, variation types (performance pattern types) and ball performance suggestion images On the other hand, the ROM 611 of the display control device 6 stores the display variation pattern commands corresponding to the respective display variation pattern commands. The display control device stores a variable image of the main pattern corresponding to the selected symbol and a performance image. In 6, the MPU 61 determines the combination of the main symbols that correspond to the display variation pattern command. and performs a variation display and a performance display in the pattern display unit 341 according to the variation type and the performance type. To carry out.
[0310] Specifically, in the symbol display unit 341, the MPU 61 of the display control device 6 is set in advance. A plurality of main patterns (for example, three) are displayed in a variable display time. The display of multiple main symbols will stop in order. During the main symbol change display, the display change pattern Various effects corresponding to the content of the variation type (effect pattern type) specified by the command is executed by the pattern display unit 341, the speaker 26, the illumination unit 27, etc. In the section 38, an image suggesting ball output performance is displayed when a specific condition is met.
[0311] <Step S2307> In step S2307, the MPU 51 determines whether the received command is a jackpot game start command. The jackpot game start command is used to determine whether or not the jackpot game is started. As described above, the MPU 41 of the main control device 4 starts the jackpot game. This is set when the big win game execution flag is set to ON. If the received command is a jackpot game start command (step S2307: Yes ), the process proceeds to step S2308, and the received command is a jackpot game start command. If not (step S2307: No), the process proceeds to step S2310.
[0312] <Step S2308> When the jackpot game start command is received, the MPU 51 executes the jackpot game performance determination process. (Step S2308). This is a process for determining the effects to be executed by the symbol display unit 341 etc. when the game state is entered. The details of the big win game effect determination process will be described later with reference to FIG.
[0313] <Step S2309> In step S2309, the MPU 51 sets the big win game effect start flag to ON. The big win game performance start flag starts the big win game performance (opening performance). This flag indicates that the opening effect will start in the big win game effect processing shown in FIG. 51, which will be described later. This is referred to when determining whether or not to execute processing (step S2601).
[0314] <Step S2310> In step S2310, the MPU 51 determines whether the received command is a round game start command. The round game start command is used to determine whether the opening and closing operation is performed in the jackpot game. In the round mode, the start of each round game and the number of rounds of the round game are determined. This is a command indicating whether the jackpot is reached or not, and is used in the jackpot game control process in the main process of FIG. Here, the MPU 51 determines whether the received command is a round game start command. If there is (step S2310: Yes), the process proceeds to step S2311. If the command is not a round game start command (step S2310: No), Then, proceed to step S2313.
[0315] <Steps S2311 and S2312> In step S2311, the MPU 51 sets the round game effect start flag to ON. The round game effect start flag is set in the big win game effect process shown in FIG. 51, which will be described later. This is referred to when determining whether or not to execute the round game effect start process (step S26 04). Then, the MPU 51 receives the round game start command. Based on the round number information indicating which round it is, the round number of the round game to be started is The number of rounds is stored in RAM 512 as round number information (step S2312).
[0316] <Step S2313> In step S2313, the MPU 51 determines whether the received command is an ending start command. The ending start command is used to determine whether the ending is a jackpot game. This is a command indicating that the game will start, and is used for controlling the big win game in the main processing of FIG. Here, the MPU 51 determines whether the received command is the ending start command. If it is a command (step S2313: Yes), the process proceeds to step S2314. If the received command is not an ending start command (step S2312: N o), the process proceeds to step S2315. <Step S2314> In step S2314, the MPU 51 sets the ending start effect flag to ON. The ending effect start flag is set in the big win game effect process shown in FIG. 51, which will be described later. This is referred to when determining whether or not to execute the landing effect processing (step S2609 ).
[0317] <Step S2315> In step S2315, the MPU 51 determines whether the received command is a jackpot game end command. The jackpot game end command is used to end the jackpot game. This is a command that is set in the jackpot game control process in the main process of FIG. Here, if the received command is a jackpot game end command (a jackpot game end command), the MPU 51 Step S2315: Yes), the process proceeds to step S2316, and the received command If it is not a jackpot game end command (step S2315: No), the process is returned to step S Transition to 2317.
[0318] <Step S2316> In step S2316, the MPU 51 sets the big win game effect end flag to ON. The big win game performance end flag ends the big win game performance (ending performance). This is a flag, and in the big win game performance process of FIG. 51 described later, This is referred to when determining whether or not to execute the ending performance end process (step S 2612).
[0319] <Step S2317> In step S2317, the MPU 51 determines whether the received command is a game setting value change command. The game setting value change command determines whether the game setting value has been changed, and and the changed game setting value to the voice lamp control device 5. This is set in step S1710 of the setting value change process. If the received command is a game setting value change command (step S2317: Yes), The process proceeds to step S2318, and if the received command is not a game setting value change command, If so (step S2317: No), the process proceeds to step S2319.
[0320] <Step S2318> In step S2318, the MPU 51 calculates the game setting value stored in the RAM 512. The game setting value is changed to the changed game setting value included in the game setting value change command and stored. The game setting value stored in M512 is the status in the ball output performance suggestion image display process of FIG. 34 described later. The character type is read by step S2404 and is used to select the character type that indicates the game setting value. I feel illuminated.
[0321] <Step S2319> In step S2319, the MPU 51 determines whether the received command is a unit jackpot lottery number update command. The unit jackpot lottery count update command is executed in the normal game state. A certain number of miners in the low probability mode (not the high frequency support mode) When a winning ball (for example, a minus 250 ball) enters the first winning slot 314, The number of times the pattern change display of the 7-segment display 372 of the main display unit 37 has been executed (large This is a command to notify the voice and lamp control device 5 of the number of times the winning lottery has been won. The specific performance information is updated in step S1805 of the specific performance information update process. If the received command is a unit jackpot lottery count update command (step S23 19: Yes), the process proceeds to step S2320, and the received command is a unit jackpot. If it is not a lottery count update command (step S2319: No), the process returns to step S23 Moving to 21.
