gaming machines

The gaming machine improves the presentation effect by superimposing symbols and effect displays with adjustable modes and balancing sound volumes, addressing the visibility and sound volume imbalance in existing machines.

JP7732018B2Active Publication Date: 2025-09-01HEIWA CORP
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Patent Information

Application Number
JP2024038377
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-12
Publication Date
2025-09-01
Estimated Expiration
2041-03-03

AI Technical Summary

Technical Problem

Existing gaming machines face issues with balancing the visibility of effect images and the volume of effect sounds during overlapping display periods, leading to a diminished presentation effect.

Method used

The gaming machine employs an image display system that superimposes specific symbols and effect displays with adjustable modes, and a sound output system that prioritizes and balances the presentation of different effect sounds during overlapping periods, ensuring suitable timing and visibility of multiple images and balanced sound volumes.

Benefits of technology

This approach enhances the dramatic effect by maintaining visibility and volume balance, making the presentation more understandable and engaging.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To balance priority of a performance image and volume of a performance sound.SOLUTION: During a first overlapped period, a performance image is displayed such that a first performance image becomes a higher layer than a second performance image. During a second overlapped period, a performance image is displayed such that a second performance image becomes a higher layer than a first performance image. A first performance sound regarding a first performance image and a second performance sound regarding a second performance image can be outputted from speakers 54a to 54d. A first performance sound is not outputted but a second performance sound is outputted during a first overlapped period. In the meantime, the second performance sound is not outputted but the first performance sound is outputted during a second overlapped period.SELECTED DRAWING: Figure 56
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, a game machine has been used to launch a game ball, which is a game value, into a game area and place it in a prize area such as a prize slot. When a game ball enters the area, the prize ball is paid out to the player, and the identification information is displayed as a variable. There is known a gaming machine (for example, a pachinko machine) that can change the gaming state depending on the game state.

[0003] In addition, it is recognized that the game start operation is performed after setting the number of bets for one game using the game value. The display of changes in other information will begin, and if you stop the display after the changes have started, the display of changes in the identification information will The display result is then displayed, and a prize can be awarded. 2. Description of the Related Art Gaming machines (for example, slot machines) capable of changing a gaming state according to type are known.

[0004] Among such gaming machines, there are known gaming machines that can execute effects. In Reference 1, when the performance step in the step-up performance reaches a specific stage, the reserve table By displaying the effect image (second effect image) with a higher priority than the display image (first effect image), This describes how the hold display image displayed on the hold display section can be made invisible. In addition, Patent Document 2 also describes a button that overlaps with the reserved image (first effect image) and is displayed in parallel. It is described that an operation instruction effect (second effect image) is provided. And, the button operation instruction In the first half of the button inoperable state, the effect is displayed lower than the reserved state, but in the button operable state, The latter part of the statement states that it will be ranked higher than pending. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 6280461 [Patent Document 2] Japanese Patent Publication No. 2020-32291 Summary of the Invention [Problem to be solved by the invention]

[0006] However, in the gaming machines of Patent Documents 1 and 2, when the display periods of the first and second effect images overlap, there is a risk that the balance between the visibility of each effect image and the volume of the effect sound may be lost. Also, there is a persistent need to improve the effect of the effect.

[0007] The present invention has been made in consideration of the above-mentioned circumstances, and its first object is to provide a gaming machine that can enhance the presentation effect. Also, its second object is to provide a gaming machine that can balance the priority of presentation images and the volume of presentation sounds. [Means for solving the problem]

[0008] In order to achieve the first object, the present invention provides a gaming machine capable of playing a game, the gaming machine comprising an image display means capable of displaying an image, the image including a plurality of symbols and a specific symbol that is one of the plurality of symbols being highlighted. and do not emphasize any of the plurality of patterns other than the specific pattern.The specific symbol and the effect display can be displayed in a superimposed manner, and the display mode of the specific symbol and the effect display can be changed. A first reference point is a reference point for the change when the display mode of the specific symbol is changed to expand or contract, and a second reference point is a reference point for the change when the display mode of the effect display is changed to expand radially. The first reference point and the second reference point are located at the same position. When the specific symbol and the effect display are displayed in a superimposed manner, the effect display is displayed before the specific symbol, and then the display mode of the specific symbol expands around the first reference point, and the display mode of the effect display expands radially around the second reference point, which is located at the same position as the first reference point. The specific symbol continues to be displayed for a predetermined time even after the effect display disappears. This enhances the dramatic effect. Furthermore, the specific symbol may change so that its display mode shrinks during the predetermined time after the effect display disappears. Furthermore, in order to achieve the second object, the present invention provides a gaming machine capable of displaying effect images, the gaming machine comprising sound output means capable of outputting effect sounds, the effect images including a first effect image and a second effect image, an overlapping period in which a display period of the first effect image and a display period of the second effect image overlap at least partially, the overlapping period including a first overlapping period in which display of the first effect image is prioritized over display of the second effect image and a second overlapping period in which display of the second effect image is prioritized over display of the first effect image, the effect sounds including a specific effect sound related to the second effect image, the sound output means restricting output of the specific effect sound in the second overlapping period and outputting the specific effect sound in the first overlapping period, the effect images further including a third effect image and a fourth effect image different from the first effect image and the second effect image, and the display mode of the third effect image and the fourth effect image can be changed. a reference position for a change when changing the display mode of the third performance image and a reference position for a change when changing the display mode of the fourth performance image are set, and when the third performance image and the fourth performance image are displayed superimposed on each other and the display modes of the third and fourth performance images are changed, the reference position for a change in the display mode of the third performance image and the reference position for a change in the display mode of the fourth performance image are the same, the reference position for a change in the display mode of the third performance image exists within a range defined by the vertical and horizontal widths of the third performance image, and the third performance image can be enlarged or reduced based on this reference position, and the reference position for a change in the display mode of the fourth performance image exists within a range defined by the vertical and horizontal widths of the fourth performance image, and the fourth performance image can be enlarged or reduced based on this reference position. This makes it possible to balance the priority of the performance image and the volume of the performance sound, making the performance easier to understand.

[0009] In addition, during the second overlapping period, the display area of ​​the first effect image is larger than that of the second effect image. Therefore, each image can be displayed at a suitable timing. This makes it possible to ensure the visibility of multiple effect images.

[0010] Further, the effect sound includes a special effect sound related to the first effect image, and the sound output means The special effect sound is output during the second overlap period. This allows for a balanced volume, making the performance easier to understand. . [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a front view showing the game board unit alone. [Figure 4] FIG. 2 is an enlarged front view showing a portion of the game board unit. [Figure 5] FIG. 1 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 6] 10 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 7] 10 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 8] 10 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 9] 10 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 10] 10 is a flowchart illustrating an example of a procedure for switch input event processing. [Figure 11] 10 is a flowchart showing an example of the procedure for a first special symbol memory update process. [Figure 12] 10 is a flowchart showing an example of the procedure for a second special symbol memory update process. [Figure 13] 10 is a flowchart illustrating an example of a procedure for effect determination processing at the time of acquisition. [Figure 14]10 is a flowchart showing an example of the procedure for a first special symbol game process. [Figure 15] 10 is a flowchart showing an example of the procedure for second special symbol game processing. [Figure 16] 10 is a flowchart showing an example of the procedure for special pattern variation pre-processing. [Figure 17] A figure showing an example of a variation pattern selection table when the first special pattern is missed (low probability non-time shortening state). [Figure 18] A figure showing an example of a variation pattern selection table (low probability time shortening state, high probability time shortening state) when the first special pattern is missed. [Figure 19] A figure showing an example of a variation pattern selection table when the first special pattern is missed (high probability non-time shortening state). [Figure 20] This is a figure showing an example of a variation pattern selection table (low probability non-time shortening state, low probability time shortening state, high probability time shortening state) when the second special pattern is missed. [Figure 21] A figure showing an example of a variable pattern selection table when the second special pattern is missed (high probability non-time shortening state). [Figure 22] A figure showing an example of the configuration of a table for selecting the stop pattern when the first special pattern jackpot is hit. [Figure 23] A figure showing an example of the configuration of a table for selecting the stop pattern when a second special pattern jackpot is hit. [Figure 24] A figure showing an example of a variation pattern selection table when the first special pattern jackpot occurs (low probability non-time shortening state). [Figure 25] A figure showing an example of a variation pattern selection table when a second special pattern jackpot occurs (low probability non-time shortening state). [Figure 26] This is a diagram showing an example of a variation pattern selection table (low probability time shortening state, high probability time shortening state) when the first special pattern jackpot is hit. [Figure 27] This is a diagram showing an example of a variation pattern selection table (low probability time shortening state, high probability time shortening state) when a second special pattern jackpot is hit. [Figure 28]A figure showing an example of a variation pattern selection table when the first special pattern hits (high probability non-time shortening state). [Figure 29] A figure showing an example of a variation pattern selection table when a second special pattern jackpot occurs (high probability non-time shortening state). [Figure 30] This is a diagram showing an example of a variable pattern selection table when the first special symbol is hit slightly (low probability non-time shortening state). [Figure 31] This is a diagram showing an example of a variation pattern selection table (low probability time shortening state, high probability time shortening state) when the first special pattern is hit slightly. [Figure 32] This is a diagram showing an example of a variable pattern selection table when the first special pattern is hit slightly (high probability non-time shortening state). [Figure 33] This is a diagram showing an example of a variation pattern selection table (low probability non-time shortening state, low probability time shortening state, high probability time shortening state) when the first special pattern is hit small. [Figure 34] This is a diagram showing an example of a variable pattern selection table when a second special symbol is hit slightly (high probability non-time shortening state). [Figure 35] FIG. 10 is an explanatory diagram showing the lottery items of the internal lottery. [Figure 36] 10 is a flowchart illustrating an example of a configuration of a number-of-times counter value management process. [Figure 37] 10 is a flowchart showing an example of a procedure for special symbol storage area shift processing. [Figure 38] 10 is a flowchart showing an example of the procedure for processing during special pattern variation. [Figure 39] An explanatory diagram showing an example of the fluctuation of the first special pattern and the second special pattern. [Figure 40] 10 is a flowchart showing an example of the procedure for processing during the stop display of a special symbol. [Figure 41] 10 is a flowchart illustrating an example of a configuration of a display output management process. [Figure 42] A flowchart showing an example of the configuration of the variable winning device management process during a jackpot. [Figure 43] A flowchart showing an example of the procedure for setting the large prize opening pattern when a jackpot occurs. [Figure 44] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize entry port when a jackpot occurs. [Figure 45] A flowchart showing an example of the procedure for closing the large prize entry port when a jackpot occurs. [Figure 46] A flowchart showing an example of the procedure for ending processing when a jackpot occurs. [Figure 47] A flowchart showing an example of the configuration of the variable winning device management process when a small win occurs. [Figure 48] This is a flowchart showing an example of the procedure for setting the large prize opening pattern when a small win occurs. [Figure 49] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize opening when a small win occurs. [Figure 50] This is a flowchart showing an example of the procedure for closing the large prize opening when a small win occurs. [Figure 51] A flowchart showing an example of the procedure for ending processing when a small hit occurs. [Figure 52] 10 is a flowchart showing an example of a procedure for performance control processing. [Figure 53] 10 is a flowchart showing an example of the procedure for processing performance symbol management. [Figure 54] A flowchart showing an example of the procedure for pre-processing of the effect pattern change. [Figure 55] An explanatory diagram showing an example of the change in the performance pattern. [Figure 56] This is an explanatory diagram showing an example of the timing of displaying the presentation image and outputting the presentation sound of the reach presentation at the time of a jackpot. [Figure 57] FIG. 10 is an explanatory diagram of the display priority of the first effect image and the second effect image. [Figure 58] An explanatory diagram showing an example of the presentation when a jackpot occurs. [Figure 59] An explanatory diagram showing an example of the presentation when a jackpot occurs. [Figure 60] An explanatory diagram showing an example of the presentation when a jackpot occurs. [Figure 61] An explanatory diagram showing an example of the presentation when a jackpot occurs. [Figure 62]An explanatory diagram showing an example of the presentation when a jackpot occurs. [Figure 63] FIG. 10 is an explanatory diagram showing that the center of expansion of the effect image and the center of expansion of the pattern are the same. [Figure 64] FIG. 10 is an explanatory diagram showing that the centers of expansion of the symbols are the same. [Figure 65] FIG. 10 is an explanatory diagram showing that the center of the design and the center of enlargement of the effect image are the same. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0013] FIG. 1 is a front view of a pachinko gaming machine (hereinafter abbreviated as "pachinko machine") 1. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses game balls as game media. The player borrows game balls from the game center operator and plays the pachinko machine 1. In the game of the pachinko machine 1, each game ball has a game value. The benefits (profits) that players receive as a result of playing games are, for example, The number of game balls acquired can be converted into game value. The overall configuration of the pachinko machine 1 will be described with reference to the above.

[0014] [Overall configuration] The main body of the pachinko machine 1 is mainly made up of an outer frame unit 2, an integrated door unit 4, and an inner frame assembly. It is equipped with a frame 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, The integrated door unit 4 is located on the front side. The frame assembly 7 is positioned so that the outer frame unit 1 is positioned so as to surround the outside of the inner frame assembly 7. 2 is placed.

[0015] The outer frame unit 2 is a structure made by combining wood and metal materials in a vertically long rectangular shape. The outer frame unit 2 is fastened to the island equipment (not shown) in the game center using fasteners such as screws. In addition, in the vertically long rectangular outer frame unit 2, The corresponding parts are made of wood, and the parts corresponding to the long sides are made of metal. It is being done.

[0016] The integrated door unit 4 has a structure in which a tray unit 6 is integrated at its lower position. The door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, These are opened and closed via hinge mechanisms (not shown). The opening / closing axis of the mechanism extends vertically along the left end when viewed from the front of the pachinko machine 1.

[0017] The right edge of the inner frame assembly 7 as seen from the front in FIG. 1 (the left edge in FIG. 2) has a A unified lock unit 9 is provided on the side. A locking device (not shown) is also provided on the right edge (back side) of the frame unit 2. As shown in FIG. 1, an integral door unit 4 and an inner frame assembly 7 are attached to an outer frame unit 2. In the closed state, the integrated lock unit 9 on the back side is connected to the integrated door unit 4 and The inner frame assembly 7 cannot be opened.

[0018] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, if the manager of the amusement facility inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, The unified locking unit 9 is activated to open the integral door unit 4 together with the inner frame assembly 7. The entire unit is opened from the outer frame unit 2 to the front side (moved like a door). This exposes the back of the pachinko machine 1 on the front side.

[0019] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked. Only the lock on the main door unit 4 is released, and the integrated door unit 4 can be opened. When the set 4 is opened to the front side, the game board unit 8 is directly exposed. This can eliminate obstacles such as ball jamming on the board. Also, by opening the integrated door unit 4, Then, the tray unit 6 is also opened to the front side.

[0020] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a gaming unit. The game board unit 8 is supported by the inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 is, for example, in a state where the integrated door unit 4 is opened to the front side. It is detachable from the frame assembly 7. The integrated door unit 4 has a vertically oval shape in the center. A window 4a is formed in the shape of a glass unit (no reference number) attached to the window 4a. The glass unit is made of, for example, two glass sheets cut to fit the shape of the window 4a. The glass unit is a combination of a clear plate (glass plate). The glass unit is the back of the integrated door unit 4. The game board unit 8 is attached to the side of the game board unit 8 via a mounting fixture (not shown). The game area 8a (board surface, game board) is formed, and the game area 8a can be seen from the front side through the window 4a. When the integrated door unit 4 is closed, the inner surface of the glass unit and A space is formed between the board and the surface of the board through which the game balls can flow down.

[0021] The tray unit 6 has a shape that protrudes from the integrated door unit 4 to the front side as a whole. On the upper surface of the tray 6b is formed the game machine loaned to the player. You can store balls (loan balls) and winning balls (prize balls). The knitting machine 6 has a lower tray 6c formed below the upper tray 6b. When the tray 6b is full, the game balls that are dispensed are stored. The machine 1 is a machine that connects to a card unit, and the game balls borrowed by the player are used as prize balls. Separately, the dispensing device unit 172 on the rear side is dispensed to the receiving tray unit 6 (upper tray 6b or lower tray 6c). It is recalled.

[0022] A lending operation unit 14 is provided on the top surface of the tray unit 6, and this lending operation unit 14 has A ball loan button 10 and a return button 12 are arranged on the card unit (not shown). With a value medium (such as a magnetic recording medium or a medium with a built-in memory IC) inserted, press the ball loan button 10. When the player operates the machine, a number of pieces (for example, a number of pieces) corresponding to a predetermined unit of number (for example, 5 pieces) is dispensed. 125 balls) are dispensed. For this reason, the upper surface of the dispense operation unit 14 is provided with a power display unit ( The power display unit is equipped with a power indicator (not shown), which indicates the power of the card inserted into the card unit. The remaining number of points of the valuable medium being used is displayed. In this embodiment, the card can be returned. The example given is a gaming machine connected to a unit, but the pachinko machine 1 is a cash machine (card unit (a gaming machine not connected to the

[0023] A handle unit 16 is installed at the bottom right of the tray unit 6. By operating the handle unit 16, the launch control board set 174 is activated, and the game area A game ball can be shot (hit) toward 8a (see Figure 3) (ball launcher). The launched game ball rises along the left edge from the lower edge of the game board unit 8, and The ball is guided by the outer band and thrown into the play area 8a. The game ball is thrown into the game and hits the obstacles such as nails and windmills (no reference numbers in the figure). The ball flows down in the game area 8a while being guided and guided by the ball. The structure of the game board will be described further below with reference to another drawing. [Front frame configuration] The integrated door unit 4 is equipped with a lens unit 47 and an upper right illumination unit as components for the performance. The lens unit 47 has a lamp 46 built in. The right lamp 50 is incorporated into the upper right lighting unit 49.

[0024] The various lamps 46 and 50 described above are, for example, built-in LEDs that emit light (lighting, blinking, brightness levels, etc.). The integrated door unit 4 also has The speakers 54a to 54d are built in. These speakers 54a to 54d are used to It outputs background music, audio, etc. (general audio) to create a performance.

[0025] In addition, a performance button 45 is provided in the center of the tray unit 6, in front of the upper tray 6b. By pressing and operating the effect button 45, the player can change the effect content (for example, the LCD display). The background screen displayed on the display 42 can be switched, for example, during the change of the pattern or the determination table of the big win. During the display or during the big win game, some kind of effect (pre-announcement effect, probability promotion effect, promotion effect during the big role) It is possible to generate a phenomenon such as a

[0026] Furthermore, around the effect button 45, a jog dial is arranged to surround the effect button 45. 45a (operation input receiving means, rotary selector). By rotating the dial 45a, for example, the content of the performance displayed on the liquid crystal display 42 can be changed. It can be made into

[0027] [Back side configuration] As shown in FIG. 2, the back side of the pachinko machine 1 includes a power supply control unit 162 and a main control unit. a control board unit 170, a dispensing device unit 172, a flow path unit 173, a launch control board A dispenser control board unit 176, a back cover unit 178, etc. are installed. In addition, on the back of the pachinko machine 1, there are various components that make up the power supply system and control system of the pachinko machine 1. The electronic devices (including the control computer, not shown), the external terminal board 160, the power cord ( A power plug 164, a ground wire (ground terminal) 166, and connection wiring (not shown) are installed. are.

[0028] The payout device unit 172 includes, for example, a prize ball tank 172a and a prize ball case (reference numeral The prize ball tank 172a is located at the upper edge (back side) of the inner frame assembly 7. ) and can store game balls supplied from a supply route (not shown). The game balls stored in the prize ball tank 172a are fed to the prize ball case 172b through an upper prize ball chute (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 to the Guide it towards the tray unit 6 on the front side.