[0322] <Step S2320> In step S2320, the MPU 51 calculates the unit jackpot stored in the RAM 512. Update the number of lotteries to the number of unit jackpot lotteries included in the unit jackpot lottery number update command. The number of lottery draws per unit jackpot stored in the RAM 512 is determined based on the ball output performance shown in FIG. 34, which will be described later. The rank of the number of lottery draws per unit of the jackpot, which is read out in step S2407 in the suggestion image display processing. This is referred to in order to select the type of character appearance that suggests the character.
[0323] <Step S2321> In step S2321, the MPU 51 receives other commands from the main control device 4. After executing the process based on the command, the command determination process is terminated.
[0324] [Ball performance suggestion image display processing] The ball output performance suggestion image display process executed in step S2304 of the command determination process of FIG. In theory, when certain conditions are met, a game setting value suggestion character is selected according to the game setting value. The character is selected according to the number of unit jackpot draws and used as a ball performance suggestion image. In this embodiment, the ball output performance display image is displayed in the variable game mode. The specific condition for this to be displayed is a predetermined number of times (for example, 1000 times) of winning lotteries (variable The specific condition may be other conditions, and In this embodiment, the game setting value and the unit jackpot lottery Depending on the number of times, an image suggesting the ball output performance is displayed, but one or both of these performance information Instead, based on other performance information (base information, continuous feature ratio information, feature ratio information, etc.) The ball output performance suggestion image may be displayed. 34 is a flowchart showing an example of the procedure for image display processing. An example of the procedure for the suggestion image display process will be described.
[0325] <Steps S2401 and S2402> As shown in FIG. 34, the MPU 51 sets the value to 1000 in step S2403, which will be described later. The value of the jackpot lottery counter is decremented by 1 (step S2401), and the jackpot lottery counter after decrement is It is determined whether the value of the selection counter is 0 (step S2402). In S2402, it is determined whether the number of jackpot draws has reached 1000. 1 if the value of the jackpot lottery counter after subtraction is 0 (step S2402: Yes) If the value of the jackpot lottery counter after subtraction is not 0, the process proceeds to step S2403. If so (step S2402: No), the process proceeds to step S2411.
[0326] <Steps S2403 to S2405> If the value of the jackpot lottery counter after subtraction is 0 (step S2402: Yes), M The PU51 sets the value of the jackpot lottery counter to 1000. Then, the MPU51 The game setting value stored in the RAM 512 is acquired (step S2404). A character type is selected according to the set value (step S2405). In the variable play state where the lottery results are announced, the number of jackpot draws (variable play count) is 1 000 times is a specific condition, and an image suggesting the ball performance will be displayed. The specific conditions under which the ball performance suggestion image is displayed during play are the number of jackpot draws (variable play) The number of times is not limited to reaching 1000, but may be other conditions. For example, The number of lottery draws (variable game play count) reaches a specified number other than 1,000, and the number of jackpots Reaching a predetermined number of times, or failing to win a predetermined number of times in a row in the jackpot lottery, Setting specific conditions for the execution of specific effects as variable game effects, and suggesting ball output performance It is also conceivable that a lottery is held to determine whether or not an image is to be displayed, and the winner of the lottery is selected.
[0327] Here, FIG. 35 is a diagram showing an example of a game setting value suggestion character type that suggests a game setting value. FIG. 36 shows the game setting value suggestion character for selecting the game setting value suggestion character. FIG. 10 is a diagram illustrating an example of a selection table.
[0328] As shown in FIG. 35, the game setting value suggestion character type is a male character (hereinafter "Sam"), female character A (hereinafter "Marin"), female character B (hereinafter "Warin") ), female character C (hereinafter referred to as "Urin"), marine life character A (hereinafter referred to as "Dugong") and marine life character B (hereinafter referred to as "shark"). "Sam" has a game setting value of 4. "Marine" is a character that suggests that the game setting value is 3. "Warin" is a character that suggests that the game setting value is 2. "Ulin" is a character that indicates that the game setting value is 1. "Dugong" is This character indicates that the game setting is an even number (2 or 4). This character indicates that the setting value is an odd number (1 or 3). This is also clear from the game setting value suggestion character selection table shown in Figure 36.
[0329] Specifically, as shown in FIG. 36, in the game setting value suggestion character selection table, When the setting value is 4, "Sam" is most likely to be selected, followed by "Dugong." Other characters are less likely to be selected than these characters. "Marine" is the most likely to be selected, followed by "Shark." When the game setting value is 2, "Warin" is the most selected character. The most popular character is "Dugong", followed by "Dugong". When the game setting value is 1, "Urin" is most likely to be selected, followed by "Shark". " is likely to be selected, and other characters are less likely to be selected compared to these characters.
[0330] In this way, "Sam" is likely to be selected when the game setting value is 4, This character suggests that "Marine" is selected when the game setting value is 3. It is a character that suggests that the game setting value is 3, and "Warin" is a character that suggests that the game setting value is 3. It is likely to be selected when the setting value is 2, and is a character that suggests that the game setting value is 2. "Urin" is likely to be selected when the game setting value is 1, and The character "Dugong" is a character that suggests that the game setting value is 2 or 4. In this case, the game setting value is more likely to be selected than when it is 1 or 3, and when it is 2 or 4 (even The "Shark" is a character that suggests that the game setting value is 1. When the game setting value is 1 or 3, it is more likely to be selected than when the game setting value is 2 or 4. is a character that suggests that it is 3 (an odd number).
[0331] <Step S2406> Returning to the explanation of FIG. 34, the MPU 51 determines whether the selected game setting value suggestion character is "Jugo It is determined whether the selected game is "Shark" or "Pet" (step S2406). Determine whether the skill setting value suggestion character is a male character or a female character A to C If the game setting value suggestion character is a "dugong" or a "shark" (step S2 406: Yes), the process proceeds to step S2409, and the game setting value suggestion character is " If it is not "Dugong" or "Shark" (step S2406: No), the process returns to step S2 Move to 407.
[0332] <Steps S2407 and S2408> If the game setting value suggestion character is not a "dugong" or a "shark" (step S240 6: No), the MPU 51 acquires the number of unit jackpot lotteries stored in the RAM 512. (Step S2407) The game setting value is displayed according to the number of times (rank) of the unit jackpot lottery. The mode type of the suggestive character is selected (step S2408). When the character is other than "Dugong" or "Shark", the mode of the game setting value suggestion character The number of times (rank) a unit jackpot will be drawn is indicated by the character Even when the game setting value is "Dugong" or "Shark", depending on the state of the game setting value suggestion character, The number of lottery draws per unit jackpot (rank) may also be suggested.
[0333] Here, FIG. 37 and FIG. 38 are characters for selecting the mode of the game setting value suggestion character. 1 is a diagram showing an example of a character mode selection table. In this embodiment, the number of lottery draws per unit jackpot is 25. If the number of unit jackpot draws is 20 or more but less than 25, the rank is "Rank S". "Rank A", if the number of unit jackpot draws is 15 or more but less than 20, "Rank B", If the number of jackpot draws is 10 or more but less than 15, it will be "Rank C" or a unit jackpot draw. If the number of times is less than 10, it will be classified as "Rank D", and characters will be assigned to each rank. A mode selection table is defined.
[0334] In addition, in each character mode selection table, a character is selected for each game setting value suggestion character. The data type is specified, and the type of character that suggests the rank is determined by the game setting value suggestion character type. For example, in the case of "Sam," the rank of the number of lottery draws per unit is indicated by the body shape. Specifically, he is "Rank S" because he has a super muscular body, and The shape (see Figure 35) is "Rank A", and the slim muscular body is " Being "Rank B" and being skinny means being "Rank B" and being skinny ( 39(A)) indicates that it is "Rank C."
[0335] In the case of "Marine", the costume suggests the rank of the unit jackpot lottery number of times. Physically, the costume is a kimono, so it is "Rank S", and the costume is Santa, so "Rank A"; "Rank B" because the costume is a happi coat; The fact that she is wearing a kini (see Figure 35) means that she is "Rank B" and that her costume is a tank top. These indicate that the item is "Rank C."
[0336] In addition, in the case of "Warin" and "Urin", the unit jackpot will be decided by the posture or pose. In the case of "Waring," a wink, a whistle, and a triangular sitting position (see Figure 35) are used. This suggests that the rankings are higher for the upright posture and the hunched posture, in that order. In this order: V sign, fist pump, OK sign (see Figure 35), good sign, and bye-bye. It indicates a high rank.
[0337] As shown in FIG. 37(A), when the number of unit jackpot draws is "Rank S" (unit jackpot draw In the case of "Sam" (number of times over 25), the super-muscular body type is the most likely to be selected, while the other It is difficult to choose a body type, and in "Marine" the kimono costume is the most popular choice, while other costumes are also popular. In "Warin," the wink is the most popular choice, while other postures and poses are also popular. In "Ulin", the V sign is the most popular pose, while other poses are difficult to select. In other words, in "Sam" he has a super muscular body, and in "Marine" he wears a kimono. So, "Waring" is a wink, and "Urin" is a V sign. This indicates that the number of jackpot draws per unit is "Rank S."
[0338] As shown in FIG. 37(B), when the number of unit jackpot draws is "Rank A" (unit jackpot draw In the case of "Sam" (number of times between 20 and 25), the most likely choice is a muscular body type. On the other hand, it is difficult to choose other body types, and for "Marine" the Santa costume is the most popular choice, while for other The costumes for "Waring" are hard to choose, and the finger whistle is the most popular choice, while other postures and poses are hard to choose. In "Urin", the fist pump is the most popular choice, while other poses are the least popular. In other words, "Sam" has a muscular build, while "Marine" has a saggy costume. "Waring" is a whistling pose, and "Uling" is a gakko pose. The two-pose sign indicates that the number of jackpot draws is "Rank A." .
[0339] As shown in Figure 37(C), if the number of unit jackpot draws is "Rank B" (unit jackpot draw In the case of "Sam" (number of times between 15 and 20), the slim and muscular body type is the most likely to be selected. On the other hand, it is difficult to choose other body types, and for "Marine" the happi costume is the most popular choice. Other costumes are difficult to choose, and in "Waring" the sitting position is the most popular choice, while other postures and It is difficult to select a pose, and in "Ulin" the OK sign is the most likely to be selected, while other poses In other words, "Sam" is a slim and muscular body type, and "Marine" is a clothing The costume is a happi coat, the sitting position is a triangle in "Warin", and the O in "Urin". By making the K sign, the number of jackpot draws per unit is "Rank B". Suggest.
[0340] As shown in FIG. 38(A), when the number of unit jackpot draws is "Rank C" (unit jackpot draws In the case of "Sam" (number of times between 10 and 15), the skinny body type is the most likely to be selected. Other body types are difficult to choose, and in "Marine" bikini costumes are the most popular choice, while other costumes are In "Warin", the upright posture is the most popular, while other postures and poses are also difficult to choose. In "Ulin", the good sign is the most likely to be chosen, while other poses are the most likely to be chosen. In other words, in "Sam" she has a skinny build, and in "Marine" she wears a bikini. "Waling" is standing upright, and "Uling" is giving a good sign. This indicates that the number of jackpot draws per unit is "Rank C."