[0029] The external terminal board 160 connects the pachinko machine 1 to an external electronic device (for example, a data display This external terminal board 160 is used to connect to the is a signal indicating the progress of the game or the maintenance status of the pachinko machine 1. (e.g., winning ball information, door opening information, number of pattern confirmation information, jackpot information, starting gate information, etc.) are sent to external electronic devices. It is output to the device.

[0030] The power cord 164 is connected to a power supply (for example, AC 24V) installed in the island equipment of the game center. ) to ensure the power supply (electricity) necessary for the operation of the pachinko machine 1. In addition, the earth wire 166 is connected to an earth terminal also installed on the island equipment, This ensures the earthing (grounding) of the pachinko machine 1.

[0031] [Game board unit configuration] FIG. 3 is a front view showing the game board unit 8 alone. The game board unit 8 is made up of a base and The game board 8b has a game area 8a formed on the front side of the game board 8b. The game board 8b is made of, for example, a transparent resin plate, and the game board unit 8 is assembled into an inner frame. When fixed to the glass unit 7, the front surface of the game board 8b is parallel to the glass unit. On the front of the game area, the above-mentioned game area is located inside a launch rail (no reference number) installed in an approximately circular shape. 8a is formed.

[0032] Within the game area 8a, a relatively large performance unit 40 is placed at the center. The game area 8a is divided into a left part, a right part and a lower part with this performance unit 40 as the center. The left part of the game area 8a is in the normal game state (low probability non-time shortening state). The first game area (left-hand hitting area) is used for the game. The right part of the game area 8a is used for the game. State (big hit game state, small hit game state, low probability time shortening state, high probability time shortening state, high The second game area (right-hand area, specific area) is used in the non-probability shortening state, etc. The ball is guided to the second play area through a guide passage 18 (including a launch rail and the ceiling of the play area, The player is guided to the second play area by a guide portion or the like. Also, in the play area 8a, there is a start gate. 20, normal winning slots 22, 24, first start winning slot 26, second start winning slot 27, variable start winning slot A device 28, a variable winning device 29 for big wins, a variable winning device 30 for small wins, etc. are installed in a distributed manner. The starting gate 20 is mainly for the game balls guided from the guide passage 18 to the right-hand hitting area. By passing the lottery through the machine, a lottery opportunity for the activation lottery (regular symbol lottery) is generated. In this state, from the upstream side to the downstream side, the second start winning port 27, the variable winning device 29 for the big win, The variable start winning device 28 and the variable winning device 30 for small wins are arranged in that order.

[0033] Of these, the first start winning hole 26 is located in the center of the lower part of the game area 8a. Moving port 19, starting gate 20, second starting winning port 27, variable starting winning device 28, variable for jackpot The winning device 29 and the variable winning device 30 for small wins are arranged on the right side of the game area 8a. The regular winning slots 22 and 24 are located on the left side of the gaming area 8a.

[0034] At the top of the playing area, a ball is guided towards the top of the playing area to the right hitting area. The entrance and exit for the entrance (for example, the entrance of a row of passages formed above the production unit 40) A guide passage 18 is formed based on the compartment having the same.

[0035] The game ball launched into the game area 8a flows down through the first start winning hole 26 and the second start winning hole 27. The ball enters the active winning hole 27, the operating hole 19, the normal winning hole 22, 24, or passes through the starting gate 20. The variable start winning device 28 at the time of operation, the variable winning device 29 for the big win at the time of opening, When in operation, the ball enters the variable winning device 30 for small wins.

[0036] Then, the game ball that has passed through the start gate 20 continues to flow down within the game area 8a. Start winning port 26, second start winning port 27, normal winning ports 22, 24, variable start winning device 28, The game ball that entered the variable winning device 29 for big win, the variable winning device 30 for small win, and the operating port 19 The game board (plywood, transparent board, etc. constituting the game board unit 8) is penetrated through a through hole formed in the game board. It will be collected on the back side of Skill Board Unit 8.

[0037] In this embodiment, due to the configuration of the game area 8a (board), the first start winning hole 26 and the normal When a game ball is to be placed in the winning hole 22, 24, the ball is placed in the left side area of ​​the game area 8a (left hit). The player must hit the ball into the left-handed area (performing a so-called "left hit").

[0038] On the other hand, the second start winning port 27, the variable start winning device 28, the variable winning device 29 for the big win, When a game ball is to be put into the variable winning device 30, the ball is placed in the right area ( The player must hit the ball into the right-hand hitting area (performing a so-called "right-hand hit").

[0039] In this embodiment, the variable start winning device 28 operates when a predetermined operating condition is met. It operates when (when the normal pattern is displayed in a winning state for a specified stop display time) The variable start winning device 28 is provided with a plate-shaped opening and closing member 28a. For example, a link mechanism using a solenoid (not shown) moves the device back and forth relative to the surface of the board. In the normal state, the opening and closing member 28a protrudes from the surface of the game board 8b toward the player. At this time, the game ball rolls on the upper surface of the opening and closing member 28a, so that the variable start winning device 2 8. When the variable start winning device 28 is activated, The opening and closing member 28a is drawn into the inside of the board, and the game balls flow into the variable start winning device 28. When a game ball flows into the variable start winning device 28, This makes it possible to make the game ball enter the second start winning hole 28b provided in the

[0040] The variable winning device 29 for the big win is a device for winning when a specified condition is met (when the special symbol is a big win). The variable winning device 29 for the big win operates when the variable start winning device 2 It is located upstream of 8.

[0041] The variable winning device 29 for big win is provided with a plate-shaped opening and closing member 29a. For example, by the action of a link mechanism using a solenoid (not shown), In a normal state, the opening and closing member 29a is movable from the surface of the game board 8b toward the player. At this time, the game ball rolls on the upper surface of the opening and closing member 29a, The game balls cannot flow into the prize device 29. And, the variable prize device 29 for the big win When this is activated, the opening and closing member 29a is drawn into the inside of the board, and the variable winning device 29 for the big win When the game balls flow into the variable winning device 29 for the big win, The game ball can be put into the upper large winning hole 29b provided in the variable winning device 29. A V-shaped winning hole is provided in the variable winning device 29 (upper large winning hole 29b). When the game ball enters the V winning slot, it is controlled to a probability state (high probability state). The lower and upper large prize openings 29b are sometimes simply referred to as the large prize openings.

[0042] The variable winning device 30 for small wins is configured to: The variable winning device 30 for small wins operates when the variable winning device 30 for big wins is stopped and displayed. It is located downstream of station 29.

[0043] The variable winning device 30 for small wins is equipped with a plate-shaped opening and closing member 30a. For example, by the action of a link mechanism using a solenoid (not shown), In a normal state, the openable / closable member 30a is movable from the surface of the game board 8b toward the player. At this time, the game ball rolls on the upper surface of the opening and closing member 30a, The game balls cannot flow into the prize device 30. And, the variable prize device 30 for small win When this is activated, the opening and closing member 30a is drawn into the inside of the board, and the variable winning device 30 for small wins When the game balls flow into the variable winning device 30 for small wins, The game ball can be inserted into the lower large winning hole 30b provided in the variable winning device 30. In the following, the lower large prize opening 30b may be simply referred to as the large prize opening.

[0044] In addition, the entry of a game ball into each winning slot is also called a "winning". Winning at the openings (first starting winning opening, second starting winning opening) is also called starting winning.

[0045] The game board unit 8 has the above-mentioned performance unit 40 from the center position to the right side. The performance unit 40 has an upper edge 40a that changes the direction in which the game ball flows down. In addition to functioning as a guide member, various decorative parts 40b are provided inside. 40b enhances the decorativeness of the game board unit 8 with its three-dimensional shape, and The built-in light source (LED, etc.) emits transmitted light, allowing it to perform dramatic movements. In addition, a liquid crystal display 42 (image display) is installed inside the performance unit 40. This LCD display 42 displays various effect images, including effect patterns corresponding to special patterns. In this way, the game board unit 8 can display the configuration of the board and the decoration of the performance unit 40. Based on the characteristics of the pachinko machine 1, the player is impressed with the characteristics of the pachinko machine 1. In the case where the game board 8b is a transparent resin board (for example, an acrylic board), not only the front side but also the game board 8 Adding decorativeness by various decorative objects (including movable objects and luminous objects) placed behind b This can be done.

[0046] For example, on the screen of the liquid crystal display 42, the first special symbol variation display and the second special symbol variation display are displayed. In sync with the display, multiple types of special patterns (such as patterns showing numbers) are displayed. The display will change. Here, the display will change to the first special symbol or the second special symbol. In synchronization, the "Left", "Center" and "Right" effect pattern display areas 42L, 42C and 42R The display of the performance pattern changes (for example, scrolling up and down or updating).

[0047] Also, for example, on the screen of the liquid crystal display 42, a variable display corresponding to the execution being suspended is displayed. In this example, a display area is provided for displaying the hold display for the first special symbol. A first reserved display area 42a for displaying a reserved display corresponding to the dynamic display, and a second special pattern A second hold display area 42b is provided for displaying a hold display corresponding to the variable display. do.

[0048] The number of reserved variable displays is also called the reserved memory number. The reserved memory number is called the first reserved memory number, and the reserved memory number corresponding to the second special pattern is called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also referred to as the total reserved memory number.

[0049] In addition, inside the performance unit 40, a driving source (for example, a movable body 40c for performance) is installed. The moving body 40c for the performance is equipped with a liquid crystal display 42. In addition to the performances using images and light-emitting devices, performances involving the movement of tangible objects can also be carried out. The effects using these movable bodies 40c are different from the effects using two-dimensional images. This will enable us to demonstrate our appeal.

[0050] A ball guide passage 41a is formed on the left edge of the play area 8a, and a rolling The ball guide passage 41a is located diagonally upward to the left in the game area 8a. The ball guide passage 41a is opened, and the game balls flowing down in the game area 8a randomly flow into the ball guide passage 41a. When the particles reach the stage 41b, they pass through the inside of the stage 41b and are released onto the stage 41b. The surface has a smooth curved surface, on which the game ball can roll freely in the left and right directions.

[0051] In addition, an outlet 32 ​​is formed in the game area 8a, and balls are allowed to enter various winning holes (winning balls). The game balls that are not thrown are finally collected on the back side of the game board unit 8 through the outlet 32. In addition, the normal winning slots 22, 24, the first starting winning slot 26, the second starting winning slots 27, 28b, The game ball that entered the variable winning device 29 for big win, the variable winning device 30 for small win, and the operating port 19 All game balls shot into the game area 8a are collected on the back side of the game board unit 8. The collected game balls are then discharged to the back of the pachinko machine 1 through an out passage assembly (not shown). The waste is discharged from the side to the outside of the frame and then joins the supply route of the island equipment (not shown).

[0052] FIG. 4 is an enlarged front view of a part of the game board unit 8. In the window 8, for example, a normal symbol display device 33 and a normal symbol operation memory lamp are located at the lower left position in the window 4a. In addition to the tap 33a, a first special symbol display device 34, a second special symbol display device 35, and A game status display device 38 is also provided.

[0053] Of these, the normal pattern display device 33 alternately lights up two lamps (LEDs), The normal symbols are displayed in a variable manner, and the normal symbols are displayed in a static manner by turning on or off the lamp. The pass pattern operation memory lamp 33a is, for example, two lamps (LEDs) that are turned off, turned on, or blinking. Depending on the combination, 0 to 4 memory numbers are displayed. For example, if both lamps are turned off, When the display mode is all the way down, the number of memories is 0, and when the display mode is one lamp lit, the number of memories is 1. In the display mode where one lamp is flashing, two memories are displayed and one lamp is flashing. In addition to the flashing lamp, the other lamp is lit to display three memories. When both lamps are flashing, the number of memories is displayed as 4. Although two lamps (LEDs) are used here, four lamps can be used. The normal symbol operation memory lamp 33a may be configured using a lamp (LED). The number of operating memories can be displayed by the number of lit lamps.

[0054] When the game ball passes through the starting gate 20, the normal symbol operation memory lamp 33a Each time, the number is increased by one to remember that a pass that triggers the activation lottery has occurred. The pattern changes (up to four), and the passing of the pattern triggers the normal pattern to change. Each time the number is increased, the display mode changes to the one after the number is decreased by one. If the pattern operation memory lamp 33a is not lit (the number of memories is 0), the normal pattern can already start changing. Even if the game ball passes through the start gate 20 in this state (when the display is stopped), the display mode will not change. That is, the number of memories (maximum 4) represented by the display mode of the normal pattern operation memory lamp 33a represents the number of passes at which the normal symbol has not yet started to change.

[0055] In addition, the first special symbol display device 34 and the second special symbol display device 35 are, for example, 7 The segment LED (with dots) changes the corresponding first or second special symbol. Specifically, when a game ball is in the first start winning hole 26, the state and the stop state can be displayed. If a win is made, the first special symbol is displayed, and a game ball is placed in the second start winning slot 27, 28b. If the first special symbol display device 34 wins, the second special symbol will be displayed. The second special symbol display device 35 has a plurality of dot LEDs arranged geometrically (for example, in a circular shape). It may be in the form of

[0056] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a, For example, each lamp (LED) is composed of a combination of off, on, and blinking. Depending on the display mode, it will display 0 to 4 memory numbers. For example, if two lamps are both When the lamp is off, the number of memories is 0, and when one lamp is lit, the number of memories is 1. When the same lamp is flashing, it displays two memories, and when the same lamp is flashing, it displays two memories. In addition to flashing one lamp, the other lamp is lit, showing three memories. And when both lamps are flashing, it shows four memories. That's how it is.

[0057] The first special symbol operation memory lamp 34a lights up every time a game ball enters the first start winning hole 26. In order to remember that a game ball has entered the first start winning hole 26, the display state after increasing by one is The ball will change into a different shape (up to a maximum of four), and when it enters the ball, the special pattern will begin to change. Each time you do this, the display will change to show one less item.

[0058] In addition, the second special symbol operation memory lamp 35a indicates that the game ball is in the second start winning hole 27, 28b. Each time a ball enters, it is recorded that a game ball has entered the second start winning hole 27, 28b. The display changes to show the balls one by one (up to a maximum of four), and when the balls enter the display, a special pattern appears. Each time the value starts to fluctuate, the display changes to show a decrease of one value.

[0059] In this embodiment, the first special symbol activation memory lamp 34a is not lit (the number of memories is 0). In this case, the first special symbol is already in a state where it can start to change (when the stop display is displayed) and is placed in the first start winning slot 26. Even if a game ball enters the ball, the display mode does not change. If it is not lit (the number of memories is 0), the second special symbol is already in a state where it can start to change (when the stop display is displayed). Even if a game ball enters the second start winning hole 27, 28b, the display mode does not change. The number of memories represented by the display mode of each special symbol activation memory lamp 34a, 35a (maximum 4) is the number of times that the first or second special symbol has not yet started to change. represents.

[0060] In addition, the game status display device 38 displays, for example, big win type display lamps 38a, 38b, probability The fluctuation status indicator lamp 38d, the time-saving status indicator lamp 38e, and the launch position designation lamp 38f are Each of the LEDs includes a corresponding LED. 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and The game status display device 38 is mounted on a single integrated display board 89 and is attached to the game board unit 8. It is installed.

[0061] In addition, the "variable display" of the special symbol means, for example, a display in which multiple types of special symbols can be displayed variably. (The same applies to other designs described below.) The changes include updating multiple designs. , scrolling display of multiple patterns, transformation of one or more patterns, enlargement / reduction of one or more patterns, etc. In the case of special designs or variations in the normal designs described below, multiple types of special designs or normal designs are updated. In the variation of the performance symbols described below, multiple types of performance symbols are displayed in a scrolling or updated table. One or more of the symbols may be displayed, or may be transformed or enlarged / reduced. At the end of the variable display, a predetermined special symbol is displayed as the display result. The pattern is displayed as a static display (also called a derived or derived display) (the variable display of other patterns described later is (The same applies to both types.) Variable display may also be expressed as variable display or fluctuation.

[0062] [Outline of game progress] The game state of the pachinko machine 1 is a normal state (low probability non-time shortened state) and a state where Small hit rush (high probability, non-time shortened state) where it is easy to get a big hit and a small hit The probability of winning is the same as in normal mode, but the special pattern is more likely to occur than in normal mode and small win rush. The time-saving state (low probability time-saving state) improves the efficiency of fluctuations, and the probability of winning is higher than in the normal state. A probability variation state in which the fluctuation efficiency of special symbols is improved compared to the normal state and small hit rush. (High probability time-saving state). Hereinafter, the time-saving state may be referred to as the time-saving state.

[0063] The normal state (low probability non-time shortening state) is the initial setting state of the pachinko machine 1 (for example, the system (When the specified recovery process is not executed after power-on, such as when a reset is performed) In the normal state (low probability non-time shortening state), the player The ball is shot by aiming at the left side of the area 8a (a so-called left shot). In this state, the game ball mainly enters the first start winning hole 26, and the first special symbol is mainly changed. In normal mode, when a normal jackpot occurs, after the jackpot game ends, When the time-saving state (low probability time-saving state) is entered, and a special jackpot occurs, the jackpot game After the end of this period, the game will transition to a special state (high probability time-shortened state).

[0064] In the time-saving state (low probability time-saving state), the player aims at the right side of the play area and shoots the game ball. The operation (so-called right hit) is performed, and the second starting winning hole 27 and the second starting winning hole 28b are mainly When the game ball wins, the second special symbol will be displayed. In the time-saving state, the normal symbol will be displayed. The probability of "normal winning" is improved compared to the non-time shortened state, and the fluctuation of the normal drawing pattern When the display shows "normal winning", the opening period of the variable start winning device 28 is longer than the non-time shortening state. By making it longer, it becomes easier for the game ball to enter the variable start winning device 28. In this state, the game ball enters the second start winning hole 27 or the second start winning hole 28b, and a small win occurs. However, the opening time of the upstream variable start winning device 28 is long, and most of the game balls are variable. Therefore, during the small win game, the downstream small win variable win device 28 will win. There are very few cases where the game ball enters the prize device 30, and the game is played in a time-saving state with a small win. There are few prize balls available.

[0065] In the probability state (high probability time shortening state), the player aims the game ball to the right of the game area. The operation (so-called right hit) is performed, and the second starting winning hole 27 and the second starting winning hole 28b are mainly The game ball enters the prize, and the second special symbol is displayed. Therefore, the probability that the displayed result will be a "jackpot" is higher than in the normal state. Since the game is in a short state, most of the game balls will enter the variable start winning device 28. Then, a game ball enters the second start winning hole 27 or the second start winning hole 28b, and a small win occurs. However, the opening time of the upstream variable start winning device 28 is long, and most of the game balls are variable start winning. Therefore, during the small win game, the downstream variable winning device 28 will win. There are very few cases where the game ball enters the device 30, and in the probability state, a small win game There are few prizes to be won.

[0066] In the small hit rush, the player aims at the right side of the playing area and performs the shooting operation of the game ball (the so-called right The game ball mainly enters the second start winning hole 27, and the second special symbol is displayed. In the small hit rush, the game is controlled to a non-time shortened state, so the normal hit probability is As the time decreases, the opening time of the variable start winning device 28 also becomes shorter, and the second start winning port 28b Therefore, in the small win rush, the second start winning slot 27 When a game ball wins and a small win occurs, the game ball enters the variable small win device 30 on the downstream side. In addition, the probability of a small win increases with the variable display of the second special pattern, and 2 The time it takes for the special symbols to fluctuate is shorter than normal.

[0067] In the probability change state, small hit rush, and time shortening state, the special pattern change display is executed a predetermined number of times. The game will not end until the specified conditions are met, such as the start of the next big win game state, etc. The game continues with the following. The ending condition is that the special symbol has been displayed for a predetermined number of times. It is also called "number cut" (number cut special, etc.).