[0341] As shown in FIG. 38(B), when the number of unit jackpot draws is "Rank D" (unit jackpot draw In the case of "Sam" (less than 10 times), the skinny body type is the most likely to be selected, while the other body types are the most likely to be selected. The shape is difficult to choose, and in "Marine" the tank top costume is the most popular choice, while other costumes are In "Warin", the prone posture is the most popular, while other postures and poses are also popular. In "Urin", "bye-bye" is the most popular pose, while other poses are not. In other words, in "Sam" she is skinny, and in "Marine" she wears tank tops. Being the top, in "Waling" you have a bowed posture, and in "Uling" you have a baiba posture. The pose of I indicates that the number of draws per unit is "Rank D". do.
[0342] <Steps S2409 and S2410> Returning to the explanation of FIG. 34, the MPU 51 displays the ball payout performance suggestion image on the sub-image display section 38. Specifically, the game setting value selected in step S2405 is If the suggested character is other than "Dugong" or "Shark" (step S2406: No.), the game setting value suggestion character selected in step S2405 as the ball output performance suggestion image The selected object is displayed on the sub-image display unit 38 in the selected format in step S2408. On the other hand, if the game setting value suggestion character selected in step S2405 is "Dugong" or " If the image is a "shark" (step S2406: Yes), the ball performance suggestion image shown in FIG. The "Dugong" or "Shark" is displayed on the sub-image display unit 38 in the manner shown in FIG. The PU51 displays a suggestion image indicating that the ball output performance suggestion image is displayed on the sub-image display section 38. The image display flag is set to ON (step S2410), and the ball output performance suggestion image display process is performed. Exit.
[0343] Here, Figure 39 is a diagram showing an example of a ball output performance suggestion image in variable play. In the ball performance suggestion image shown in the image, a skinny "Sam" is displayed, and the game setting value is 4 indicates that the number of lottery draws per unit is "Rank D". In the ball output performance suggestion image shown in B), "Urin" is displayed in the OK sign pose, It is suggested that the game setting value is 1 and the number of unit jackpot draws is "Rank C."
[0344] In this embodiment, a ball output performance suggestion image that suggests ball output performance in variable play may be displayed. By doing so, the player can confirm the ball output performance suggestion image displayed on the sub image display section 38. The player can concentrate on playing the game, and the ball payout rate displayed on the sub image display section 38 can be You can enjoy guessing the ball performance by the suggestive image. It will be improved.
[0345] In this embodiment, the ball output performance suggestion image includes the game setting value and the number of unit jackpot lotteries. Here, the game setting value is displayed as a hint that the lottery result in the jackpot lottery is likely to be large. It defines the probability of winning (jackpot probability). By evaluating ball-out performance based on this, the ball-out performance of the gaming machine will be evaluated based on an index that more appropriately reflects the performance of the gaming machine. It is possible to suggest the ball output performance based on the number of balls. Until the number of balls reaches a negative number (for example, a negative number of 250 balls) or the number of balls fired (out The number of balls (number of balls) reaches a specific number, and the game ball enters the first winning slot 314 as a trigger. In other words, the number of times a unit jackpot is drawn is the number of times a row is determined. It is an indicator of how likely it is to win a jackpot in the game (in the time-saving mode and not in the time-saving mode), It affects the number of balls required to win the lottery (the difference in balls in normal play). Therefore, the ball output performance is calculated based on multiple performance information including the number of unit jackpot draws. By evaluating the balls, it is possible to evaluate the balls in the normal game state. It becomes possible to suggest ball-out performance based on an index that more appropriately reflects the ball-out performance.
[0346] Instead of one or both of the game setting value and the number of unit jackpot draws, base, consecutive role The ball output performance may be suggested based on the ratio of items or the ratio of special items.
[0347] Here, the base is the normal gaming state (low probability mode with high frequency support) as described above. The payout rate (ball payout rate) in the normal game mode (not in the normal mode) is The total number of balls paid out from the "General Winning Port Payout Number" and the "First Winning Port Payout Number" in relation to the "Outlet Number of Balls" Therefore, by suggesting the ball output performance based on the base, The number of balls required to win the lottery (in normal game mode) Therefore, the ball output performance is evaluated based on multiple performance information including the base. By evaluating the ball-out performance of the gaming machine 10, the ball-out performance is evaluated based on an index that more appropriately reflects the ball-out performance of the gaming machine 10. It becomes possible to suggest the following.
[0348] In addition, the ratio of consecutive prizes is the ratio of all winning slots with prize balls paid out as mentioned above (general winning slots 313, first winning slot 314, second winning slot 315 and variable winning slot 316) It is the ratio of the number of balls paid out from the variable winning slot to the number of balls paid out. In other words, the ratio of consecutive winning slots is The frequency with which the lottery result in the jackpot lottery is a jackpot (the proportion of players in the jackpot game state), and This is an index showing the ease of winning into the variable winning slot 316 (the payout rate in a jackpot game state). Therefore, by evaluating the ball output performance based on multiple performance information including the ratio of consecutive roles, Since the ball output performance during the jackpot game state is reflected, it is possible to more appropriately indicate the ball output performance. It becomes possible.