[0068] In the pachinko machine 1, when the game state is in the normal state, the player moves to the left of the game area 8a. It is advantageous to aim at the target and perform the firing operation (so-called left-hand shot operation). By rotating the handle unit 16 by the player, a left-hand hit operation is performed, and the first start input When the game ball enters the prize opening 26, the first special symbol display device 34 displays the first special symbol. In addition, even in a normal state, the second start winning hole 27 and the second start winning hole 28b However, under normal circumstances, the second special symbol changes over a period of about 10 minutes. Therefore, players usually perform left-handed hit operations.

[0069] In addition, during the period when the special pattern is being displayed, the game is controlled to a big win game state or a small win game state. If a game ball enters the start winning hole during the period in which the game is being played (even if a start winning occurs, the start winning hole If the display of the special symbol based on the prize cannot be immediately executed, the special symbol based on the prize will not be displayed. The display of the changing patterns is suspended until a predetermined upper limit number (for example, 4) is reached.

[0070] If the jackpot pattern is displayed stationary in the changing display of the first special pattern, it is a "jackpot." Also, if a losing symbol is displayed, it is a "miss."

[0071] After the display result of the first special symbol change display becomes "jackpot", The game is controlled to a jackpot gaming state, which is a beneficial state.

[0072] In the jackpot game state, the upper large winning hole 29b formed by the jackpot variable winning device 29 The door is opened in a predetermined manner. The door remains open for a predetermined period of time (for example, 29 seconds). When the number of game balls entering the upper prize winning hole 29b reaches a predetermined number (for example, 10 balls), The predetermined period is continued until the timing of ... , is the upper limit period during which the upper prize winning slot 29b can be opened in one round, and the following This is also called the upper limit period. In this way, one cycle in which the upper prize winning port 29b is in an open state is called the maximum period. In the jackpot game state, the round is played up to the specified maximum number of times ( It can be repeated until it reaches the maximum number of times (7 times or 2 times).

[0073] In the jackpot game state, the player can enter the game ball into the upper large winning hole 29b. Therefore, the jackpot game state is advantageous for the player. The more rounds in the jackpot game state, and the longer the open upper limit period, the more It will be advantageous for them.

[0074] In addition, the "jackpot" has a jackpot type set. For example, the opening mode of the big prize entrance ( The number of rounds and the maximum open period), and the game state after the jackpot game state (normal state, probability state (high There are multiple types of modes available (probability mode, small hit rush, time-saving mode, etc.), and the jackpot is determined based on these. There are different types of jackpots. There are different types of jackpots, such as those that allow you to win a lot of prize balls. There may be a type of jackpot with few or almost no prize balls. stomach.

[0075] After the jackpot game state ends, the game will be controlled to either a probability variable state or a time-saving state depending on the type of jackpot. When the jackpot game ends and the game state is controlled to the probability variable state or time-saving state, It is advantageous for the player to aim at the right side of the playing area and perform the firing operation (right-hit operation). The right-hand hitting operation is performed by the player rotating the handle unit 16 provided on the machine 1. When the game ball passes through the start gate 20, the normal symbol display device 33 changes the normal symbol. The dynamic display starts. In addition, the game ball starts during the period when the previous normal pattern variable display is being executed. When the game ball passes through the gate 20 (when the game ball passes through the start gate 20 but the normal If the symbol variation display cannot be executed immediately, the normal symbol variation display based on the passage will be executed. are reserved up to a predetermined upper limit (for example, 4).

[0076] In this normal pattern variation display, if the normal pattern is stopped and displayed, the normal pattern display result On the other hand, if a normal pattern other than the normal winning pattern (a normal losing pattern) stops, If the stop display is displayed, the display result of the normal pattern will be "Normal pattern miss". If it is "Normal pattern hit", The variable start winning device 28 is controlled to be in an open state for a predetermined period (the second start winning port 2 8b becomes open).

[0077] When the game ball enters the second start winning hole 28b formed in the variable start winning device 28, The special symbol display device 35 starts to display the second special symbol in a variable manner.

[0078] If the jackpot symbol stops and is displayed during the second special symbol change display, it will be a "jackpot". If a small win pattern different from the big win pattern is displayed, it will be a "small win". If a losing symbol other than a winning symbol or a small winning symbol is displayed, it is a "miss."

[0079] After the display result of the second special symbol change display becomes "jackpot", The display result of the second special symbol variation display is controlled to a jackpot game state as a beneficial state. After it becomes a "small hit", it is controlled to a small hit game state.

[0080] In the small win game state, the lower large winning port 30b formed by the small win variable winning device 30 The door is opened in a predetermined manner. The door remains open for a predetermined period of time (for example, 29 seconds). When the number of game balls entering the lower large winning hole 30b reaches a predetermined number (for example, 10 balls), The game continues until the timing of the small win or until the timing of the small win, whichever comes first. Only one round can be performed.

[0081] After the small win game state ends, the game state will not change and the display of the special pattern will The game continues to be controlled in the state it was in before the display result became "small hit."

[0082] In this embodiment, when the game is controlled to the probability variable state, the time-saving state of the probability variable state ends. When the time limit is reached, the game will transition to a small win rush. On the other hand, in this embodiment, in the probability variable state, As a result of the change in the pattern, a predetermined losing pattern (hereinafter referred to as the time-saving start losing pattern) ) stops, one of several types of time-saving times (in this example, 100 times, 50 times, 10 times) The number of times the time is reduced is determined, and the newly determined number of times the time is reduced is reset. If the number of time-saving times is less than the remaining number of time-saving times, the period until the small hit rush starts is If the number of shortened and reset time reductions is greater than the remaining number of shortened time reductions, a small win rush will occur. The time until the transition to the time-saving state is extended. And, the small hit rush is more fun to play than the time-saving state. The number of skill balls acquired is likely to increase. Therefore, players wait for a while before moving on to the small win rush. The player will play in the hope that the time between the big win and the small win will be shortened. It continues until a jackpot occurs. In this embodiment, the probability of a jackpot under normal conditions is 1 / 29. 9. The probability of winning in the probability state is 1 / 29, and the probability of the time-saving start missing pattern (in other words, The probability of winning the time-saving start draw is set at 1 / 100.

[0083] In addition, in the time-saving state, (1) control to increase the probability of winning a normal symbol and (2) the time for changing the normal symbol. (3) Control to shorten the opening time of the second start winning slot, and (4) Control to lengthen the opening time of the special pattern. However, all of the controls (1) to (4) can be implemented. It is possible to perform the control or not to perform some of the controls (1) to (4). In the time-saving state via the jackpot and the time-saving start miss, (1) to (4) The control to be performed may be different or the same.

[0084] [Progress of the production, etc.] In the pachinko machine 1, various effects are executed according to the progress of the game. This is done by displaying various effect images on the display 42.

[0085] As a performance that is executed according to the progress of the game, the "left", "center" and "right" buttons provided on the image display 42 are "," "Right" performance pattern display areas 42L, 42C, 42R, the first special pattern change display Or, in response to the start of the variable display of the second special pattern, the variable display of the performance pattern starts. The display results (confirmed special symbol) for the first special symbol variation display and the second special symbol variation display are When the pattern is displayed, the display results in a change of the performance pattern. The confirmed performance pattern (a combination of three performance patterns) will also be displayed.

[0086] During the period from when the display of the changing pattern begins to when it ends, The state may become a predetermined reach state. Here, the reach state is the state of the image display 42. When the stop-displayed pattern on the screen is part of the jackpot combination described below, For the performance patterns that are not displayed as stopped, the variable display is still continuing. In the following, the reach mode may also be referred to as the reach state.

[0087] In addition, when the above-mentioned reach state occurs during the display of the varying effect patterns, the reach effect is executed. In the pachinko machine 1, the display result (the display result of the variable display of the special symbol) is displayed according to the performance mode. The probability that the result of the display of the variation of the performance pattern will be a "jackpot" (jackpot reliability, jackpot period) There are several types of reach effects with different waiting times. For example, there are normal reaches and super reaches, which have a higher chance of winning than normal reaches. There is.

[0088] When the display result of the special symbol variation display is "jackpot", In this case, as a result of the display of the changing display of the performance pattern, there is a probability that the combination will be a predetermined jackpot. A fixed performance pattern is derived (the display result of the performance pattern change display is "jackpot"). For example, , "Left", "Center", "Right" in the performance pattern display areas 42L, 42C, 42R The same symbols (for example, "7") are displayed stopped on the valid line.

[0089] If it is a "probable jackpot" that is controlled to a probable jackpot state after the end of the jackpot game state, an odd number When the symbols (for example, "7") are aligned and displayed, the game will change to a special mode after the jackpot game state ends. In the case of a "non-probable jackpot (normal jackpot)" that is not controlled by the state, an even number of production symbols ( For example, "6" etc. may be displayed in a line. In this case, odd numbers The pattern is also called a probability variation pattern, and the even-numbered pattern is also called a non-probability variation pattern (normal pattern).

[0090] When the display result of the special symbol variation display is "small win", In this case, as a result of the display of the variation display of the performance pattern, there is a probability that the combination will be a predetermined small win combination. A fixed performance pattern (for example, "1 3 5" etc.) is derived (the display result of the change in the performance pattern For example, the "left", "center", and "right" effect pattern display area 42L, The symbols that make up the chance eye are displayed on the designated effective line in 42C and 42R. will be done.

[0091] If the display result of the special symbol variation display is "miss", the state of the performance symbol variation display The state is not a reach state, and as a result of the display of the change in the performance pattern, the probability of a non-reach combination is A fixed performance pattern (also called a "non-reach miss") is displayed (the display of the performance pattern is The display result may be "Non-reach miss" or "Miss". In this case, after the state of the variable display of the performance pattern becomes the reach state, As a display result, a predetermined reach combination that is not a jackpot combination (also called a "reach miss") The fixed performance pattern is displayed (the display result of the performance pattern change display is "Reach Miss" (It may happen.)

[0092] The effects that the pachinko machine 1 can perform include displaying a pending display or a display during a change. In addition, as another effect, for example, a preview effect that predicts the probability of a big hit is displayed on the performance pattern. It is executed during the change display. The preview performance predicts the probability of a jackpot in the change display being executed. The notice of the big hit signal in the preview performance and the change display before execution (the change display where execution is pending) There is a pre-reading notice that predicts the reliability. As a pre-reading notice, a change display corresponding to the display (hold The display mode of the display (such as the active display) is changed to a different mode from the normal mode. This may be done.

[0093] In addition, in the image display 42, the performance pattern is temporarily stopped during the variable display of the performance pattern. By restarting the display of fluctuations later, one fluctuation display can be made to look like multiple fluctuation displays. It may also be possible to execute a pseudo consecutive performance to show the winner.

[0094] Even during the jackpot gaming state, a jackpot performance is executed to notify the player of the jackpot gaming state. As for the intermediate effects, there are effects that notify the number of rounds and effects that indicate that the value of the jackpot game state will increase. In addition, even during a small win gaming state, a promotion effect may be executed to notify the small win gaming state. In addition, during the small hit game state and some big hit types (small hit The type of jackpot in the game state that is similar to the game state, for example, the subsequent game state is highly likely By executing a common effect in the jackpot game state in the jackpot type (the jackpot state), The player is not allowed to know whether he is in a small win game state or a big win game state. In such a case, after the end of the small win game state and the end of the big win game state, By performing a common effect in both, it is impossible to distinguish whether the state is high or low. It can also be set to

[0095] Also, for example, when the variable display of the special symbol is not being executed, the image display 42 A demo image will be displayed.

[0096] [Control configuration] Next, a configuration related to the control of the pachinko machine 1 will be described. A block diagram showing various electronic devices equipped in the pachinko machine. The main control device 70 (main control computer) is mainly The main control unit 70 has a function of controlling the progress of the game in the pachinko machine 1. is built into the main control board unit 170.

[0097] The main control device 70 also includes a circuit that implements a main control CPU 72, which is a central processing unit. The main control CPU 72 is equipped with a CPU core and a LSI that integrates semiconductor memories such as ROM74, RAM (RWM)76 along with registers. The main control device 70 is also configured with a random number generator 75 and a sampling circuit 76. 7. Of these, the random number generator 75 is used to determine the jackpot of the special symbol lottery and the normal symbol. Generates a hardware random number (for example, 0 to 65535 in decimal notation) to determine whether the pattern lottery is a winning combination. The random numbers generated here are sent to the main control CP through the sampling circuit 77. The main control unit 70 also has an input / output (I / O) port 79 and The NI PXI-8110 is equipped with peripheral ICs such as a clock generation circuit and a counter / timer circuit (CTC) that are not shown. These are mounted on a circuit board together with the main control CPU 72. On the top (or inner layer), signal transmission paths, power supply paths, control buses, etc. are arranged as wiring patterns. It is formed as follows.

[0098] The above-mentioned starting gate 20 is provided with a gate switch 78 for detecting the passage of a game ball. In addition, the game board unit 8 is provided with a first winning slot corresponding to the first start winning slot 26. The first start winning port switch 80, the second start winning port 27, and the third start winning port 28b corresponding to the ... second start winning port switch 80 2 start winning port switches 82a, 82b, big win variable winning device 29 and small win variable winning The first and second count switches 84a and 84b corresponding to the device 30, and the upper large winning slot 29b A V winning detection switch 85 corresponding to the V winning port is provided.

[0099] The first start winning hole switch 80 detects the entry of a game ball into the first start winning hole 26, and The second start winning hole switch 82a detects the entry of a game ball into the second start winning hole 27, and The opening switch 82b is for detecting the entry of a game ball into the second start winning opening 28b. The first start winning hole switch 80 and the second start winning hole switches 82a and 82b When this is detected, a predetermined number of game balls (1 ball) will be awarded as prize balls based on this detection information. It will be paid out.

[0100] In addition, the first count switch 84a is connected to the variable winning device 29 for the big win (the upper big winning opening 29b The second counting system detects balls entering the ball hole and counts the number of balls. The switch 84b detects the entry of the game ball into the small winning variable winning device 30 (lower large winning opening 30b). The first and second count switches 84a and 84b are used to count the number of When the game balls are detected by 4b, a predetermined number (for example, 1 0) game balls will be paid out as prize balls.

[0101] The V winning detection switch 85 is a switch for detecting when a ball enters the variable winning device 29 (upper large winning hole 29b). It is used to detect when a game ball enters the V winning hole.

[0102] Similarly, the game board unit 8 has a first winning hole for detecting the entry of a game ball into the normal winning hole 22. switch 86, a second winning hole switch 81 for detecting the entry of a game ball into the normal winning hole 24, The first winning hole switch 86 and the second winning hole switch 81 are used to If detected, a predetermined number of game balls (6 balls) will be paid out as prize balls based on this detection information. It is recalled.

[0103] The winning detection signals of these switches are transmitted to the main control CPU via an input / output driver (not shown). In this embodiment, due to the configuration of the game board unit 8, the gate switch 7 8, first and second count switches 84a, 84b, V winning detection switch 85, first winning slot The winning detection signal from the switch 86 and the second winning port switch 81 is transmitted through the panel relay terminal board 87. The winning detection signals are transmitted via the panel relay terminal board 87. The wiring patterns and connection terminals are provided.

[0104] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol The operation memory lamp 35a and the game status display device 38 are controlled by a control signal from the main control CPU 72. The main control CPU 72 controls the display operation based on this in accordance with the progress of the game. control signals for the displays 33, 34, 35, 38 and the lamps 33a, 34a, 35a These display devices 33, 34, and 35 output the signal to control the lighting state of each LED. , 38 and the lamps 33a, 34a, 35a are mounted on a single integrated display board 89 as described above. The integrated display board 89 is installed in the game board unit 8 in a mounted state. A control signal is transmitted from the main control CPU 72 via the relay terminal board 87 .

[0105] In addition, the game board unit 8 is provided with a normal electric accessory solenoid corresponding to the variable start winning device 28. 88, the upper large winning port solenoid 89 corresponding to the variable winning device 29 for the big win, the variable for the small win A lower large prize opening solenoid 90 corresponding to the prize winning device 30 is provided. 88 to 90 operate (excite) based on control signals from the main control CPU 72, and each The variable start winning device 28, the variable winning device for big wins 29, and the variable winning device for small wins 30 are opened and closed. In addition, these solenoids 88 to 90 are also connected to the panel relay terminal board 87. A control signal is transmitted from the main control CPU 72 via this relay.

[0106] In addition, the integrated door unit 4 is equipped with a glass frame opening switch 91. The frame assembly 7 is provided with a plastic frame opening switch 93. When the glass frame opening switch 91 is opened, a contact signal is sent to the main control device 70 (main control C PU72), and when the inner frame assembly 7 is released from the outer frame unit 2, A contact signal from the frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 controls the opening and closing of the integrated door unit 4 and the inner frame assembly 7 based on these contact signals. The main control CPU 72 can detect the release state of the integrated door unit 4 and the inner frame adapter. When the open state of the assembly 7 is detected, a door open information signal is generated as an external information signal.

[0107] A payout control device 92 is installed on the back side of the pachinko machine 1. (Dispensing control computer) controls the operation of the dispensing device unit 172 described above. The control device 92 is equipped with a circuit board (dispensing control board) on which a dispensing control CPU 94 is mounted. This payout control CPU 94 also includes a CPU core (not shown) and a ROM 96, R It is configured as an LSI that integrates semiconductor memory such as AM98. The payout control CPU 94 is a CPU that controls the payout device based on a prize ball instruction command from the main control CPU 72. The operation of the unit 172 is controlled to execute the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal together with the prize ball instruction command. Complete.

[0108] A payout motor 102 (for example, a slot machine) is installed in a prize ball case (not shown) of the payout device unit 172. A dispensing device board 100 is installed together with the stepping motor and dispensing means. The device board 100 is provided with a drive circuit for the dispensing motor 102. The dispense mode is controlled based on a dispense number instruction signal from the dispense control device 92 (dispense control CPU 94). The rotation angle of the controller 102 is specifically controlled to dispense the specified number of game balls from the prize ball case. The paid-out game balls pass through the payout flow path in the flow path unit 173 and reach the receiving tray unit 6. will be sent to.

[0109] In addition, for example, a payout path ball out switch 104 is installed upstream of the prize ball case. In addition, a dispensing counting switch 106 is installed downstream of the dispensing motor 102. When the winning balls are actually paid out by driving the motor 102, the payout counting switch 10 The counting signal from the ball dispenser 6 is input to the payout device board 100. When a break occurs, a contact signal from the dispensing path ball break switch 104 is sent to the dispensing device board 100. The dispensing device board 100 transmits the input counting signal and contact signal to the dispensing control device 92. (Dispensing control CPU 94). The dispensing control CPU 94 receives the Based on the received signal, the actual number of dispensed balls and the ball out status can be detected.

[0110] In addition, in the pachinko machine 1, for example, inside the bottom tray 6c (the back position when viewed from the front of the pachinko machine 1) A full tank switch 161 is installed in the machine. The prize balls (game balls) actually paid out are The balls are released onto the upper tray 6b through the road unit 173, but when the upper tray 6b is filled with game balls, Any further game balls dispensed will flow into the lower tray 6c as described above. When the balls are filled up, the full tank switch 161 is turned on, and the full tank is detected. The signal is input to the dispensing control device 92 (dispensing control CPU 94). Even if the PU94 receives a prize ball instruction command from the main control CPU72, it does not perform any further prize ball operation. The remaining number of prize balls that have not been paid out is temporarily reserved and stored in RAM 98. The memory can be backed up even when the power is cut off, and even if a power outage (including a momentary power outage) occurs during play, Even if this occurs, the information on the remaining number of unpaid prize balls will not be lost.

[0111] Also, on the back side of the pachinko machine 1, a launch control board 108 and a launch solenoid 110 are installed. In addition, a ball feed solenoid 111 is provided in the tray unit 6. The launch control board 108, launch solenoid 110, and ball feed solenoid 111 are as described above. The launch control board set 174 is configured, and the launch control board 108 includes a launch software. A driving circuit for the ball feeding solenoid 110 and the ball feeding solenoid 111 is provided. The solenoid 111 releases the game balls stored in the tray unit 6 one by one into the launcher case. The firing solenoid 110 also operates to send the firing solenoid to a predetermined firing position. The game balls are hit and sent out, and the game balls are sent out one by one toward the game area 8a as described above. The balls are shot intermittently. The interval between shots is, for example, about 0.6 seconds. The interval is within 100 per minute.

[0112] On the other hand, the handle unit 16 located on the front side of the pachinko machine 1 has a firing lever volume. A camera 112, a touch sensor 114, and a firing stop switch 116 are provided. The firing lever volume 112 controls the amount of operation of the firing handle by the player (so-called straw The touch sensor 114 generates an analog signal proportional to the change in capacitance. Detecting that the player's body is in contact with the handle unit 16 (firing handle), The firing stop switch 116 outputs a detection signal. Generates a stop firing signal (contact signal).

[0113] The tray unit 6 is provided with a firing relay terminal board 118, and a firing lever volume 1 The signals from the touch sensor 112, the touch sensor 114, and the emission stop switch 116 are input to the emission relay terminal board 1 18 to the launch control board 108. The signal is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When the user operates the firing handle, the firing lever volume 112 will adjust the analog output according to the amount of operation. A digital signal (which may be an encoded digital signal) is generated, and The launch solenoid 110 is driven by the action of the player, and the game ball is shot according to the amount of operation by the player. The driving circuit of the launch control board 108 is When the detection signal from the switch sensor 114 is off (low level), or when the emission stop switch When a firing stop signal is input from switch 116, the driving of firing solenoid 110 is stopped. In addition, the launch relay terminal board 118 is connected to a game ball lending device connection terminal board 120. When the card unit is not connected to the game ball lending device connection terminal board 120, Similarly, the drive circuit of the launch control board 108 stops driving the launch solenoid 110.

[0114] The tray unit 6 also includes a power display board 122 and a loan and return switch board 123. The power display board 122 has a power display (7 cells for 3 digits) The loan and return switch board 123 is also provided with a ball loan button. A switch module is mounted on the terminal 10 and the return button 12, and the switch module is connected to the terminal 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, the operation signal is sent to the lending and return switches. The signal is transmitted from the chip board 123 to the card unit via the game ball lending device connection terminal board 120. In addition, the card unit sends a signal indicating the remaining number of points of the valuable medium to the player. The signal is transmitted to the power display board 122 via the device connection terminal board 120. The display circuit (not shown) drives the display based on the frequency signal and displays the remaining frequency of the valuable medium. The value is displayed. Also, if there is no valuable media inserted into the card unit or if there is a When the remaining credits of the inserted valuable medium become 0, the display circuit of the credit display board 122 The display can also be driven to display a demo (a display encouraging the insertion of valuable media).

[0115] In addition, the pachinko machine 1 includes a control configuration including a performance control device 124 (a performance control computer). This performance control device 124 controls the progress of the game in the pachinko machine 1. The performance control device 124 also includes a performance control C It is equipped with a circuit board (composite sub-control board) that implements PU126. 126 includes a CPU core (not shown) and a ROM 128 and RAM 129 as main memory. The performance control device 124 is a device that controls the performance of the pachinko machine 1. It is provided at a position where it is covered by a rear cover unit 178 on the rear side.

[0116] The performance control device 124 is also equipped with input / output drivers and various peripheral ICs (not shown). In addition, a lamp driving circuit 132 and an audio driving circuit 134 are also provided. The PU 126 controls the performance based on the performance commands sent from the main control CPU 72. and issues commands to the lamp driving circuit 132 and the sound driving circuit 134 to control the various lamps 46, 5 0 and the board lamp 53 are illuminated, and actual sound effects and voices are output from the speakers 54a to 54d. The following processing is performed:

[0117] The performance control device 124 and the main control device 70 are connected to each other via a communication harness (not shown), for example. However, communication between them is controlled by the main control device 70 and the performance control device. Communication is only in one direction to 124, and no communication is possible in the reverse direction. is the bus width of various commands sent from the main control device 70 to the performance control device 124. Depending on the situation, a parallel format may be adopted, or the hardware configuration of each driver IC (I / O) may be A serial format may be adopted depending on the configuration.

[0118] The lamp driving circuit 132 is, for example, a PWM (pulse width modulation) IC or a MOSFET (MOSFET) (not shown). The lamp driving circuit 132 includes a switching element such as a T. The driving voltage applied to the lamp is switched (or duty cycle switched) to control its light emission and blinking. In addition to the lamps 46, 48, and 52, the various lamps also include the game board unit. The panel lamp 53 is installed in unit 8 for decoration and presentation. The LED built into the unit, the variable start winning device 28, the variable winning device for big win 29, This corresponds to the LED built into the variable winning device 30 etc.

[0119] The sound driving circuit 134 may include, for example, a sound ROM, a sound control IC, an amplifier, etc. The sound generator 134 includes a built-in amplifier and a speaker 54. a to 54d are driven to output sound.

[0120] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the integrated door unit 4, The driving signals from the lamp driving circuit 132 and the sound driving circuit 134 are transmitted to the glass frame illumination board 136. The voltage is applied to various lamps 46, 50 and speakers 54a to 54d via the glass. The frame illumination board 136 is connected to the effect button 45, and when the player presses the effect button 45, When operated, the contact signal is input to the performance control device 124 through the glass frame illumination board 136. Furthermore, a jog dial 45a is connected to the glass frame illumination board 136. When the player rotates the jog dial 45a, the rotation signal is transmitted to the glass frame illumination board 13. 6 to the performance control device 124. Although an example in which the effect button 45 and the jog dial 45a are connected is given, When installing, the effect button 45 and the jog dial 45a are connected to the receiving tray illumination board. That's fine.

[0121] In addition, a panel illumination board 138 is installed in the game board unit 8. In addition to the panel lamp 53, the movable body motor 57 is connected to the decorative board 138. The motor 57 drives the movable body 40c via a link mechanism (not shown), for example. The drive signal from the line 132 is transmitted via the panel illumination board 138 to the panel lamp 53 and the movable body The voltages are applied to the motors 57, respectively.

[0122] The liquid crystal display 42 is installed on the back side of the game board unit 8. The display screen can be seen through the approximately rectangular opening. An inverter board 158 is installed on the back side of the port 8. The AC power is generated to be applied to the backlight (for example, a cold cathode fluorescent lamp) of the LCD display 42. Furthermore, a performance display control device 144 is installed on the back side of the game board unit 8, and a liquid crystal display The display operation by the display device 42 is controlled by a performance display control device 144. The display control device 144 includes a display control CPU 146, which is a general-purpose central processing unit, and a display It is equipped with a circuit board (performance display control board) that implements the VDP152 processor. Of these, the display control CPU 146 includes a CPU core (not shown) and a ROM 148, R It is configured as an LSI that integrates semiconductor memory such as AM150. 2 is a semiconductor device such as an image ROM 154 and a VRAM 156 together with a processor core (not shown). It is configured as an LSI that integrates memory. A part of it can be used as a frame buffer.

[0123] The ROM 128 of the performance control CPU 126 stores the basic program for controlling the performance. The performance control CPU 126 executes the performance control in accordance with this program. As described above, the various lamps 46, 50, 53, etc. and the speakers 54a to 54c are used to control the effects. 54d, and also includes the control of the performance by image display using the liquid crystal display 42. The performance control CPU 126 controls the display control CPU 146. The display control CPU 146 receives basic information (for example, a performance number) and Based on the basic information, control is performed to display specific images for presentation.

[0124] The display control CPU 146 outputs more detailed control signals to the VDP 152. Upon receiving the control signal, the VDP 152 accesses the image ROM 154 and The necessary image data is read from this and transferred to the VRAM 156. The image data is stored on the VRAM 156 for each frame (still image per unit time). The image data is then expanded into a frame buffer, and the image data is displayed on each LCD panel 42 based on the buffered image data. Each pixel (full color pixel) is driven individually.

[0125] In addition, a power supply control unit 162 (power supply control means) is provided on the back side of the inner frame assembly 7. This power supply control unit 162 has a built-in switching power supply circuit and is connected to a power cord. When external power (for example, AC24V) is taken in from the island equipment via 164, the required power is Power supply control unit can generate various power (for example, DC +34V, +12V, etc.). The power generated by 162 is used to power the main control device 70, the payout control device 92, the performance control device 124, The output is distributed to the inverter board 158. Furthermore, the output is controlled via the payout control device 92. Power is supplied to the board 108, and the card is connected to the game ball lending device via the game ball lending device connection terminal board 120. Power is supplied to the board unit. Note that low voltage power (e.g. DC +5V) for logic is also provided. V) is generated by a power supply IC (such as a three-terminal regulator) built into each device. As described above, the power supply control unit 162 is grounded (connected) to the island equipment through the ground wire 166. It is being used as a base.

[0126] The external terminal board 160 is connected to the dispensing control device 92, and the main control device 70 (main control CP Various external information signals generated by the U72 are input to the external terminal board via the dispensing control device 92. The main control unit 70 (main control CPU 72) and The payout control device 92 (payout control CPU 94) is connected to the pachinko machine 1 through the external terminal board 160. External information signals can be output to the outside of the device. The signals are collected by, for example, a hall computer (not shown) in the game center. Here, an example is given in which the dispensing control device 92 is used, but it is also possible to use the main control device 70 directly. Alternatively, the external information signal may be output to the external terminal board 160 .

[0127] The above is an example of the configuration regarding the control of the pachinko machine 1. Next, the main control C of the main control device 70 The control processing executed by the PU 72 will now be described.

[0128] [Reset start (main) processing] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts the reset start process. The reset start process is performed based on the backup information saved at the last power outage. To restore the game status (so-called power restoration) or, conversely, to clear backup information. This is a process to set up the initial state of the pachinko machine 1. Also, the reset start process is After the initial state is adjusted, the main processing (main It is positioned as a network control program.

[0129] 6 and 7 are flowcharts showing an example of the procedure of the reset start process. The processing performed by the main control CPU 72 will be explained step by step.

[0130] Step S101: The main control CPU 72 first sets the stack pointer to the beginning of the stack area. Set the address.

[0131] Step S102: The main control CPU 72 then switches to the vector interrupt mode (mode 2). This sets the default RST interrupt mode (mode 0). After that, the main control CPU 72 sets an arbitrary address (where the least significant bit is 0) as the interrupt vector. and executes the specified interrupt handler.

[0132] Step S103: The main control CPU 72 executes a reset standby process. The process starts with a reset (e.g., power-on) and waits for a certain amount of time (e.g., several thousand ms). This is to ensure a certain period of time (approximately) during which the main power interruption detection signal can be checked. Specifically, the main control CPU 72 sets a loop counter for the waiting time. While decrementing the counter value, check the bit of the input port for the main power failure detection signal. The main power interruption detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. If the main power failure detection signal is input before the loop counter reaches 0, the main control CPU 7 2 restarts the process from the beginning. This allows the To protect the system when power-off operations are repeated within a short period of time (1 to 2 seconds). can be done.

[0133] Step S104: Next, the main control CPU 72 executes access to the work area of ​​the RAM 76. Specifically, the RAM protection setting value for the work area is reset (00H). This means that access to the work area in RAM76 is permitted from then on. become.

[0134] Step S105: The main control CPU 72 also executes the mask setting to set the interrupt mask. Initialize the registers. Specifically, set the value that enables the CTC interrupt to the mask register. Store it in the database.

[0135] Step S106: The main control CPU 72 clears the RAM from the RAM clear switch that was previously saved. It checks whether the RAM clear switch has been operated (switched ON) by referring to the input signal from If the RAM clear switch has not been operated (No), then step S107 Execute.

[0136] Step S107: Next, the main control CPU 72 checks whether the backup information is saved in the RAM 76. Check whether the backup is enabled, that is, whether the backup enable flag is set. If the backup was completed successfully during the previous power-off process, the backup validity flag If the value is set (for example, "A55AH") (Yes), the main control CPU 72 Execute step S108.

[0137] Step S108: The main control CPU 72 performs a summation on the backup information of the RAM 76. Specifically, the main control CPU 72 checks the work area (prohibited area) of the RAM 76. backup validity flag among the user work area including the stop area and stack area and sum check all areas except the sum check buffer. If it is normal (Yes), the main control CPU 72 then executes step S109.

[0138] Step S109: The main control CPU 72 resets the backup validity determination flag (e.g., For example, "0000H".

[0139] Step S110: The main control CPU 72 also checks whether the data was waiting for transmission immediately before the previous power outage occurred. Clears the command.

[0140] Step S111: Next, the main control CPU 72 executes the performance control return process. Then, the main control CPU 72 sends a return command (for example, a model instruction) to the performance control device 124. Fixed command, special pattern probability state specification command, special pattern destination judgment performance command, increase in number of operation memories Time effect command, operation memory number decrease effect command, number of times counter remaining command, special In response to this, the performance control device 124 transmits a command to specify the game state. The state of the performance that was being performed at the time of interruption (for example, the internal probability state, the display mode of the performance pattern, the operation record It is possible to restore various settings (such as various display modes, sound output content, and the lighting status of various lamps) do.

[0141] Step S112: The main control CPU 72 executes a state restoration process. The control CPU 72 sets various values ​​in the work area of ​​the RAM 76 based on the backup information. The game status (for example, the display mode of the special symbol, the internal probability) that was being executed at the time of the last power outage The main control C The PU 72 restores the backed up value of the PC register.

[0142] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes) or if the backup validity determination flag is not set (step S1 07: No), or if the backup information is not normal (step S108: If No), the main control CPU 72 proceeds to step S113.

[0143] Step S113: The main control CPU 72 reads the contents of the RAM 76 other than the prohibited area. This will initialize all the work area and stack area in RAM76. Even if valid backup information is stored, it will be erased.

[0144] Step S114: The main control CPU 72 also performs initial settings for the RAM 76.

[0145] Step S115: The main control CPU 72 executes a performance control output process. After the main control CPU 72 is initialized, it determines the command (performance control The command required to control the

[0146] Step S116: The main control CPU 72 executes a payout control output process. The main control CPU 72 instructs the payout control device 92 to start paying out the prize balls. Prints the command.

[0147] Step S117: The main control CPU 72 executes the CTC initial setting process and This process initializes the CTC (counter / timer circuit). 72 sets the interrupt vector register and also sets the interrupt count value (for example, 4ms ) is set. When the next CTC interrupt occurs, the main control CPU 72 Processing can continue from the program address in the PC register that was backed up. .

[0148] When the above steps are executed in the reset start process, the main control CPU 72 executes the process shown in FIG. The process moves to the main loop (connection symbol A→A).

[0149] Steps S118 and S119: The main control CPU 72 disables interrupts and then turns off the power. In this process, the main control CPU 72 checks whether the main power supply is interrupted. Checks the input port bits and monitors the occurrence of power cutoff (drop in drive voltage). When a break occurs, the main control CPU 72 will When the output port buffer corresponding to the lower entrance solenoid 90, etc. is cleared, RA M76 work area excluding backup validity flag and sum check buffer Back up the entire contents and save the sum result value in the sum check buffer. And The main control CPU 72 sets a valid value (for example, "A55AH") in the backup validity determination flag area. The program stores the value, prohibits access to RAM 76, and stops processing (NOP). If this does not occur, the main control CPU 72 then executes step S120. The CPU executes the processing in the event of such a power outage as a non-maskable interrupt (NMI) process. There are also known programming examples.

[0150] Step S120: The main control CPU 72 executes an initial value update random number update process. In theory, the main control CPU 72 updates (changes) the initial values ​​of various software random numbers. In this embodiment, the random number for determining the jackpot (hardware random number) is incremented. And various random numbers (for example, Random numbers for winning symbols, reach determination, fluctuation pattern determination, etc.) are generated by the program. These software random numbers are generated by a separate interrupt process (step S201 in FIG. 9). The random number is updated by the loop counter within the range, but in this process, The initial value of the loop counter (not all random numbers need to be included) is changed each time. The random number for updating the value is used to randomly change this initial value, and in step S1 In step S118, the random number for updating the initial value is updated. Step S120 is executed after the prohibition because another interrupt management process (step S120 in FIG. 9) This is to prevent duplication (conflict) with the process S202, which also executes the same process. In this embodiment, the random numbers for determining a jackpot and a winning jackpot are generated by a random number generator 75. It is a hardware random number generator whose update cycle is shorter than the timer interrupt cycle (for example, several ms). Since it is even faster (for example, several μs), the initial value of the jackpot determination random number and the winning determination random number There is no need to update.

[0151] Steps S121 and S122: The main control CPU 72 allows interrupts and generates other random numbers. The random numbers updated in this process are the winning types ( It is a random number (reach determination random number, fluctuation pattern determination random number, etc.) that is not related to the judgment of the winning type. This process is performed when a timer interrupt occurs during the execution of the main loop and the main control CPU 72 starts another interrupt. The interrupt management process (Fig. 9) is executed in the remaining time. More on this later.

[0152] [Power outage check process] FIG. 8 is a flowchart specifically illustrating an example of the procedure for the power interruption occurrence check process.

[0153] Step S130: First, the main control CPU 72 checks for the occurrence of a power outage. This check condition can be, for example, whether the main power failure detection signal is continuously output. This can be set as an on-counter value to ensure that

[0154] Step S132: Next, the main control CPU 72 resets the main power interruption detection switch input port. and checks whether the main power failure detection signal is output (checks a specific bit). Although not specifically shown, the main power interruption detection switch is mounted on the main control device 70, for example. The main power interruption detection switch detects the drive voltage supplied from the power supply control unit 162. When the voltage level falls below the reference voltage, a main power interruption detection signal is output. The main power interruption detection switch may be built into the power supply control unit 162. When U72 confirms that the main power interruption detection signal is not currently being output (No), On the other hand, if the main power failure detection signal is output, If it is confirmed that the setting is correct (Yes), the main control CPU 72 proceeds to the next step S134.

[0155] Step S134: The main control CPU 72 checks whether the above-mentioned check conditions are met. Specifically, the ON counter value set in the previous step S130 is decremented by, for example, 1. Check whether the result is 0. If the on counter value is not 0 at this time ( No), the main control CPU 72 returns to step S132 and Then, the loop from step S134 to step S132 is repeated. If the check condition is met (step S134: Yes), the main control CPU 72 Next, the process proceeds to step S136.

[0156] Step S136: The main control CPU 72 controls the solenoid 88 of the normal electric device and the upper large winning port solenoid. In addition to the output ports corresponding to the solenoid 89 and the lower entrance solenoid 90, test signal terminals and The output port buffer corresponding to the command control signal is cleared.

[0157] Steps S138 and S140: Next, the main control CPU 72 reads the work data from the RAM 76. The entire contents of the area excluding the backup validity determination flag and the sum check buffer Addition is performed in byte units, and this is repeated until addition is completed for the entire area.

[0158] Step S142: When the calculation of the sum for all the regions is completed (Step S140: Yes s), the main control CPU 72 stores the sum result value in the sum check buffer.

[0159] Step S144: Next, the main control CPU 72 sets the backup validity determination flag area to Stores a value.

[0160] Step S146: The main control CPU 72 also accesses the protection value in the RAM 76. Stores "01H" which indicates prohibition, and stores the work area (prohibited area and stack area) of RAM76. Prohibit access to the

[0161] Step S148: Then, the main control CPU 72 enters a standby loop and waits for the main power to be cut off. After the main power failure occurs, the backup power supply circuit (not shown) Backup power is supplied from (for example, a circuit including a capacitive element mounted on the main control device 70). Therefore, the contents stored in the RAM 76 are retained even after the main power is turned off. The backup power supply circuit may be built into the power supply control unit 162, for example.

[0162] Through the above process, the work area of ​​RAM76 that is the backup target (target for sum addition) All information stored in the area will be retained in RAM 76 even after the main power is turned off. In addition, the stored memory is checked by the previous reset start process (Fig. 6). After confirming that the system is operating normally, the information is restored as backup information in case of a power outage.