[0349] In addition, the ratio of the prize balls paid out is calculated based on the ratio of all winning slots (general winning slots 31 3. Total payouts for winnings at the first winning slot 314, the second winning slot 315, and the variable winning slot 316 The ratio of the total number of payout balls from the second winning slot and the variable winning slot to the total number of payout balls In other words, the ratio of winning combinations is the frequency with which the lottery result becomes a jackpot (the number of winning combinations). The proportion of stays in the time-saving game mode (low probability mode and high frequency support mode) and the proportion of stays in the time-saving game mode (low probability mode and high frequency support mode) The winning ratio, and the ease of winning the variable winning slot 316 and the second winning slot 315 (jackpot game state) Therefore, it is based on multiple performance information including the ratio of By evaluating the ball output performance, the ball output performance in the jackpot game state and the time-saving game state is reflected. This makes it possible to more appropriately indicate ball-out performance.
[0350] In addition, the aforementioned ball output performance (game setting value, unit jackpot lottery number, base, consecutive role ratio In addition to or instead of one of these ball output performances, the ball output period Here, the expected value of balls to be paid out may be, for example, a certain number of game balls (for example, The expected number of balls released (total number of balls released) is calculated as follows: The expected payout value is the ratio of the number of balls (number of payout balls). The expected payout value is the total number of balls fired (total number of out balls). If the number of balls paid out is equal to the expected number of balls paid out, it is 100%. If the number of payout balls (number of payout balls) is greater than 100%, the expected number of payout balls (number of payout balls) is greater than 100%. If the number of balls is less than 100%, the expected value of the balls will be less than 100%. It is advantageous for the player when the value is high, and the higher the value, the better the ball output performance. If it is below 100%, it is disadvantageous to the player, and the lower the number, the lower the ball-out performance.
[0351] In addition, the expected number of balls (number of payout balls) is the normal game state (low probability mode and non-high frequency mode). High-frequency support mode), time-saving game state (low probability mode and high-frequency support mode), high-frequency game state The theoretical ratio of the skill state (high probability mode and high frequency support mode) and the jackpot game state, It can be calculated from the theoretical number of balls in each game state. Here, the theoretical ratio of each game state is For example, the game setting value (the probability of winning in the low probability mode and the high probability mode (FIG. 7(A) and FIG. 7(B)), the distribution rate of the jackpot type (see Figure 7(C)), the number of jackpot draws per unit, It is calculated based on the ratio of payout balls to payout balls. The number of times the jackpot is drawn is calculated based on, for example, the number of times the jackpot is drawn, the base number, etc. Other than (time-saving game state, probability game state and jackpot game state) the expected number of balls (payout game The number of skill balls) is, for example, the theoretical average number of consecutive wins for the first win, the distribution rate of the jackpot type (Figure 7 (C )), calculated based on the theoretical difference in the number of balls for each type of jackpot, the ratio of consecutive winning combinations, the ratio of winning combinations, etc. will be done.
[0352] The expected value of balls to be dispensed may be evaluated as a fulfillment rate relative to a borderline. The borderline is the unit amount (for example, 1,000 yen) to make the expected value of the balls 100%. The number of jackpot draws required for a winning ball loan is the borderline. The calculation is performed assuming that the lottery result in the jackpot lottery will be a jackpot according to the lottery probability. In other words, the borderline is the difference between the balls when you win the jackpot according to the theoretical probability. The number of jackpot draws per unit amount (for example, 1,000 yen). There are various methods proposed for calculating this, but for example, the borderline is the number of balls lent for 1,000 yen. It can be calculated as / (average number of balls in a jackpot game / total probability). Here, 1000 The number of balls lent per yen is generally 250. Also, the average number of balls paid out in a jackpot game is The number of rounds of play that will be won in one game if they are distributed according to the theoretical value. The total probability is calculated in the high probability mode and the low probability mode according to the theoretical value. The average probability of winning the jackpot when the lottery is divided into two categories. The fulfillment rate is calculated as the ratio between the number of lottery draws per unit and the borderline. If the fulfillment rate of the client line exceeds 100%, the higher the value, the more advantageous it is for the player. If it is less than 100%, the smaller the value, the more disadvantageous it is to the player. If the number of draws is 18 and the borderline is 20, The fulfillment rate is 90%, which is disadvantageous to players.
[0353] In this way, the ball output performance is evaluated based on the expected value of the ball output (including the borderline) Since the ball-discharging performance can be evaluated taking into consideration the state of the nails and the surface properties of the game board 31, the ball-discharging performance can be further improved. This makes it possible to provide more appropriate suggestions.
[0354] In addition, when suggesting three or more of the multiple ball output performances, indicators with different properties are used. It is preferable to combine them to suggest the ball output performance. For example, Fixed value and the number of unit jackpot draws for each winning slot 313 to 316 (or base, consecutive Ratio, ratio of features), the probability of winning and the expected value of balls for each winning slot 313 to 316, It is preferable to suggest the ball output performance by combining the above. The character suggests the game setting value, and the character's behavior simply indicates the number of jackpot draws, etc. When suggesting the above, the expected value of balls to be dispensed is also suggested depending on the state of the character. In other words, when suggesting a ball output performance of 3 or more, it is preferable to use multiple characters etc. Rather than suggesting a payout performance of 3 or more, one character (suggested target) It is preferable to suggest the ball-out performance of the machine.
[0355] <Step S2411> Returning to the explanation of FIG. 34, if the value of the big win lottery counter is not 0 (step S2402 : No), the MPU 51 sets the suggestive image display flag to ON in step S2410. The MPU 51 determines whether the suggested If the image display flag is set to ON (step S2411: Yes), the process The process proceeds to step S2412, and if the suggestive image display flag is set to OFF (step S2412), the process proceeds to step S2413. Step S2411: No), and the ball output performance suggestion image display process is terminated.
[0356] <Steps S2412 and S2413> If the suggestion image display flag is set to ON (step S2411: Yes), The MPU 51 hides the ball output performance suggestion image displayed on the sub image display unit 38, and (step S2412), and the suggestion image display flag is set to OFF (step S2413). ), and the ball output performance suggestion image display process is terminated.