[0163] [Interrupt management processing (timer interrupt processing)] Next, the interrupt management process (timer interrupt process) will be described. The main control CPU 72 receives an allocation from the counter / timer circuit. Based on the interrupt request signal, the interrupt management process is executed at predetermined intervals (for example, every few ms). Each step will be explained in turn.

[0164] Step S200: First, the main control CPU 72 executes the level control program 700 that was used during the execution of the main loop. The values ​​of the registers (accumulator A, flag register F, and each pair of general-purpose registers B to L) are stored in R. The value is saved in the save area of ​​AM76. After saving the value, the registers (A to L) are used by the interrupt manager. You can write a different value to it during processing.

[0165] Step S201: Next, the main control CPU 72 executes a lottery random number update process. Then, the main control CPU 72 updates the counter value for generating various random numbers for the lottery. The value of each counter is incremented in the counter area of ​​RAM76, and each counter is set to a specified value. The various random numbers include, for example, a jackpot symbol random number.

[0166] Step S202: The main control CPU 72 also executes the initial value update random number update process. The processing is the same as that described above.

[0167] Step S203: The main control CPU 72 executes input processing. The CPU 72 receives various switch signals from an input / output (I / O) port 79. Specifically, , a passage detection signal from the gate switch 78, a first start winning port switch 80, a second start winning port switch 81, Prize slot switches 82a, 82b, first and second count switches 84a, 84b, first prize slot Switch 86, input state (ON / OFF) of winning detection signal from second winning port switch 81 Lead the way.

[0168] Step S204: Next, the main control CPU 72 executes switch input event processing. In this process, the gate switch 78, the first switch 79, and the The winning detection signal from the start winning port switch 80 and the second starting winning port switches 82a and 82b Based on this, the events that occurred during the game are judged, and depending on the events that occurred, further The specific details of switch input event processing are described further below. This will be explained later using another flowchart.

[0169] In this embodiment, a winning detection signal (ON) is input from the first start winning port switch 80 or When the first special symbol or the second special symbol is selected, the main control CPU 72 executes an internal lottery corresponding to the first special symbol or the second special symbol. It is determined that an event that triggers the lottery (lottery trigger) has occurred. When the overdetection signal (ON) is input, the main control CPU 72 triggers a lottery corresponding to the normal symbol. When it is determined that any of the events has occurred, the main control CPU 72 executes processing according to each occurrence event. 0 or when a winning detection signal is input from the second start winning port switch 82a, 82b The processing to be performed will be described later using another flowchart.

[0170] Steps S205 and S206: During the interrupt management process, the main control CPU 72 The special symbol game process and the normal symbol game process are executed. The purpose of this is to specifically progress the game. 205), the main control CPU 72 corresponds to the first special symbol or the second special symbol described above. Controlling the execution of the internal lottery, and displaying the first special symbol display device 34 and the second special symbol display device 35 Controlling the variable display and stop display by the variable display device 2 for big win according to the display result 9 and the operation of the variable winning device 30 for small wins. The details will be described later using another flowchart.

[0171] In addition, in the normal symbol game process (step S206), the main control CPU 72 performs the normal symbol game process described above. Controlling the variable display and stop display by the passing pattern display device 33, and varying according to the display results For example, the main control CPU 72 controls the operation of the start winning device 28. The force event processing (step S204) is triggered by the passage of the starting gate 20. A random number (a random number for determining whether a normal symbol is selected) is stored in memory, and a random number is selected from the memory during this normal symbol game process. The value is read and a judgment is made as to whether it falls within the predetermined range. If it corresponds to the above, the normal pattern display device 33 displays the normal pattern in a variable manner to indicate a predetermined winning mode. After the normal symbol stop display is performed, the main control CPU 72 excites the normal electric role solenoid 88. On the other hand, if the random number value is outside the winning range, the main control After the variable display, the CPU 72 displays the normal symbols in a stop state in a losing state.

[0172] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In the previous input process (step S203), the various switches 80, 81, 82a, and 82b , 84a, 84b, 85, 86 based on the winning detection signal input, the payout control device 92 A prize ball instruction command instructing the number of prize balls is output to the

[0173] In addition, the main control CPU 72 sends the prize balls to the performance control device 124 in the prize ball payout process. A prize ball content command for transmitting the content of the number of balls is output. The first and second count switches 84a and 84b corresponding to the variable winning device 30 are used to check the winning status. When the output signal is input, a prize ball content command corresponding to the first profit (15 game balls) is generated. In addition, the first winning port switch 86 and the second winning port switch 87 corresponding to the normal winning ports 22 and 24 are When a winning detection signal is input from the switch 81, a prize corresponding to the second profit (four game balls) is awarded. The ball content command is generated. The ball content command is output through the performance control output process (step S in FIG. 9). 212) to the performance control device 124.

[0174] The number of winning balls for the first special symbol starting hole and the number of winning balls for the second special symbol starting hole are 1 or more each. The number is set to the above specified number. Also, the first special symbol start hole and the second special symbol start hole The number of winning balls may be different. Furthermore, the probability of winning a special symbol and the expected number of total winning balls may be different. Based on the value (average number of balls obtained in the series from the first hit to the end of the time shortening state) In addition, the winning probability of the special symbol, the total number of winning balls, etc. may be set. Expected value of, number of times the big prize slot is opened, opening time of the big prize slot, maximum number of big prize slots, big prize slot If the number of winning balls meets the specified conditions, the maximum number of winning balls will be obtained by one jackpot. A jackpot may be set to be less than 1 / 4 of the number of skill balls.

[0175] Step S208: Next, the main control CPU 72 executes external information processing. The main control CPU 72 is connected to the hall computer of the game center through the external terminal board 160. Part information signal (e.g., prize ball information, door opening information, pattern confirmation number information, jackpot information, starting gate information) etc.) is stored in the port output request buffer.

[0176] In this embodiment, among various external information signals, for example, the jackpot information is By outputting "1" to "Jackpot 5" to the outside, the external electronic device connected to the pachinko machine 1 (Data display and hall computer) can provide various jackpot information That is, the jackpot information is output as a plurality of "jackpot 1" to "jackpot 5" (external information signal output means). By dividing the data into " and outputting it, the type of jackpot (winning type) can be illustrated from these combinations. There is no hall computer that aggregates and manages the internal probability state (low probability state or high probability state) It recognizes changes in the state of the game, the shortening of the time for the pattern to change, and even if it is not a non-winning event, it is a "jackpot" Counting and managing the occurrence of small wins (wins where the conditional device does not operate) that are not classified as In addition, based on the jackpot information, for example, a data display device (not shown) can be used to display the jackpot information. For each machine, the number of jackpots within the past few business days is counted and displayed. Recognize whether or not a jackpot is currently being won, or the shortened status of the current pattern change time for each machine In this external information processing, the main control CPU 72 is the output state (ON or OFF set) of each of "Jackpot 1" to "Jackpot 5" More control.

[0177] Step S209: The main control CPU 72 also executes test signal processing. The main control CPU 72 is in charge of its own internal state (for example, normal symbol game management state, special symbol game Various test signals indicating the management status, jackpot, probability fluctuation function in operation, time reduction function in operation These are stored in the port output request buffer. The internal state of the main control CPU 72 can be tested outside the control device 70.

[0178] Step S210: Next, the main control CPU 72 executes a display output management process. Then, the main control CPU 72 controls the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first Special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a , controls the lighting state of the second special symbol activation memory lamp 35a, the game status display device 38, etc. Specifically, the special symbol game process (step S205) and the normal symbol game process (step In step S206, the drive signal stored in the port output request buffer is output to the port. The drive signal is stored in the port output request buffer as byte data to be applied to each LED. This allows each LED to display in a specific way (changing or stopping the pattern). The display will be driven in a manner that displays the number of operation memories, the game status, etc.

[0179] Step S211: The main control CPU 72 also executes an output management process. In the previous external information processing (step S208), the main control CPU 72 The external information signal (byte data) stored in the main control CPU 7 is output to the port. 2 is the normal electric accessory solenoid 88 stored in the port output request buffer, The drive signals and test signals of the upper entrance solenoid 89 and the lower entrance solenoid 90 are combined to form a port. Output the signal.

[0180] Step S212: The main control CPU 72 executes a performance control output process. , the command to be sent by the main control CPU 72 to the performance control device 124 in the command buffer. Check whether there are any commands (necessary for controlling the performance) and output any unsent commands. The target command is output to the port.

[0181] Step S213: Then, the main control CPU 72 checks the port number stored in the current CTC interrupt. Clears the output request buffer.

[0182] In this embodiment, the processing of steps S205 to S212 (game control program The example shows how to execute the timer interrupt processing. There are also known programming examples in which this is incorporated into the main loop of U and executed.

[0183] Step S214: After the above process is completed, the main control CPU 72 sets a value specifying the end of the interrupt. (01H) is stored in the interrupt program counter and the CTC interrupt is terminated.

[0184] Step S215, Step S216: Then, the main control CPU 72 The register (A to L) values ​​are restored and the next CTC interrupt is enabled. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer) .

[0185] [Switch input event processing] FIG. 10 is a flowchart showing an example of the procedure for the switch input event process (step S204 in FIG. 9). Each step will be explained below.

[0186] Step S10: The main control CPU 72 activates the first start winning port switch corresponding to the first special symbol. It is checked whether or not a winning detection signal has been input from the chip 80 (a lottery opportunity has occurred). If the input of the output signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S12. Then, the first special symbol memory update process is executed. For specific processing details, see another flow. On the other hand, if there is no winning detection signal (No), The main control CPU 72 proceeds to step S14.

[0187] Step S14: Next, the main control CPU 72 selects the second start winning slot corresponding to the second special symbol. It is confirmed whether or not a winning detection signal is input from the switches 82a and 82b (a lottery opportunity occurs). If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step. The process proceeds to step S16 and the second special symbol memory update process is executed. The details of the process will be described later using another flowchart. If there is no input (No), the main control CPU 72 proceeds to step S18.

[0188] Step S18: The main control CPU 72 determines whether the upper large winning hole 29b of the variable winning device 29 for the big win is selected. It is confirmed whether or not a winning detection signal is input from the count switch 84a corresponding to the winning number. If the input of the winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S Proceed to 20 and execute the upper large winning slot count process. In the upper large winning slot count process, the main control The CPU 72 calculates the number of winning balls into the variable winning device 29 for the jackpot for each round during the jackpot game. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 Proceed to step S21a.

[0189] Step S21a: The main control CPU 72 determines whether the lower large winning port 30 of the variable winning device 30 for small winning is selected. It is confirmed whether or not a winning detection signal has been input from the count switch 84b corresponding to b. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step. The process proceeds to S21b and executes the lower large winning slot count process. The control CPU 72 counts the number of winning balls in the variable winning device 30 for small wins during a big win game. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S2 Go to 2.

[0190] Step S22: The main control CPU 72 receives a signal from the gate switch 78 corresponding to the normal symbol. Check whether the over-detection signal is input. If the input of this passage detection signal is confirmed ( Yes), the main control CPU 72 proceeds to the next step S24 to execute the normal symbol memory update process. In the normal symbol memory update process, the main control CPU 72 determines whether the current normal symbol operation memory number is higher than the upper limit. Check whether the number is less than the maximum number (for example, 4), and if it is not, it is a normal symbol win. The main control CPU 72 acquires a random number. In addition, the main control CPU 72 increments the normal symbol operation memory number by 1. Then, the main control CPU 72 stores the acquired random number value for the normal symbol in the random number memory of the RAM 76. On the other hand, if there is no winning detection signal input (No), the main control CPU 7 In step 2, the main control CPU 72 returns to the interrupt management process (FIG. 9).

[0191] After completing the above processing, the main control CPU 72 returns to the interrupt management processing (FIG. 9).

[0192] [First special pattern memory update process] FIG. 11 is a flowchart showing an example of the procedure of the first special symbol memory update process (step S12 in FIG. 10). Below, the procedure for the first special symbol memory update process will be explained step by step. do.

[0193] Step S30: First, the main control CPU 72 counts up the first special symbol activation memory number counter. The value of the working memory number (also referred to as the reserved memory number in this embodiment) is referred to as the maximum value. (For example, 4) Represents the number (number of sets) of jackpot determination random numbers and jackpot pattern random numbers stored in the random number memory area. Here, the random number storage area of ​​the RAM 76 is shared by the first special symbol and the second special symbol. It is divided into eight sections (for example, two bytes each) that are used throughout, and each section The jackpot determination random number and the jackpot pattern random number can be stored in a set (group). When the value of the operation memory counter corresponding to the first special pattern reaches the maximum value (No) The main control CPU 72 returns to the switch input event processing (FIG. 10). If the value of the counter is less than the maximum value (Yes), the main control CPU 72 proceeds to step S3. Go to 1.

[0194] Step S31: The main control CPU 72 adds one to the number of first special symbol activation memories. The special symbol activation memory number counter is stored in, for example, the activation memory number area of ​​the RAM 76, The main control CPU 72 increments the counter value by 1. Based on the value, the display output management process (step S210 in FIG. 9) The lighting state of the lamp 34a is controlled.

[0195] Step S32: Then, the main control CPU 72 generates random numbers through the sampling circuit 77. The random number corresponding to the first special symbol is obtained from the generator 75. This is done by specifying the pin address of the number generator 75. When the main control CPU 72 is an 8-bit processor, The address is specified in two steps, one for the upper and one for the lower byte. When the jackpot determination random number value is read from the specified address, it corresponds to the first special pattern. The random number that determines whether or not a jackpot will be won is saved in the destination address.

[0196] Step S33: Next, the main control CPU 72 checks the jackpot symbol random number counter area of ​​the RAM 76. The random number value of the jackpot symbol corresponding to the first special symbol is obtained from the This is done by specifying the address of the winning symbol random number counter area. When the random number of the winning symbol is read from the dress, it is converted into the winning symbol corresponding to the first special symbol. Save it as a random number to the destination address.

[0197] Step S34: The main control CPU 72 also reads the variable random number from the variable random number counter area of ​​the RAM 76. Then, as a random number value for the fluctuation condition of the first special pattern, a reach judgment random number and a fluctuation pattern determination The constant random numbers are obtained in order. These random numbers are also obtained by using the address of the variable random number counter area. The main control CPU 72 then determines whether the address is reachable from the specified address. Once the constant random number and the random number for determining the fluctuation pattern are obtained, they are stored in the forwarding address. To burn.

[0198] Step S35: The main control CPU 72 calculates the saved jackpot determination random number, jackpot symbol random number, A random number storage area in which the reach determination random number and the variation pattern determination random number both correspond to the first special pattern. These random numbers are then stored as a set in an empty section within the area. The sections have a set order (for example, 1st to 4th), and at this stage, all sections 1 to 4 If the section is empty, each random number is stored in order from the first section. If the section is already filled and the other sections 2 to 4 are empty, The random numbers are stored in order from the beginning to the end. The format is (first in first out).

[0199] Step S36: Next, the main control CPU 72 determines the current special game management status (game status ) is in the jackpot. If it is not in the jackpot (No), the main control CPU 7 2 executes the following steps S37 and S38. If the jackpot is being won (Yes), the main control The CPU 72 skips steps S37 and S38 and proceeds to step S38a. This decision is made based on the fact that the ball that occurs during the jackpot is read ahead. This is because there is no directing.

[0200] Step S37: If not during a jackpot (Step S36: No), the main control CPU 72 The first special symbol is subjected to the effect determination process at the time of acquisition. This process is the same as step S32. Based on the first special symbol jackpot determination random number and the jackpot symbol random number obtained in S34, The results of the internal lottery are determined in advance (before the fluctuation begins), and the performance content is determined based on that. The specific processing is described in another flow. -This will be discussed further below with reference to the chart.

[0201] Step S38: When returning from the acquisition time effect determination process, the main control CPU 72 next Regarding special patterns, the upper byte of the special pattern advance judgment performance command (for example, "B8 H"). This upper byte data is set when the command type is "Regarding the first special symbol." This describes that it is for "special drawing destination judgment performance". In addition, the special drawing destination judgment performance command The lower byte is set in the previous acquisition effect determination process (step S37). So, by combining the upper byte with the lower byte, a command of one word length can be created. will be generated.

[0202] Step S38a: Next, the main control CPU 72 performs the operation when the number of activation memories increases for the first special symbol. Set the performance command. Specifically, the preceding value of the upper byte (e.g. For example, "BBH"), the number of working memories after the increase (for example, "01H" to "04H") is A one-word command is generated by adding the following byte to the command. By default, the second digit is set to "0", so that the value is "due to an increase in the number of working memories". In other words, if the lower byte is "01H", , which is because the number of working memories has increased by one from the previous "00H" number, so the number of working memories this time is " Similarly, if the lower byte is "02H" to "04H", If this happens, it means that the number of working memories up to the previous time, "01H" to "03H", has increased by one. As a result, the number of operation memories this time is "02H" to "04H". The value "BBH" indicates that this command is the operation memory number command for the first special symbol. This is a value that represents

[0203] Step S39: Then, the main control CPU 72 outputs a performance command for the first special symbol. This process executes a force setting process. The command for increasing the number of operation memories generated in step S38a, and the sound control for winning the start slot It is used to send commands to the performance control device 124.

[0204] After completing the above processing, the main control CPU 72 executes the switch input event processing (FIG. 1 0).

[0205] [Second special pattern memory update process] Next, FIG. 12 shows an example of the procedure for the second special symbol memory update process (step S16 in FIG. 10). The following is a flowchart of the second special symbol memory update process. Reveal.

[0206] Step S40: The main control CPU 72 refers to the value of the second special symbol activation memory number counter. Check whether the number of activation memories is less than the maximum value. As mentioned above, the random numbers stored in the random number storage area of ​​RAM76 and the random numbers that determine the jackpot are This represents the number of winning symbols (number of sets). At this time, the second special symbol activation memory count If the counter value reaches the maximum value (for example, 4) (No), the main control CPU 72 switches The process returns to the touch input event process (Fig. 10). Meanwhile, the second special symbol activation memory count counter is still If the value of the parameter is less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S41. move on.

[0207] Step S41: The main control CPU 72 increments the number of second special symbol activation memories by one (second special symbol activation memory). The value of the symbol activation memory counter is incremented. Similarly, based on the counter value added here, the display output management process (step in Figure 9) In step S210, the lighting state of the second special symbol operation memory lamp 35a is controlled.

[0208] Step S42: Then, the main control CPU 72 generates random numbers through the sampling circuit 77. Obtain the jackpot determination random number corresponding to the second special pattern from the generator 75 (second lottery element acquisition method) The method for obtaining the random number value is the step S32 (FIG. 1) described above. Same as 1).

[0209] Step S43: Next, the main control CPU 72 checks the jackpot symbol random number counter area of ​​the RAM 76. A random number value of a jackpot symbol corresponding to the second special symbol is obtained from the random number value (lottery element obtaining means). The method for obtaining this is the same as that in step S33 (FIG. 11) described above.

[0210] Step S44: The main control CPU 72 also reads the variable random number counter area of ​​the RAM 76. Then, the reach judgment random number and the fluctuation pattern determination random number regarding the fluctuation conditions of the second special pattern are determined in order. (Means for obtaining the variable pattern determining element, means for obtaining the lottery element). This is also carried out in the same manner as step S34 (FIG. 11) described above.

[0211] Step S45: The main control CPU 72 calculates the saved jackpot determination random number, jackpot symbol random number, A random number storage area in which the reach determination random number and the variation pattern determination random number both correspond to the second special pattern. and store these random numbers in a set in an empty section in the area (storage means, lottery The method of storage is the same as that of step S35 (FIG. 11) described above.

[0212] Step S45a: Next, the main control CPU 72 checks the current game management status (game status). Check whether the game is in a jackpot or not. If it is not in a jackpot (No), the main control C The PU72 executes the following steps S46 and S47. ), the main control CPU 72 skips steps S46 and S47 and proceeds to step S48. In this embodiment, this judgment is made for the ball that occurred during the jackpot. This is because there is no pre-reading involved.

[0213] Step S46: If it is not during a big win (Step S45a: No), then the main control C The PU72 executes the effect determination process when the second special symbol is acquired (pre-reading process execution means This process is performed to determine whether the second special symbol obtained in steps S42 to S44 is a jackpot. Based on the random number and the winning pattern random number, the results of the internal lottery are determined in advance (before the fluctuation begins). The specific processing will be described later. do.

[0214] Step S47: When returning from the acquisition time performance determination process, the main control CPU 72 next Set the upper byte of the judgment performance command (for example, "B9H") (pre-reading processing execution procedure) This upper byte data is the command type "Special pattern destination judgment performance for the second special pattern" Similarly, the subordinate command of the special drawing destination determination command The amount of bytes has been set in the previous acquisition performance determination process (step S46). Here, by combining the upper byte with the lower byte, a command of one word length is generated. It will be done.

[0215] Step S48: Next, the main control CPU 72 performs the operation memory number increase operation for the second special symbol. Here, the leading value of the upper byte (for example, "BCH"), the number of working memories after the increase (for example, "01H" to "04H") is set to the lower bytes. A one-word effect command is generated by adding the second special symbol to the data. By default, the second digit of the lower byte is set to "0", so that the value is "increased number of working memories". The preceding value "BCH" can be expressed as "the result of addition (change information)". , a value indicating that this performance command is an operation memory number command for the second special pattern is.

[0216] Step S49: Then, the main control CPU 72 outputs a performance command for the second special symbol. This executes the force setting process. As a result, the special symbol destination determination command and the creation A performance command when the number of dynamic memories increases, a start port winning sound control command, etc. are sent to the performance control device 124. The data is then prepared for transmission.

[0217] After completing the above steps, the main control CPU 72 executes the switch input event process (FIG. 1 0).

[0218] [Performance determination process at acquisition time] 13 is a flowchart showing an example of the procedure for the performance determination process at the time of acquisition. 2 is the first special symbol memory update process and the second special symbol memory update process (steps in FIG. 11). This acquisition time effect determination process is executed in step S37 and step S46 in FIG. As mentioned above, this process is performed when the first special symbol (when the ball enters the first starting winning slot 26) and the second special symbol The process is executed for each of the patterns (when the ball enters the second start winning hole 27 and the variable start winning device 28). Therefore, the following explanation applies to the processing of the first special symbol and the second special symbol. In some cases, this may be a process related to the design. Below, we will explain the process details along each step. .

[0219] Step S50: The main control CPU 72 executes the subordinate command of the special drawing first determination command (first determination information). Set the number of bytes (for example, "00H"). Note that the byte data set here is This represents the standard value of the command (when it is incorrect).

[0220] Step S52: Next, the main control CPU 72 loads the jackpot determination random number as a random number value for the first determination. The random number to be loaded here is the first special symbol memory update process (step in Figure 11). 12) or the second special symbol memory update process (step S45 in FIG. 12) It is what is memorized.

[0221] Step S54: Then, the main control CPU 72 determines whether the loaded random number is outside the range of the hit value ( Specifically, the main control CPU 72 determines whether the comparison value (lower limit value or less) is The comparison value is then subtracted from the random value loaded. The reference value (lower limit) is determined in advance according to the winning probability of the internal lottery in the pachinko machine 1. Next, the main control CPU 72 checks, for example, whether the calculation result is 0 or a positive value based on the value of the flag register. If the loaded random number is outside the range of the hit value (Yes), Then, the main control CPU 72 proceeds to step S80.

[0222] Step S80: Next, the main control CPU 72 executes a pre-determination process for fluctuation pattern information at the time of failure. Execute (variation pattern future determination means, look-ahead processing execution means). In this process, the main control CP U72 generates a command to determine the next fluctuation pattern (prediction information) for the fluctuation time when the target is out of range. The command for determining the fluctuation pattern destination generated here is especially useful for creating the "time-saving function." The information regarding the fluctuation time (or fluctuation pattern number) at the time of operation is reflected in advance. For example, if the current state is the "time reduction function" in operation, the main control CPU 72 will load Based on the reach judgment random number, the fluctuation time is compared to "miss reach fluctuation (non-shortened fluctuation time)". As a result, the fluctuation time is determined as "miss reach fluctuation (non-reduced If the time-saving variable time corresponds to "non-reduction variable time during time-saving", the main control CPU 72 In the case of reach fluctuation, a corresponding fluctuation pattern destination determination command is generated. The "reach group (type of reach)" is also determined from the reach mode random number, and the result is changed. On the other hand, if the fluctuation time is "missing lead", a command for determining the next moving pattern may be generated. If the time does not correspond to "time shortening / medium / short time fluctuation (non-shortening variable time)", the main control CPU 72 Generate a command to determine the fluctuation pattern corresponding to the "reduced fluctuation time" or the current state. If the "time reduction function" is not activated (low probability state), the main control CPU 72 loads Based on the reach judgment random number, the fluctuation time corresponds to the "normal deviation reach fluctuation" As a result, it is determined whether the fluctuation time corresponds to the "normal deviation reach fluctuation." In this case, the main control CPU 72 determines the fluctuation pattern corresponding to the "normal deviation reach fluctuation time". On the other hand, if the fluctuation time does not correspond to the "normal deviation reach fluctuation", If the deviation is not detected, the main control CPU 72 executes the fluctuation pattern determination frame corresponding to the "normal deviation fluctuation time". The generated command for determining the next variation pattern is used as a performance command. The data is set in the transmission buffer in the output setting process (steps S39 and S49). In the process, the main control CPU 72 determines the fluctuation pattern at the time of the small win as compared with the above-mentioned loss. A fluctuation pattern destination determination command may be generated in the same manner as in the process of (a).

[0223] After the above steps are executed, the main control CPU 72 executes the determination result management process in step S82. After that, the acquisition performance determination process is terminated, and the first special symbol memory update process (Fig. 1 1) or return to the second special symbol memory update process (FIG. 12). In the judgment, if the loaded random number is not outside the range of the hit value but is within the range (step S5 4: No), the main control CPU 72 then proceeds to step S56.

[0224] Step S56: The main control CPU 72 sets the probability state schedule flag based on the result of the prior determination. The probability state scheduled flag based on the result of the previous judgment has not yet started to fluctuate. If the winning value is not found in the random numbers that have been stored so far, the set Specifically, the winning value is added to the random numbers that have been stored up until now. If there is a winning symbol, and the corresponding random number is a "probable symbol", The rate status flag is set to, for example, "A0H." This value is determined by the random number. When the random numbers for determining the jackpot are pre-judged (pre-read judgment) after the jackpot, the probability of the jackpot is high. This represents a flag value for setting the scheduled If there is a winning value in the jackpot determination random number that is set, the jackpot pattern random number that is paired with this If it corresponds to "non-probability variable (normal) pattern", the probability state scheduled flag is set to "01 H" is set. This value is the value of the jackpot determination random number obtained after this jackpot determination random number. When determining the number in advance (predicting), it is expected to be in a normal (low) probability state. It represents the flag value for determining the jackpot. If there is no winning value yet, the flag value is reset (00H). The value of the expected state flag is stored in the flag area of ​​the RAM 76, for example. gives an example of using a "probability state scheduled flag" to strictly determine whether a hit will occur in advance, but If a preliminary hit determination is made based on the current probability state, this step S56 and the subsequent steps Steps S58, S60, S62, S76, etc. may be omitted.

[0225] If the probability state scheduled flag has not yet been set (step S 56: No), then step S66 is executed.

[0226] Step S66: In this case, the main control CPU 72 next sets the comparison value for low probability (normal) to A The comparison value for low probability is also set in the register. The winning probability is determined in advance.

[0227] Step S68: Next, the main control CPU 72 loads the "current probability state flag." This probability state flag indicates whether the current internal state is high probability (high probability). This is stored in the flag area of ​​RAM 76. The current probability state is high probability ( If it is during a special chance, the value "01H" is set as the status flag, and there is a low probability (normal ), the value of the status flag is reset ("00H").

[0228] Step S70: Then, the main control CPU 72 executes the loaded current special symbol probability state flow. Check whether the lag indicates a high probability (≠01H), and then select the lag that indicates a high probability. If so (No), then step S64 is executed.

[0229] Step S64: The main control CPU 72 sets a high probability comparison value. The low probability comparison value set in the previous step S66 is rewritten. The comparison value for high probability is determined in advance according to the winning probability at the time of high probability in the pachinko machine 1. are.

[0230] In this way, if the probability state scheduled flag based on the previous determination result has not yet been set, Therefore, if the current internal state is high probability, the comparison value is rewritten for high probability and the next state is In contrast, the current probability state flag is set to 0 in step S70. If it is confirmed that the lag does not represent a high probability (Yes), the main control CPU 72 Step S64 is skipped and the next step S72 is executed.

[0231] Step S72: The main control CPU 72 determines whether the random number loaded in the previous step S52 is a winning value. That is, the main control CPU 72 determines whether the lottery result is outside the range of the lottery result. The main control CPU 7 subtracts the jackpot determination random number from the comparison value set for each state. 2. Similarly, it determines whether the operation result is a negative value (<0) or not from the value of the flag register. As a result, if the loaded random number is outside the range of the hit value (Yes), the main control CPU 72 A pre-determination process for fluctuation pattern information at the time of failure (step S80) is executed. If the input random number is not outside the range of the hit value and is within the range (No), the main control CPU 72 Then, the process proceeds to step S74.

[0232] Step S74: The main control CPU 72 executes a process for determining the type of big winning symbol. Based on the jackpot determination random number and the jackpot pattern random number paired, the jackpot type at that time For example, the main control CPU 72 determines the first special symbol (the type of winning). The pattern memory update process (step S35 in FIG. 11) or the second special pattern memory update process (step S36 in FIG. 12) When the random numbers of the winning symbols stored in step S45 are loaded, step S54 Similarly, a calculation is performed using the comparison value, and the result is used to determine the jackpot type as "non-probability variable pattern (normal The main control CPU 72 determines whether the symbol corresponds to a "normal symbol" or a "probable symbol." The result of the determination is stored as a special symbol destination determination value, and the process proceeds to the next step S76.

[0233] Step S76: Then, the main control CPU 72 sets the probability state schedule flag according to the result of the prior determination. Specifically, the special symbol destination determination value stored in the previous step S74 is set to "Non When the probability variable symbol is displayed, the main control CPU 72 sets the probability state scheduled flag to the value "01H". On the other hand, if the special symbol determination value indicates a "probability variable symbol," the main control CPU 72 The value "A0H" is set in the schedule flag. This allows the next and subsequent processing to proceed to step S5. At 6, it will be determined that the flag is set.

[0234] Step S78: The main control CPU 72, as a lower byte of the special drawing destination determination performance command, The special symbol destination determination value stored in the previous step S74 is set. For example, if it corresponds to a "non-variable symbol", "01H" is set, and if it corresponds to a "variable symbol", "02H" is set. In either case, the lower byte data is set here. By doing so, the standard lower byte data "00H" set in step S50 is will be rewritten.

[0235] Step S79: Next, the main control CPU 72 performs a pre-determination process of fluctuation pattern information at the time of a big win. In this process, the main control CPU 72 executes the variable pattern for the variable time at the time of the big win. The generated fluctuation pattern destination determination command may include, for example, If the time of the reach change (or the change pattern number) is changed, the information on the previous decision will be reflected. The generated variation pattern destination determination command is used in the performance command output setting process. The data is set in the transmission buffer by the process (steps S39 and S49).

[0236] The above is before the probability state scheduled flag is set based on the first judgment result (before the first internal hit). In contrast to this, if the probability state scheduled flag is set through the previous step S76, If a hit is made, the following procedure is executed. However, a preliminary hit determination is made based only on the current probability state. In this case, the following steps S56, S58, S60, S62, and There is no need to execute step S76.

[0237] Step S56: The main control CPU 72 determines whether a value has already been set in the probability state schedule flag. If it is confirmed that this is the case (Yes), then step S58 is executed.

[0238] Step S58: The main control CPU 72 first stores the low probability (normal) comparison value in register A. Set to.

[0239] Step S60: Next, the main control CPU 72 loads the "probability state scheduled flag." The probability state forecast flag is used to forecast the probability state in the subsequent future judgments based on the results of the previous future judgment. This is stored in the flag area of ​​RAM76. If the probability state based on the previous judgment result is expected to transition to a high probability (probability change), The value of the status expected flag is set to "A0H", and conversely, based on the previous judgment result, If the probability state is scheduled to return to low probability (normal), the value of the probability state scheduled flag is set to "01 H" is set.

[0240] Step S62: Then, the main control CPU 72 determines whether the loaded probability state scheduled flag is high probability. Check whether it does not represent a high probability schedule (≠01H), and as a result, it represents a high probability schedule. If so (No), then step S64 is executed to set a high probability comparison value.

[0241] In this way, the probability state scheduled flag based on the previous judgment result has already been set, and its value is If a high probability is expected, rewrite the comparison value for the high probability case and proceed to the next step. In contrast, the probability state scheduled flag is set to 0 in step S62. Ensure that the event does not represent a high probability event, but rather a normal (low) probability event. If so (Yes), the main control CPU 72 skips step S64 and proceeds to the next step S 72 and subsequent steps are executed. In this embodiment, the subsequent internal state based on the previous determination result is Considering the change in probability (normal probability state → high probability state, high probability state → normal probability state), It is possible to determine whether a jackpot has been reached.

[0242] After the above steps are completed, the main control CPU 72 performs the first special symbol memory update process (FIG. 11) or Return to the second special pattern memory update process (Figure 12).

[0243] [Parallel fluctuation of the first and second special symbols] Next, the first special symbol game process and the second special symbol game process will be described in detail. In this embodiment, the first special symbol and the second special symbol are each subjected to a separate internal lottery. By executing the above individually, the first special symbol display device 34 displays the first special symbol and the second special symbol. It is possible to simultaneously display the variable second special symbol by the separate symbol display device 35. Therefore, in this embodiment, for each of the first special symbol and the second special symbol, The first special symbol game process and the second special symbol game process are separately performed under the control of the CPU 72. It is designed to be executed once per interrupt period.

[0244] [First special symbol game processing] FIG. 14 is a flowchart showing an example of the procedure of the first special symbol game process. The first special symbol game process starts when the internal status flag is "Big role start (Big hit game in progress)". It has a procedure (step S1000a) for checking whether or not there is one.

[0245] Step S1000a: The main control CPU 72 determines the gaming state (internal Check whether the current status is "Big Role Start (Big Win Game in progress)". This check is performed during the second special The progress of the processing carried out so far regarding the symbol (value of the second special symbol game management status In this embodiment, this confirmation is performed based on the other If you are playing a jackpot with the second special symbol, you must not play the first special symbol. This is because it is considered to be a

[0246] At the moment, especially regarding the second special symbol, the jackpot game is being played (second special symbol game management status If it is not a value during a jackpot (No), the main control CPU 72 proceeds to the next step S1000b. Execute the process.

[0247] In addition, the first special symbol game process is performed while the variable time measurement stored in the RAM 76 is temporarily stopped. The procedure for checking whether the flag is ON and whether the game state is in a small win state (step S1000b). If the variable time measurement pause flag is ON, This means that the measurement of the fluctuation time is paused, and the fluctuation time measurement paused flag When is OFF, it means that the measurement of the variable time is not paused.

[0248] Step S1000b: The main control CPU 72 executes the variable time counter stored in the RAM 76. It is checked whether the measurement pause flag is ON and whether the game state is a small win. In this embodiment, this confirmation is performed for the other second special symbol. If the first special symbol is changing, the measurement of the time it takes for the first special symbol to change will be temporarily stopped. This is because the government is trying to stop this.

[0249] At this time, the variable time measurement paused flag is not ON, or variable time measurement is paused. Even if the medium flag is ON, if the game state is not in a small hit (No), the main control CPU 72 executes the processing from step S1000 onwards. 6000 are program modules that are the core of the first special symbol game processing. The main control CPU 72 performs the processing of these fundamental steps S1000 to S6000. Through this, it is possible to specifically control the progress of the game corresponding to the first special symbol.

[0250] On the other hand, if the variable time measurement pause flag is ON and a small win is being played ( If so, the main control CPU 72 executes the process of step S7000.

[0251] The core part of the first special symbol game process includes an execution selection process (step S1000), a special symbol Pattern change pre-processing (step S2000), special pattern change processing (step S3000), special Processing during display of another symbol stop (step S4000), variable winning device management processing at the time of big win (step Subroutine of variable winning device management processing (step S6000) at the time of small hit (Program Module) groups are included. First, the first special diagram is shown along with each process. The basic flow of the core part of the pattern game processing will be explained.

[0252] Step S1000b1: The main control CPU 72 executes a special game special symbol discrimination flag update process. In this process, the main control CPU 72 executes the following: A process is performed to determine which special symbol is to be processed. Here, the special game special symbol discrimination flag is a flag that specifies the symbol to be processed. Specifically, the main control CPU 72 Execute a process to set the value of the discrimination flag to a value (for example, "0") corresponding to the first special symbol. .

[0253] Step S1000: In the execution selection process, the main control CPU 72 determines the next process to be executed. The jump destination of the process (any of steps S2000 to S6000) is set to "Jump For example, the main control CPU 72 selects the program of the next process to be executed. The address is the jump destination address, and the return address is the first special symbol game processing address. Set the end to the stack pointer.

[0254] Which process is selected as the next jump destination depends on the progress of the processes that have been performed up to that point. It depends on the situation (1st special symbol game management status). For example, if the 1st special symbol has not yet changed, If the dynamic display has not started (1st special symbol game control status: 00H), The control CPU 72 selects the special symbol variation pre-processing (step S2000) as the next jump destination. Also, if the special symbol variation pre-processing has already been completed (first special symbol game management state TASK: 01H), the main control CPU 72 jumps to the next special symbol change processing (step If the special symbol fluctuation process is completed (the first special symbol game control Processing status: 02H), and the next jump destination is the special symbol stop display processing (step S4 In this embodiment, the jump destination address is selected as The process is selected by specifying it in the "jump table", but apart from this selection method, The CPU selects the next process to be executed using the "process flag" and "process selection flag". In such programming examples, the CPU Call each process, and refer to the flag at the first step to branch to the next step (continue / run). In the selection method of this embodiment, the main control CPU 72 executes each process. There is no need to take the trouble of calling it each time.

[0255] Step S2000: In the special symbol variation pre-processing, the main control CPU 72 performs the variation of the first special symbol. The conditions for starting the dynamic display are prepared. Specifically, the jackpot determination (first The lottery execution method, lottery execution method) and fluctuation pattern are determined, and in the case of a jackpot, the winning The selection type is determined. In addition, in response to the determination of the winning type, the main control CPU 72 " and "High Probability State" counters are set. The contents of will be described later using another flowchart.

[0256] Step S3000: In the special symbol variation process, the main control CPU 72 counts the variation timer. While controlling the 7-segment L ON or OFF drive signal (1 byte) for each segment and dot (number 0 to 7) of ED The drive signal pattern changes over time, The first special pattern is then displayed in a changing manner.

[0257] This process also determines whether to activate the skip function, In the judgment, for example, if the first special symbol is fluctuating and the second special symbol is not If you win, the skip function will be activated for the second special symbol. By the activation of the function, the process of forcibly ending the non-winning variation of the second special symbol is carried out. The specific processing contents will be described later using another flowchart.

[0258] Step S4000: In the special symbol stop display process, the main control CPU 72 The display device 34 is driven and controlled. An ON or OFF drive signal is output to each dot, but the drive signal pattern is constant. This causes the first special symbol to stop and be displayed. This will be described later using the flowchart.