[0357] In this embodiment, when a variation pattern command is received, the ball output performance indicator In the suggestion image display process, the start of the variable game every time the number of variable games reaches 1000 times The ball output performance suggestion image is displayed on the sub image display section 38, and when the next variable game starts, In other words, the sub-image display unit 38 is configured to display the ball payout performance suggestion image in the case of the ball payout performance suggestion image. It is used as an image display unit to display images suggesting ball performance. In the section 341, a variable game effect is executed to notify the result of the jackpot lottery. , the ball output performance suggestion image is displayed on the sub image display unit 38, so that the player can predict the ball output performance. The suggestive image is a production that suggests the expectation that the lottery result in the jackpot lottery will be a jackpot. This prevents people from mistaking it for a different product.
[0358] In addition, in this embodiment, when the number of variable games reaches 1000, at least the From the start to the end of the variable game, the ball output performance suggestion image is continuously displayed on the sub image display section 38. However, it is not necessarily displayed continuously from the start to the end of the variable game. For example, there are super reach patterns and special reach patterns. When a reach pattern is selected, the variation starts and develops into a normal reach pattern. While the basic performance (non-reach performance) is being executed (from the start of the fluctuation to the end of the basic performance) Between the start of the fluctuation and the development of the Super Reach performance (between the start of the fluctuation and the normal The ball output performance suggestion image is displayed on the sub-image display section 38 only during the period from the start of the game to the end of the lure-reach performance. In this case, the Super Reach effect or the Special Reach effect is being executed. During this time, the sub-image display unit 38 executes a variable game performance together with the symbol display unit 341. In addition, sub-images can be displayed during the execution of super reach effects and special reach effects. When a variable game performance is executed in the unit 38, the variable game performance is displayed as an upper layer of the ball output performance suggestion image. The image may be displayed, or the ball performance suggestion image may be hidden and the image of the variable game performance may be displayed. In addition, the ball output performance suggestion image may be displayed in the sub-image display section 38. In the game, the sub-image display unit 38 displays a performance pattern in which a highly anticipated performance is executed. When selected, the display of the ball output performance suggestion image in the sub-image display section 38 is changed to that of the variable game. It may be carried over to the next or subsequent variable game and executed.
[0359] [Jackpot game effect determination process] The big win game effect determination process executed in step S2308 of the command determination process of FIG. In theory, the opening and closing effects, The row mode effect is determined. Here, FIG. 40 shows an example of the procedure for determining the big win game effect. 1 is a flowchart showing the steps of
[0360] <Step S2501> As shown in FIG. 40, in step S2501, the MPU 51 starts a jackpot game. The opening effect that will be executed between the time the opening / closing execution mode is started and the time the opening / closing execution mode is started is determined. In the opening effect determination process, the jackpot game is started. Along with the basic opening performance indicating that the game is about to begin, the ranking of the number of jackpot draws is also indicated. A rank suggestive image corresponding to the image may be determined.
[0361] The opening basic performance is a selection table of opening basic performances defined for each game setting value. Based on the bull, it is determined according to the value of the opening (OP) basic performance type counter. In the opening basic performance, the same as when displaying the ball performance suggestion image in the variable game performance Similarly, a game setting value suggestion character may be displayed. And the game setting value suggested by each game setting value suggestion character is the game setting value in the variable game performance However, in this embodiment, the game setting value suggestion character type and "Dugong" indicates that the game setting value is an even number, and "Dugong" indicates that the game setting value is an odd number. The game setting value suggestion character type is not included, and the game setting value suggestion character type is not included. "Sam" suggests a value of 4, and "Marine" suggests a game setting value of 3. , "Warin" which indicates that the game setting value is 2 and "Warin" which indicates that the game setting value is 1 There are four types of "Ulin".
[0362] Here, FIG. 41 shows the basic opening effect selection process referenced in the opening effect determination process. FIG. 10 is a diagram illustrating an example of a table.
[0363] As shown in FIG. 41, in the opening basic effect selection table, As such, "no suggestion" is most likely to be selected regardless of whether the game setting value is 1 to 4. Here, "No suggestion" is the opening basic effect, and there are four types of suggestion of game setting values. A different effect from the effect in which the game setting value suggestion character is displayed (the game setting value suggestion character This means that the unit jackpot will be displayed in a variable game mode. The number of draws reaches 1000, and the ball performance suggestion effect is executed under certain conditions. However, in the opening of the jackpot game, the lottery is based on the opening basic performance selection table. If you win, the ball performance suggestion effect will be executed. In the basic performance selection table, "No suggestion" is set as the most likely option, This prevents the player from easily recognizing the game setting value during a winning game. Therefore, if the game setting value is a low setting value that is disadvantageous to the player, the player may play another game machine 1 in a short time. It is possible to prevent the game setting value from moving to 0. The more likely you are to choose "No suggestion" (the higher the probability of winning the jackpot), the more likely you are to choose "No suggestion." The higher the skill setting value, the less likely it is that the game setting value suggestion character will be displayed. This makes it difficult for the player to recognize that the game setting value is a high setting value, and This makes it possible to progress through the game while maintaining the sense of anticipation of winning.
[0364] In addition, as for the opening basic performance selection table, there is no allocation of "no suggestion". By using this cable, the performance information display image will always be displayed during the opening performance. It is also possible to use a table with the same probability of selecting "No suggestion" for each game setting value. You may do so.
[0365] In addition, when the game setting value is 4, "Sam" is likely to be selected next to "No suggestion", and "Sam" is likely to be selected. Other characters are less likely to be selected than "Mu", and when the game setting value is 3, it is "No suggestion". Next, "Marine" is the most likely to be selected, and other characters are less likely to be selected compared to "Marine". When the game setting value is 2, "Warin" is likely to be selected next to "No suggestion", and "Warin" Other characters are less likely to be selected than the other characters. When the game setting value is 1, it is the second most likely to be selected after "No suggestion". In this case, "Urin" is likely to be selected, and other characters are less likely to be selected than "Urin."
[0366] In this way, with regard to the game setting value suggestion character, "Sam" is when the game setting value is 4. It is a character that is easy to select and suggests that the game setting value is 4. Since "M" is not allocated (not selected) at game setting value 1, the opening performance When "Sam" is displayed, the game setting value 1 is negated and the game setting value 2 or higher is confirmed. In that sense, it is certain that the game setting value for "Sam" in the opening performance is 2 or more. This is the character that determines the
[0367] In addition, "Marine" is likely to be selected when the game setting value is 3. "Warin" is a character that suggests the game, and is likely to be selected when the game setting value is 2. It is a character that suggests that the skill setting value is 2, and "Urin" is a character that suggests that the game setting value is 2. This character is likely to be selected when the number is 1, suggesting that the game setting value is 1. The higher the game setting value, the more likely it is that the game setting value is being displayed. The probability of the fixed value suggestion character being selected is low. Specifically, when the game setting value is 4, In some cases, the selection rate of "Sam" is 10 / 100, and the selection rate of "Mari" when the game setting value is 3 The selection rate of "Warin" is 15 / 100, and the selection rate of "Warin" when the game setting value is 2 The probability of selecting "Ulin" when the game setting value is 1 is 25 / 100. In this way, when the game setting value is a high setting value, a key indicating that it is a high setting value is displayed. Characters are difficult to display in the opening performance. A character that indicates that the game setting value is a low setting value when the game setting value is a high setting value. Even if the data is displayed, it is difficult to immediately determine that the game setting is low. As a result, the player can continue playing while maintaining the expectation that the game setting value is a high setting value. It becomes possible to carry out
[0368] In addition, as the opening basic performance selection table, it indicates that the game setting value is A table in which the probability of selecting a game setting value suggestion character is the same for each game setting value. It may be adopted.
[0369] On the other hand, the rank suggestion image is a unit jackpot that is defined for each rank of the unit jackpot lottery number. Based on the lottery number suggestion image selection table, according to the value of the rank suggestion image type counter Here, FIG. 42 shows an example of the rank suggestion image type, and FIG. 10 is a diagram showing an example of a table for selecting images suggesting the number of jackpot lottery draws per unit for the promotion.
[0370] As shown in FIG. 42, the rank suggestion image includes a plurality of whales (hereinafter referred to as "whales"). Specifically, the rank suggestion images include "Lucky Whale," GOLD Whale Lucky, GOO Whale Lucky, Normal Whale Lucky, BA Includes six images of "D Whale Lucky" and "BLACK Whale Lucky". The "Key" is a picture that clearly indicates that the number of draws for the unit jackpot is "Rank S" (25 or more). The "GOLD Whale Lucky" is a lottery that has a unit jackpot number of "Rank S". This is an image that suggests that the number of lottery draws per unit of "GOO Whale Lucky" is "Rank This is an image that suggests that the number of times is "Normal Whale A" (20 times or more but less than 25 times). "-" indicates that the number of draws for the unit jackpot is "Rank B" (15 or more but less than 20). The image is suggestive. "BAD Whale Lucky" is a game in which the number of lottery draws per unit is "Rank C" ( This is an image that suggests that the number of times is between 10 and 15. "BLACK Whale Lucky" is an image that suggests that the number of draws per unit is "Rank D" (less than 10 draws). do.
[0371] As shown in FIG. 43, in the opening unit jackpot lottery number suggestion image selection table, For each rank of the number of unit jackpot draws, the opening rank suggestion image type counter The rank suggestion image is defined accordingly. In the case of a unit jackpot lottery, if the number of draws is "Rank S", "GOLD Whale Lucky" The number of times the unit jackpot lottery is drawn is " In the case of "Rank A", "GOO Whale Lucky" is most likely to be selected, and other types of whales If the number of draws for a unit jackpot is "Rank B," then "Normal Rank" is selected. "Whale Lucky" is the most likely to be selected, and other types of Whale Lucky are less likely to be selected. If the number of draws is "Rank C", "BAD Whale Lucky" is most likely to be selected, The Whale Lucky of this type is difficult to select. If the number of unit jackpot draws is "Rank D" "BKACK Whale Lucky" is most likely to be selected, and other types of Whale Lucky are not likely to be selected. Also, "Koji Whale Lucky" is only available when the number of lottery draws is "Rank S". There is only one allocation.
[0372] In this way, "Juju Kuji Lucky" is when the number of unit jackpot draws is "Rank S" Only the "S" rank is selected, and the rank suggestion image clearly indicates that it is "S" rank. LD Whale Lucky is more likely to be selected when the number of unit jackpot draws is "Rank S", and The image suggests that the rank is "Rank S". It is more likely to be selected when the number of unit jackpot draws is "Rank A" and is "Rank A". The rank suggestion image is a suggestion of the unit jackpot lottery number. Rank suggestion: If the number is "Rank B," it is likely to be selected, suggesting that it is "Rank B." "BAD Whale Lucky" is when the number of unit jackpot draws is "Rank C". This is a rank suggestion image that is likely to be selected when the item is in a "Rank C" state. "BLACK Whale Lucky" is more likely to be selected when the number of unit jackpot draws is "Rank D". This is a rank suggestion image that suggests it is "Rank D."