[0259] Step S5000: The variable winning device management process at the time of the big win is the process during the previous special pattern stop display. When the first special symbol is displayed in the jackpot mode, it is selected. When the display stops in this manner, the normal state changes to the jackpot state (for the player). During the first special game, In the previous execution selection process (step S1000), the jump destination is a variable winning device when a jackpot occurs. It is set in the management process, and the first special pattern is not displayed. In the processing, the upper prize entrance solenoid 89 is turned on for a certain period of time (for example, 29 seconds or 10 times). The magnet is energized for a preset number of consecutive operations (until a winning number is counted), The variable winning device 29 for the big win opens and closes in a predetermined pattern (continuous operation of the special electric device) During this time, the game balls are concentrated into the variable winning device 29 for the big win, The player is given an opportunity to win many prize balls at once (special game execution means). In addition, the opening and closing operation of the variable winning device 29 for jackpot at the time of jackpot is called "round" For example, if the number of consecutive activations is 7, this is collectively called "7 rounds." .

[0260] The main control CPU 72 controls the opening pattern of the large winning hole (large winning hole opening pattern) in the variable winning device management process at the time of the big win. By setting the number of rounds, the number of opening and closing operations per round, the opening time, etc., Each time the opening and closing operation of the variable winning device 29 for the big win is completed, the value of the round number counter is incremented by 1. The round counter value is incremented by, for example, 0 as the initial value. The main control CPU 72 stores the value of the round number counter in the count area. The round number command is generated in the performance control output process. The value of the round number counter reaches the set number of consecutive operations, and is transmitted to the performance control device 124. Then, the main control CPU 72 performs a jackpot game (big win) for the first special symbol only for that round. ) to exit.

[0261] Then, when the big win game is finished, the main control CPU 72 sets the game status flag (probability flag, The state after the end of the jackpot game (high probability state, time shortening state) is changed based on the time shortening flag. In the "high probability state," the probability fluctuation function is activated, and the probability of winning in the internal lottery is higher than usual. For example, it will be about 10 times higher. Also, in the "time shortening state", the variable time shortening function is activated, and The probability of the regular pattern being activated has increased, the normal pattern change time has been shortened, and the variable start input The opening time of the prize device 28 is extended and the number of times it is opened increases (so-called electric chute support is performed). In addition, the "high probability state" and the "time shortening state" are controlled in either order. In some cases, the transition is to just one of these, and in other cases, the transition is to both.

[0262] In this embodiment, the "time shortening state" refers to a state in which the variable time shortening function is activated. The time it takes for the normal or special symbols to change is shortened, and the probability of winning the normal symbol activation lottery is increased. This means that the opening time of the variable start winning device 28 is extended (opening extension function operation). is doing.

[0263] In addition, "non-time shortening state" means that the variable time shortening function is not activated, and the normal map The time for changing the pattern or special pattern is not shortened, and the probability of winning the normal pattern activation lottery is low. This means that the opening time of the variable start winning device 28 is not extended (opening extension function is not activated). are.

[0264] Step S6000: Variable winning device management processing at the time of small hit is the previous special pattern stop display processing When the first or second special symbol is displayed in the form of a small win, When the first or second special symbol stops and is displayed in a small win mode, the normal An opportunity occurs to transition from the state to the small win game state. During the small win game, the previous execution selection process In step S1000, the jump destination is set to the variable winning device management process at the time of small win. In the small win game, the variable winning device 30 for small win is set to a predetermined value. The valve opens and closes a predetermined number of times for an opening time of 100 s.

[0265] Step S7000: The process for temporarily stopping the fluctuation time measurement stops the fluctuation of the first special symbol. The main control CPU 72 maintains the state of the second special symbol during a small win game. When the first special symbol is fluctuating, the drive control of the first special symbol display device 34 is The drive control of the first special symbol display device 34 is performed by controlling each segment of the 7-segment LED. Outputs ON or OFF drive signals (1 byte data) for the dots (numbers 0 to 7) This executes the process of inputting the first special symbol, thereby maintaining the state where the first special symbol is not stopped. If the measurement of the fluctuation time of the first special symbol is temporarily stopped, after the small win game ends, The measurement of the moving time is resumed. Even if it is determined that a technique is in progress, if the first special pattern is not changing, the change time measurement will be paused. In addition, the measurement of the variable time is not paused, but forced termination. good.

[0266] [Second special symbol game processing] FIG. 15 is a flowchart showing an example of the procedure of the second special symbol game process. The second special symbol game process first determines whether the other first special symbol is in a jackpot. The procedure for checking this is step S1900a.

[0267] Step S1900a: The main control CPU 72 determines whether the gaming state corresponding to the first special symbol is “Big This check is also performed by checking whether the first special symbol is being played or not. This can be done based on the value of the management status. It is also possible to add a determination as to whether or not

[0268] At the moment, the first special symbol is in the jackpot game (the first special symbol game management status is If it is not a hit value (No), the main control CPU 72 proceeds to the next step S1900a1 onwards. Steps S1900a1 to S6900 are the second special processing steps. This is a program module that is the core of the symbol game processing. Through the processing of steps S1900a1 to S6900, the second special symbol is The progress of the corresponding game can be specifically controlled.

[0269] As explained in the first special symbol game process, the core part of the second special symbol game process Regarding the special game special symbol discrimination flag update process (step S1900a1), Selection process (step S1900), special symbol change pre-processing (step S2900), special symbol Processing during fluctuation (step S3900), processing during special symbol stop display (step S4900), Variable winning device management process at big win (step S5900), variable winning device management process at small win (Step S6900) subroutines (program modules) are included. The explanation of the content similar to that of the first special symbol game process will be omitted as appropriate.

[0270] Step S1900a1: The main control CPU 72 executes a special game special symbol discrimination flag update process. In this process, the main control CPU 72 executes the following: A process is performed to determine which special symbol is to be processed. Specifically, the main control CPU 72 sets the value of the special game special symbol discrimination flag to the second special symbol. A process is executed to set a value (for example, "1") corresponding to the pattern.

[0271] Step S1900: In the execution selection process, the main control CPU 72 determines the next process to be executed. The jump destination of the process (any of steps S2900 to S6900) is set to "Jump For example, the main control CPU 72 selects the program of the next process to be executed. The address is the jump destination address, and the return address is the second special symbol game processing address. Set the end to the stack pointer.

[0272] Here too, the process to be selected as the next jump destination depends on the process that has been performed so far. The status of the process (second special symbol game management status) will differ depending on the progress of the process. If the second special symbol has not yet started to change (second special symbol game management status Step: 00H), the main control CPU 72 jumps to the next step, S2900). Also, if the pre-processing for special symbol variation has already been completed (second special symbol Pattern game control status: 01H), the main control CPU 72 jumps to the next special pattern change destination. If the processing during the special symbol change is completed (step S3900), 2 Special symbol game control status: 02H), special symbol stop display processing as the next jump destination Then, select "Process" (step S4900).

[0273] Step S2900: In the special symbol variation pre-processing in the second special symbol game processing, the main control The CPU 72 prepares the conditions for starting the variable display of the second special symbol (second drawing selection execution means, lottery execution means).

[0274] Step S3900: In the special symbol variation process, the main control CPU 72 starts the variation timer While counting, the drive control of the second special symbol display device 35 is performed.

[0275] Step S4900: In the special symbol stop display process in the second special symbol game process, The control CPU 72 controls the driving of the second special symbol display device 35. An ON or OFF drive signal is output to each segment and dot of the LED. This will cause the second special symbol to stop and be displayed.

[0276] Step S5900: The variable winning device management process at the time of the big win is the process during the previous special pattern stop display. It is selected when the second special symbol is stopped and displayed in the form of a jackpot. The stop display mode of the second special symbol is determined in accordance with the winning type. PU72 is a big winning opening pattern (number of rounds) in the variable winning device management process at the time of the big win. By setting the number of opening and closing operations per round, opening time, etc., you can win one round of jackpots. Each time the opening and closing operation of the variable winning device 29 is completed, the value of the round number counter is incremented by one. When the round counter value reaches the set number of consecutive operations, the main control CPU 72 ends the jackpot game (big role) for the second special symbol for that round only.

[0277] Then, when the jackpot game for the second special symbol is completed, the main control CPU 72 returns to the game state. The state after the end of the big win game is changed based on the flags (probability change flag, time-saving flag).

[0278] Step S6900: Variable winning device management processing at the time of small hit is the previous special pattern stop display processing It is selected when the second special symbol is stopped and displayed in the form of a small win (special game execution For example, when the second special symbol is displayed in a small win state, the normal state up to that point During the small win game, the previous execution selection process ( In step S1000, the jump destination is set to the variable winning device management process when a small hit occurs. The variable display of the special symbol is not performed. In the small win game, the variable winning device 30 for small win is opened in a predetermined manner. The opening and closing operation is performed a predetermined number of times during the release time.

[0279] [Special pattern change pre-processing] FIG. 16 is a flowchart showing an example of the procedure for the special symbol variation pre-processing. The contents of the special symbol variation pre-processing are the first special symbol game processing (Fig. 14) and the second special symbol game processing. The technique processing (Figure 15) can be common. However, the following procedure is for the first special pattern. When applied to game processing, the control target is the first special symbol, and when applied to game processing for the second special symbol In this case, the target of control will be the second special symbol. Below, we will explain each step. .

[0280] Step S2090: First, the main control CPU 72 reads the variable time stored in the RAM 76. Executes a process to check whether the measurement pause flag is ON.

[0281] If it is determined that the variable time measurement paused flag is ON (Yes), the main control CPU 72 executes step S2092.

[0282] Step S2092: The main control CPU 72 executes a stop symbol reading process. Then, the information of the stop symbols saved in the RAM 76 is read out. Based on the symbol information, the main control CPU 72 determines whether the first special symbol display device 34 has lost. The main control CPU 72 sets the stop symbol number data. Generates the stop symbol command and lottery result command (if losing) to send. The command is sent to the performance control device 124 in the performance control output process.

[0283] Step S2094: The main control CPU 72 executes a remaining fluctuation time readout process. In this case, the value of the variable timer saved in RAM76 (the value of the remaining variable time) is read. Then, the main control CPU 72 sets the read variable timer value in the variable timer. In both cases, the value of the stop display time at the time of loss is set in the stop pattern display timer.

[0284] Step S2096: Next, the main control CPU 72 executes a special symbol re-variation start process. In this process, the main control CPU 72 sets the special symbol re-variation start flag in the flag area of ​​the RAM 76. Then, the main control CPU 72 sets the re-variable value to be transmitted to the performance control device 124. This re-variation start command is used to generate a start command for the performance control in the performance control output process. The data is transmitted to the control device 124.

[0285] Step S2098: The main control CPU 72 executes the variable time measurement Execute the process to turn OFF the paused flag. This will pause the measurement of the variable time. The status of being suspended will be lifted. After completing the above steps, the main control CPU 72 executes the special symbol variation process (step S 3000 or step S3900) is set as the next jump destination, and the process returns to the special symbol game process. do.

[0286] On the other hand, in the previous step S2090, the variable time measurement pause flag is ON. If the above cannot be confirmed (No), the main control CPU 72 next executes step S2100. .

[0287] Step S2100: The main control CPU 72 counts the number of special symbol activation memories (first special symbol activation memory) to be controlled. Whether the number of symbol activation memories or the number of second special symbol activation memories remains (is greater than 0) This check is performed by referring to the value of the operation memory counter stored in RAM76. If the number of operation memories of the target symbol is 0 (No), the main control CPU 72 proceeds to step S2150.

[0288] Step S2150: The main control CPU 72 determines whether the other special symbol activation memory number is 0. In other words, if the control target is the first special symbol, check the second special symbol activation memory number. Check whether it is 0 or not, and if the control target is the second special symbol, the first special symbol activation memory Check whether the number is 0. This check also refers to the value of the special symbol activation memory counter. And if the other special symbol activation memory number is 0 (Yes ), the main control CPU 72 executes the demo setting process in step S2500.

[0289] Step S2500: In this process, the main control CPU 72 determines whether any of the starting winning slots is assigned to the If it is confirmed that there has been no winning within the specified time, The demo performance command is generated as a performance control command in the performance control output process. When the demo setting process is executed, the main control CPU 72 outputs the first special diagram. The game returns to the pattern game process (FIG. 14) or the second special pattern game process (FIG. 15). , and returns to the last address of each special symbol game process (same applies thereafter).

[0290] On the other hand, if the other special symbol activation memory number is not 0 (step S2150: No), The main control CPU 72 executes the first special symbol game process (FIG. 14) without executing the demo setting process. The process returns to the second special symbol game process (FIG. 15).

[0291] On the other hand, if the value of the special symbol operation memory counter to be controlled is greater than 0 (step If the answer is YES in step S2100, the main control CPU 72 next executes step S2160.

[0292] Step S2160: The main control CPU 72 determines whether the other special symbol is a jackpot flag or a Check whether the value (01H) is set in the small hit flag. The small hit flag is a flag that is set when a big hit or small hit is determined by internal lottery. It is reset at the end of the big win game or the end of the small win game. The confirmation in the process is whether the result of the internal lottery regarding the other special symbol is a big win or a small win. If the other special symbol is not being displayed, Since the big hit flag or small hit flag is not set, the result of the check is inevitably N o. Also, here, the judgment content is "big hit or small hit", but "big hit" It may be only a "small hit" or only a "small hit".

[0293] In this process, the value (01 If the flag H is set (Yes), the main control CPU 72 next proceeds to step S2202. On the other hand, the value ( 01H) is not set, that is, the value is "00H" (No), the main The control CPU 72 then executes step S2200.

[0294] Step S2200: The main control CPU 72 executes a special symbol storage area shift process. In this process, the main control CPU 72 uses the random number stored in the random number storage area of ​​the RAM 76. Of the random numbers (jackpot determination random number, jackpot pattern random number), the one corresponding to the special pattern to be controlled is read. At this time, if random numbers are stored in two or more sections, the main control CPU 72 After reading and erasing (consuming) the random numbers in order from the first section, the remaining random numbers are The random number is moved (shifted) to the previous section. The read random number is then stored in another temporary storage area, for example. The random numbers stored in the temporary memory area are used for the internal lottery in the next jackpot determination process. In this process, the main control CPU 72 executes the operation The value of the memory counter (the first special symbol or the second special symbol that is the target of control) is reduced by one. The value after subtraction is set to "Number of operation memories at the start of fluctuation." This will result in the above display output During the management process, the first special symbol operation memory lamp 34a or the second special symbol operation memory lamp 35 The display mode of the number of memories for the controlled item will change (decreased by 1). After completing the above procedure, the main control CPU 72 then executes step S2300.

[0295] Step S2300: The main control CPU 72 executes a big win determination process (internal lottery). In this process, the main control CPU 72 first sets a range of the jackpot value and reads out the value within this range. The random number value (jackpot determining random number value) that is set at this time is determined. The range of the probability is different between the low probability state and the high probability state, and the high probability state is larger than the low probability state. The range of winning numbers is expanded by about 10 times. The random number read at this time is the jackpot. If the value is within the range, the main control CPU 72 sets the jackpot flag to "01H". By executing such processing, the main control CPU 72 determines whether a lottery opportunity occurs during a game. When this occurs, a special pattern lottery (predetermined lottery) will be held with a winning probability corresponding to the currently set value. (lottery execution means).

[0296] Step S2302: The main control CPU 72 executes a small win determination process (internal lottery). If the big win flag is not set, the main control CPU 72 next sets the range of the small win value. It is then determined whether the read random number value falls within this range (lottery execution means). The "small win" mentioned here is other than a non-win (miss), but it is of a different nature from a "big win". In other words, a "jackpot" transitions to the above-mentioned "high probability state" or "time-shortened state." A "small hit" is a chance to create a turning point in the game. However, the "small win" activates the variable winning device 30 for small wins in the same way as the "big win". The read random number is within the range of the small win value. If it is included in the above, the main control CPU 72 sets the small win flag to "01H". The probability of winning the small prize in the first special pattern lottery and the second special pattern lottery is "approximately 1 / 1", and the probability of winning the big prize is "approximately 1 / 1". Unless it applies, it may be considered to be a small win, and the first special pattern lottery and the second special pattern The probability of winning a small prize in the pattern lottery is "about 1 / 2 to 1 / 4", and if it does not correspond to a big prize, It may correspond to a win or a miss.

[0297] In this embodiment, the range of winning other than non-winning is the range of the big win value and the small win value. The range is predefined in the program (means of predefining non-winning), but the jackpot according to the state is predefined. The judgment table and the small hit judgment table are written in ROM74, and then read You can also determine whether you have won by comparing it with a random number value.

[0298] Step S2202: The main control CPU 72 executes a special symbol storage area shift process. In this process, the same process as in step S2200 is performed, so the explanation will be omitted. The main control CPU 72 then executes step S2404.

[0299] On the other hand, when the small hit determination process is completed (step S2302), the main control CPU 72 next Execute step S2400.

[0300] Step S2400: The main control CPU 72 sets the value ( Determine whether the value (01H) is set in the jackpot flag. If not (No), the main control CPU 72 proceeds to step S2402 and sets the jackpot flag If the value (01H) is set in the ? Execute 410.

[0301] Step S2402: The main control CPU 72 sets the value ( If the value (01H) is set in the small win flag, If not (No), the main control CPU 72 proceeds to step S2404. The CPU 72 does not prepare a big hit flag and a small hit flag separately, but sets the value of the common hit flag. Therefore, it is possible to determine whether it is a big hit (for example, set 01H) or a small hit (for example, set 0AH). stomach.

[0302] Step S2404: The main control CPU 72 executes a process for determining symbols to be stopped when a winning combination is lost. In the process, the main control CPU 72 controls the first special symbol display device 34 or the second special symbol display device The main control CPU 72 sets the stop symbol number data when the symbol is lost according to the operation 35. Stop symbol command and lottery result command (when losing) to be sent to the payout control device 124 These commands are sent to the performance control device 124 in the performance control output process. can be.

[0303] In this embodiment, the first special symbol display device 34 and the second special symbol display device 35 are provided with 7 cells. Since the segment LED is used, for example, the display mode of the stop pattern when a win occurs can always be one Only the segment (the central bar "-") is lit, and one stop symbol number data is displayed. In this case, the memory used in the program can be fixed to a value (for example, 64H). This reduces the capacity and processing load on the main control CPU 72, thereby improving the processing speed. In addition, the display mode of the stop pattern when losing is not to display only one segment lighting. Alternatively, the symbols may be made distinguishable from symbols that indicate a time-saving failure or a simple failure.

[0304] Step S2405: Next, the main control CPU 72 executes a process for determining a fluctuation pattern when the game is lost. In this process, the main control CPU 72 determines whether the special symbols to be controlled are a miss or not. The fluctuation pattern number is determined (fluctuation pattern determination means). Distinguish the type (pattern) of the variable display of the target special pattern, and the time it takes for the variable display to change The fluctuation patterns are non-reach fluctuation, reach fluctuation, super It includes various fluctuation patterns such as reach fluctuations (same for big hits and small hits) In addition, information about the variation pattern of the selected special symbol is sent as a variation pattern command. and transmitted to the performance control device.

[0305] Here, the variable time when losing is determined by whether it is in the "high probability state" or "time shortening state" mentioned above. In this process, the main control CPU 72 sets the game status flag Load the game and check whether the current state is "high probability state" or "time shortening state". Example For example, if the time is shortened, the time that the bet is lost will be shortened (for example, 4 to 12 seconds). The timeout is set to approximately 1 second.

[0306] In addition, even if the time is not shortened, except for when a reach change is made, the change will occur when the player loses. For example, the interval is the "Number of activation memories at the start of variable display (0 to 3)" set in step S2200. However, if a special variation pattern is selected, the number of memories may be shortened. The duration of the symbol display when a win occurs does not change regardless of the variation pattern. The main control CPU 72 determines the time period (for example, about 0.5 seconds) that has been determined. The value of the time) is set in the variable timer, and the value of the stop display time at the time of failure is set in the stop pattern table. Set the display timer.