[0373] Here, FIG. 44 is a diagram showing an example of an opening screen in a big win game. In the opening screen shown in (A), a game setting value suggestion character is used as the opening basic effect. The display of "Sam" as the character indicates that the game setting is 4, and the rank is The image "Koji Whale Lucky" is displayed, and the number of lottery draws per unit is "Rank S" In addition, on the opening screen shown in FIG. 44(B), As a basic effect, "Warin" is displayed as a game setting value suggestion character. The fixed value is suggested to be 2, and the image suggesting the rank is "BLACK Whale Lucky." This indicates that the number of jackpot draws per unit is "Rank D."
[0374] <Step S2502> Returning to the explanation of FIG. 40, in step S2502, the MPU 51 ends the open / close execution mode. The ending performance that will be executed until the big win game ends is determined. In the ending effect determination process, the ending effect is determined when the big win game ends. Along with the basic ending production that indicates that the lottery will be held, it also suggests the rank of the number of lottery draws per unit. The rank suggestion image will be determined. is executed in the same manner as the opening effect determination process in step S2502 described above.
[0375] Here, FIG. 45(A) shows the basic ending effect used in the ending effect determination process. FIG. 45(B) is a diagram showing an example of a selection table, and FIG. 45(B) is a diagram showing a unit jackpot lottery for ending performance. FIG. 10 is a diagram showing an example of a selection number suggestion image selection table.
[0376] As shown in FIG. 45(A), in the variable game state, when the number of unit jackpot lotteries reaches 1000, The ball performance suggestion effect is executed under certain conditions, but the ending effect is determined In the process, just like the opening of the big win game, the ending basic performance selection table is used. The performance suggestion for the ball output is executed under the specific condition that the lottery is won. In the basic ending selection table, the game setting value is 1 to In any of the four cases, "No suggestion" is the most likely choice. Here, "No suggestion" means: As with the basic opening performance, there are four types of game setting value suggestion characters that suggest game setting values. A different effect (a performance in which the game setting value suggestion character is not displayed) is performed. This means that "no suggestion" is the most likely choice, and it is a big hit. This prevents the game setting values from being easily recognized by the player during the game. If the skill setting value is a low setting value that is disadvantageous to the player, the player will be able to move to another gaming machine 10 in a short time. The higher the game setting value is, the more advantageous it is for the player. The higher the probability of winning the jackpot, the more likely it is that "No suggestion" will be selected. The higher the value is set, the less likely it is that the game setting value suggestion character will be displayed. It is difficult to recognize that the set value is a high set value, and the player is notified that the game set value is a high set value. This makes it possible to progress the game while maintaining the sense of expectation.
[0377] In addition, as for the ending basic production selection table, there is no category for "No suggestion". By using this cable, the performance information display image will always be displayed during the ending performance. It is also possible to use a table with the same probability of selecting "No suggestion" for each game setting value. You may do so.
[0378] In addition, when the game setting value is 4, "Sam" is likely to be selected next to "No suggestion", and "Sam" is likely to be selected. Other characters are less likely to be selected than "Mu", and when the game setting value is 3, it is "No suggestion". Next, "Marine" is the most likely to be selected, and other characters are less likely to be selected compared to "Marine". When the game setting value is 2, "Warin" is likely to be selected next to "No suggestion", and "Warin" Other characters are less likely to be selected than the other characters. When the game setting value is 1, it is the second most likely to be selected after "No suggestion". In this case, "Urin" is more likely to be selected, and other characters are less likely to be selected. , "Everyone" allocation is only available when the game setting value is 4. This "Everyone" is selected If this is the case, all of the game setting value suggestion characters will be displayed on the ending screen.
[0379] In this way, with regard to the game setting value suggestion character, "Sam" is when the game setting value is 4. It is a character that is easy to select and suggests that the game setting value is 4. "M" is not allocated (not selected) at game setting value 1, so the ending performance When "Sam" is displayed, the game setting value 1 is negated and the game setting value 2 or higher is confirmed. In that sense, it is certain that the game setting value for "Sam" in the ending performance is 2 or more. This is the character that determines the
[0380] In addition, "Marine" is likely to be selected when the game setting value is 3. "Warin" is a character that suggests the game, and is likely to be selected when the game setting value is 2. It is a character that sug...
Claims
[Claim 1] transition determination means for determining whether or not to transition to a special game state in which a special game advantageous to a player is executed based on the establishment of a determination condition; A storage means for storing performance information that serves as an index showing ball output performance; a performance information display means for displaying the performance information stored in the storage means; a performance information display control means for causing the performance information display means to display the performance information; a visibility limiting means for moving the performance information displayed on the performance information display means between a first position where the performance information is not visible or is difficult to view from a specific direction from the front, and a second position where the entire performance information displayed on the performance information display means is visible from the specific direction from the front; a limiting means for limiting movement of the visibility limiting means from the first position to the second position; Equipped with the visibility restriction means makes at least a part of the performance information displayed on the performance information display means visible from the specific direction of the front when a specific condition is satisfied, When a movement start condition is satisfied in the special game state, the visibility limiting means is allowed to move from the first position to the second position, the performance information display control means is capable of displaying a plurality of types of the performance information; The plurality of types of performance information include at least first performance information and second performance information having common partial information, the visibility limiting means has an opaque portion that makes the back surface invisible and a transparent portion that makes the back surface visible, When the visibility limiting means is in the first position, the performance information display means cannot be seen through the transparent portion, the performance information display means is configured to display the performance information even when the visibility limiting means is in the first position, A performance display means for displaying performance information is provided separately from the performance information display means, The performance information display means is configured to be able to display the performance information even when the performance display means is performing a performance display, A gaming machine characterized by comprising a detection means capable of detecting whether the visibility restriction means is in the first position, and an output means capable of outputting information based on the detection result of the detection means.
Citation Information
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