[0307] In this embodiment, if the result of the internal lottery using the first special symbol is a non-winning result, For example, if you make a "reach effect" and miss, or if you don't make a "reach effect" and miss, The control will be performed to detect deviations. For "Bull", there are several types of effects in advance, such as "non-reach effects" and "reach effects". If you are not selected, one of the variable patterns will be selected. The turn will be selected. There are two types of reach effects: normal reach effects, long reach effects, and It includes various reach effects such as reach effect, super reach effect, story reach effect, etc. It can be enjoyed.

[0308] [Example of variation pattern selection table when the first special symbol is not selected] FIG. 17 shows the variation pattern when the first special symbol is lost, which is used in step S2405 of FIG. FIG. 10 is a diagram showing an example of a selection table (low probability non-time shortening state). This selection table is for when you lose in the low probability non-time shortened state in the first special pattern lottery ( This is a table used when the winner is not selected. From the first address, one byte each of the "comparison value" and "fluctuation pattern number" is entered. The "comparison value" is a set of eight different values, for example, "1 "01", "201", "211", "221", "231", "241", "251", "255 (FFH)" is set, and for each "comparison value" there is a "fluctuation pattern" The numbers "1" to "8" are assigned to them.

[0309] The variation pattern numbers "1" to "5" are variation patterns that do not have a reach effect and are misses. The fluctuation pattern numbers "6" to "8" correspond to the fluctuations that will result in a miss after reaching the target. The fluctuation pattern selection table corresponds to the number of operation memories at the start of fluctuation. The table contents may be different depending on the situation (same below).

[0310] Here, for the non-reach fluctuation pattern and the reach fluctuation pattern, the length of the fluctuation time to be set is In other words, the "non-reach fluctuation pattern" is basically a short fluctuation time ( For example, it corresponds to approximately 3.0 seconds to 12.0 seconds depending on the number of working memories, The "reach fluctuation pattern" has a fluctuation time that is more than twice as long (for example, 30 seconds to 150 seconds). It corresponds to.

[0311] The fluctuation pattern may also be a fluctuation pattern in which a pseudo-continuous preview performance is executed (hereinafter The same applies to the variation pattern selection table.) The pseudo-continuous preview effect is a variation of the special pattern once. During this period, the performance pattern changes in a simulated manner once or multiple times.

[0312] Here, the pseudo 1 fluctuation (pseudo 1: 1st pseudo fluctuation) is the pseudo fluctuation of the performance pattern. The pseudo-2 variation (pseudo-2: second pseudo variation) is a variation in which the action is executed once. The pseudo-variation of the performance pattern is executed twice. Also, the pseudo-3 variation (pseudo 3:3 The pseudo-variation of the performance pattern is executed three times, and the pseudo-variation The change of 4 (pseudo 4: 4th pseudo change) is the pseudo change of the performance pattern executed 4 times. This is a fluctuation that occurs.

[0313] Then, the main control CPU 72 uses the acquired fluctuation pattern determination random number value to determine the fluctuation pattern. The random number is compared with the "comparison value" in the selection table in order, and if the random number is less than or equal to the comparison value, The fluctuation pattern number corresponding to the comparison value is selected (fluctuation pattern determination means). If the random number for determining the fluctuation pattern is "190", the first comparison value is "101 ”, the random number value exceeds the comparison value, so the main control CPU 72 sets the next comparison value “2 01" is compared with the random number value. In this case, the random number value is equal to or less than the comparison value, so the main control CPU 7 2 selects "2" as the corresponding variation pattern number.

[0314] FIG. 18 shows the variation pattern when the first special symbol is lost, which is used in step S2405 of FIG. FIG. 10 is a diagram showing an example of a selection table (low probability time reduction state / high probability time reduction state). This selection table is a low probability time shortening state or a high probability time shortening state in the first special pattern lottery. This is the table to be used when you lose (if you do not win) in the contracted state (variation pattern In addition, this selection table is, for example, a "comparison value" in order from the first address. The structure is such that the "variation pattern number" is stored as a set of one byte each. For example, eight different values ​​such as "101", "201", "211", "2 "21", "231", "241", "251", and "255 (FFH)" are available. , and each "comparison value" is assigned a "fluctuation pattern number" from "21" to "28" It is being done.

[0315] Fluctuation pattern numbers "21" to "25" are fluctuations that do not involve reach performance and result in a miss. The variable pattern numbers "26" to "28" correspond to the pattern, and the variable pattern numbers "26" to "28" correspond to the pattern. It corresponds to different patterns of fluctuation.

[0316] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "22" as the fluctuation pattern number.

[0317] FIG. 19 shows the variable pattern when the first special symbol is lost, which is used in step S2405 of FIG. FIG. 10 is a diagram showing an example of a selection table (high probability non-time shortening state). This selection table is for when the first special symbol is in a high probability non-time shortened state and the winner is not This is a table used when the selection is made (variation pattern definition means). For example, the selection table is configured by sequentially storing "comparison value" and "variation pattern number" from the first address. The structure is such that each is stored as a set of 1 byte. The gradually different values ​​are "101", "201", "211", "221", "231", "2 "41", "251", and "255(FFH)" are provided, and the "comparison value" for each is The "variation pattern numbers" "41" to "48" are assigned to them.

[0318] Fluctuation pattern numbers "41" to "48" are fluctuations that do not involve reach performance and result in a miss. It corresponds to the pattern.

[0319] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "42" as the fluctuation pattern number.

[0320] FIG. 20 shows the variable pattern when the second special symbol is not obtained, which is used in step S2405 of FIG. Selection table (low probability non-time reduction, low probability time reduction state, high probability time reduction state) is. This selection table is for the low probability non-time shortening and low probability time shortening in the second special symbol lottery. This is a table used when the game is out of the normal range or when the game is in a high probability time shortening state (variation pattern definition method). step). In this table, all the variables have the same fluctuation pattern (fluctuation time is a specified time (for example, several minutes to 10 In this selection table, one predetermined variable parameter is set. The table is configured to select a turn (non-reach out of fluctuation pattern 51) (when fluctuating means of regulation). In addition, instead of making all the patterns the same, the patterns are changed depending on the type of miss. It is also possible to allocate the

[0321] Therefore, the main control CPU 72 determines whether the acquired fluctuation pattern determination random number value is a value. However, select "51" as the fluctuation pattern number.

[0322] FIG. 21 shows the variable pattern when the second special symbol is not obtained, which is used in step S2405 of FIG. Selection table (high probability non-time shortening state). This selection table is used when the second special symbol is lost in the high probability non-time shortening state. This is a table. In this table, all the variables have the same fluctuation pattern (for example, fluctuation time is about 0.5 to 10.0 seconds). In this selection table, one predetermined fluctuation pattern (non-return) is set. The table is structured to select a small hit fluctuation pattern 52).

[0323] Therefore, the main control CPU 72 determines whether the acquired fluctuation pattern determination random number value is a value. However, select "52" as the fluctuation pattern number.

[0324] [See Figure 16: Special symbol variation pre-processing] The above steps S2404 and S2405 are performed when the result of the jackpot determination is a miss (non-win). This is the control procedure for the case of a jackpot (step S2400: Yes) In the case of a small win (step S2402: Yes), the main control CPU 72 executes the following procedure. First, the case of a big win will be explained.

[0325] Step S2410: The main control CPU 72 executes a process for determining a symbol to be stopped at the time of a jackpot (when the In this process, the main control CPU 72 determines the special symbol based on the jackpot symbol random number. By pattern (1st special pattern or 2nd special pattern), the type of winning pattern (stop pattern number at the time of jackpot) The relationship between the random number value of the winning symbol and the type of winning symbol is determined in advance by the special symbol determination data. The winning type is determined by the table (winning type determining means). In the process of determining the stop symbol, the stop symbol selection table is referenced and the stored contents are used. The type of winning symbol can be determined based on the winning symbol random number.

[0326] [Winning design when hitting the jackpot] In this embodiment, there are four main types of winning symbols that are selectively selected at the time of a jackpot. There are four types: "7 round normal pattern", "7 round special pattern", "2-round normal pattern" and "2-round special pattern".

[0327] In this embodiment, the jackpot in which the "7 round normal symbol" is selected is 7 round normal. It is sometimes called a jackpot (7R regular jackpot, sometimes abbreviated as 7R regular). The jackpot determination process (internal lottery) in step S2300 of 16 determines that it is a jackpot, and If the "7R normal pattern" is selected, it means that you have won the 7R normal jackpot, or It is sometimes called winning.

[0328] In addition, a jackpot in which the "7-round probability variation pattern" is selected will be called a 7-round probability variation jackpot. (It is sometimes abbreviated as 7R probability change jackpot or 7R probability change). And, step S of Figure 16 The jackpot determination process (internal lottery) of 2300 determines that it is a jackpot, and the "7 round probability diagram" The selection of the "pattern" is referred to as winning the 7R probability jackpot or winning the 7R probability jackpot. There is.

[0329] In addition, a jackpot in which a "2-round normal pattern" is selected is called a 2-round normal jackpot ( 2R normal big hit, sometimes abbreviated as 2R normal). And, in step S2300 of FIG. The jackpot determination process (internal lottery) determines that it is a jackpot, and the "2-round normal pattern" is selected. This is sometimes called winning a 2R regular jackpot or winning a 2R regular jackpot. In addition, a jackpot in which a "2-round probability variation pattern" is selected is called a 2-round probability variation jackpot (2R (It is sometimes abbreviated as "Kakken jackpot" or "2R Kakken").

[0330] In this embodiment, the first special symbol and the second special symbol have corresponding internal symbols. The selection ratio of the winning symbols selected when the lottery is won is different. 72 indicates whether the result of this jackpot corresponds to the first special symbol or the second special symbol. The winning symbols to be selected are differentiated depending on whether they correspond to the winning symbol.

[0331] [1st special symbol jackpot stop symbol selection table] FIG. 22 shows the selection of the first special symbol stop symbol used in step S2410 of FIG. 16. 10 is a diagram showing an example of the configuration of a selection table. The main control CPU 72 determines whether the result of the current jackpot is the first special jackpot. If it corresponds to a different pattern, the first special pattern will be selected by referring to the stop pattern selection table when the jackpot is won. Determine the type of design.

[0332] In the first special symbol jackpot stop symbol selection table, the left column shows the distribution value for each winning symbol. The allocation values ​​"40" and "60" correspond to a percentage with the denominator set to 100. In addition, the second column from the left shows the "7 round normal pattern", "7 round normal pattern", and "7 round normal pattern" corresponding to each distribution value. In other words, when the jackpot corresponding to the first special symbol is hit, The probability of selecting "7 Round Normal Symbol" is 40 / 100 (=40%), The probability of the "Gundakuten pattern" being selected is 60 / 100 (=60%). The magnitude of the value corresponds to the selection ratio for each winning symbol using the jackpot symbol random number.

[0333] In any case, if the result of this jackpot corresponds to the first special symbol, the main control CPU 7 2 is a selection lottery based on the jackpot pattern random number, and the first special pattern jackpot stop pattern selection table The winning symbol is selectively determined by the selection ratio shown on the bull. Also, the first special symbol jackpot time stop In the stop symbol selection table, the stop symbol frame at the time of winning is shown in the third column from the left. For example, two bytes of command data are specified as the command. For example, it is written as a combination of MODE value and EVENT value, and the upper byte of The ODE value "B1H" indicates that the winning symbol was selected when the first special symbol was hit. The lower byte EVENT values ​​"01H" to "02H" indicate that Each symbol represents the type of winning symbol that corresponds to the symbol in the selection table. The winning result corresponds to the first special symbol, and the winning symbol is the "7 round normal symbol If " is selected, the stopping symbol command when winning will be written as "B1H01H". become.

[0334] As described above, the main control CPU 72 selects the first special symbol from the stop symbol selection table at the time of the first special symbol jackpot. When a symbol is selected, a stop symbol command is generated. The code is transmitted to the performance control device 124 in the performance control output process, for example. The main control CPU 72 determines whether or not the first special symbol is stopped at the time of a jackpot based on the selected winning symbol. Determine the design number.

[0335] [Time-saving count] The second column from the right of the first special symbol jackpot stop symbol selection table shows the jackpot game The value of the number of time reductions (number of time reductions) that will be granted after the end of the game is shown. If the "7-round normal pattern" is selected, the number of time-saving times will be set to 153. If the "7-round probability pattern" is met, the number of time-saving times will be set to 100 (time-saving times number is not set).

[0336] [Number of chances] The right column of the first special symbol jackpot stop symbol selection table shows the symbol that will be attached after the jackpot game ends. The value of the number of probability changes (probability change number, ST number) to be given is shown. In this embodiment, If the "7 round normal pattern" is applied, the number of times of probability change will be set to 0 (the number of times of probability change is set On the other hand, if it corresponds to the "7 round probability variation pattern", the probability variation number is 1000. 0 times is set.

[0337] [2nd special symbol jackpot stop symbol selection table] FIG. 23 shows the selection of the second special symbol stop symbol used in step S2410 of FIG. 16. 10 is a diagram showing an example of the configuration of a selection table. The main control CPU 72 determines whether the result of the current jackpot is the second special jackpot. If it corresponds to a different pattern, the winning will be determined by referring to the stop pattern selection table at the time of this second special pattern jackpot. Determine the type of design.

[0338] In the second special symbol jackpot stop symbol selection table, the left column shows the winning symbols. The distribution values ​​are shown, and each distribution value "20" and "80" is the ratio when the denominator is 100. Similarly, the second column from the left shows the "2-round normal pattern" corresponding to the distribution value. "," "2-round probability variation pattern" is shown. That is, the jackpot corresponding to the second special pattern At this time, the probability of selecting the "2-round normal pattern" is 20 out of 100 (=20%). The probability of selecting the "2-round probability pattern" is 80 out of 100 (= 80%). .

[0339] If the result of this jackpot corresponds to the second special symbol, the main control CPU 72 will A selection lottery is conducted based on the number of the special symbols, and the selection shown in the stop symbol selection table at the time of the second special symbol jackpot is The winning symbol is selectively determined by the selection ratio. Similarly, the second special symbol jackpot stop symbol selection table In the example, the third column from the left shows the stopping command for winning symbols. For example, 2-byte command data is specified. Here too, the stop symbol command is It is written as a combination of MODE value and EVENT value, and the upper byte of this is MOD The E value "B2H" indicates that the winning symbol was selected when the second special symbol was hit. The lower byte EVENT values ​​"01H" to "02H" represent the following: It shows the type of winning symbol that corresponds to the selection table. The result corresponds to the second special symbol, and the winning symbol is the "2-round regular symbol." If selected, the stop symbol command will be written as "B2H01H".

[0340] As described above, the main control CPU 72 selects the second special symbol from the stop symbol selection table. When a symbol is selected, a stop symbol command is generated. The code is transmitted to the performance control device 124 in the performance control output process, for example. The main control CPU 72 stops the second special symbol at the time of the jackpot based on the selected winning symbol. The main control CPU 72 determines the symbol number. In addition, the main control CPU 72 stops the game in the same way as in the case of a small win. Generate a pattern command.

[0341] [Time reduction] The second column from the right of the special symbol jackpot stop symbol selection table shows the jackpot game The value of the number of time reductions (number of time reductions) that will be granted after the end of the game is shown. If the "2-round normal pattern" is selected, the number of time-saving times will be set to 153. If the "2-round probability pattern" is met, the number of time-saving times will be set to 100 (time-saving times number is not set).

[0342] [Number of chances] The right column of the second special symbol jackpot stop symbol selection table shows the symbol that will be attached after the jackpot game ends. The value of the number of probability changes (probability change number, ST number) to be given is shown. In this embodiment, If the "2-round normal pattern" is applied, the number of times of probability change will be set to 0 (the number of times of probability change is set On the other hand, if it corresponds to the "2-round probability variation pattern", the probability variation number is 1000. 0 times is set.

[0343] In this embodiment, in the time-shortened state, the game is played by the second special symbol. In addition, in the second special pattern lottery, there is a roughly 1 / 1 probability of winning a small prize. The number of fluctuations after a winning game and the number of small wins correspond roughly one to one.

[0344] [See Figure 16: Special symbol variation pre-processing] Step S2412: Next, the main control CPU 72 executes a process for determining a fluctuation pattern at the time of a big win. In this process, the main control CPU 72 shifts the fluctuation pattern shifted in the previous step S2200. Based on the random number of the first special symbol or the second special symbol, the fluctuation pattern (fluctuation time and stop The main control CPU 72 determines the value of the determined variable time in the variable timer. and set the value of the stop display time to the stop symbol display timer. In the case of a jackpot reach fluctuation, a longer fluctuation time is determined than in the case of a miss.

[0345] In this embodiment, as a result of the internal lottery, 7 rounds of normal jackpot, 7 rounds of probability jackpot, 2 When a round normal jackpot or a 2-round probability jackpot occurs, for example, "Reach performance" The control is to generate a "jackpot" and make it a jackpot. The table has a set of fluctuation patterns corresponding to multiple types of "reach effects," 7 rounds normal jackpot, 7 rounds special jackpot, 2 rounds normal jackpot, 2 rounds special jackpot If a jackpot occurs, one of the variation patterns will be selected. In addition, when you win while the fluctuation time shortening function is activated, the fluctuation time with a long fluctuation time will be shortened. A fluctuation pattern with a short fluctuation time without selecting a pattern (a fluctuation pattern without a reach effect) pattern) may be selected.

[0346] [Example of a fluctuation pattern selection table during a jackpot] FIG. 24 shows the first special symbol jackpot variable pattern used in step S2412 of FIG. FIG. 10 is a diagram showing an example of an option selection table (low probability non-time shortening state). This selection table is used when the first special symbol lottery is won in a low probability non-time shortened state. In this embodiment, the table is used for 7 rounds (variation pattern definition means). Regular jackpot, 7-round probability jackpot, 2-round normal jackpot, 2-round probability jackpot Although the patterns are not distinguished, each jackpot uses a dedicated fluctuation pattern selection table. This selection table may be arranged in order from the top address, for example. The "comparison value" and "fluctuation pattern number" are stored as a set of one byte each. The "comparison value" can be, for example, eight different values ​​"101", "201", " 211", "221", "231", "241", "251", "255(FFH)" For each "comparison value," "fluctuation pattern number" is set to "61" to "6 8" is assigned.

[0347] The variable pattern numbers "61" to "68" are all variations that result in a reach effect. It corresponds to the movement pattern.

[0348] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "62" as the fluctuation pattern number.

[0349] FIG. 25 shows the second special symbol jackpot variable pattern used in step S2412 of FIG. Selection table (low probability non-time shortened state) FIG. This selection table is used when the second special symbol lottery is won in a low probability non-time shortened state. This selection table is used as a variation pattern definition means. "Comparison value" and "fluctuation pattern number" are stored in 1 byte each in order from the first address of The "comparison value" is a structure in which the value is stored as a set of eight different values, for example, "10 1", "201", "211", "221", "231", "241", "251", " 255 (FFH)" is set, and for each "comparison value" there is a "fluctuation pattern number" They are assigned numbers 71 to 78 of the "No.

[0350] The variable pattern numbers "71" to "78" are all wins without any reach effects. It corresponds to the changing pattern.

[0351] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "72" as the fluctuation pattern number.

[0352] FIG. 26 shows the first special symbol jackpot variable pattern used in step S2412 of FIG. 13 is a diagram showing an example of an operation selection table (low probability time reduction state / high probability time reduction state). FIG. This selection table is a low probability time shortening state or a high probability time shortening state in the first special pattern lottery. This is a table used when winning in a contracted state (variation pattern definition means). For example, the table stores the "comparison value" and "variation pattern number" in order from the first address. The "comparison value" is stored as a set of 1 byte each. Sequentially different values: "101", "201", "211", "221", "231", "24 "1", "251", and "255(FFH)" are provided, and the corresponding "comparison value" is The "variation pattern numbers" "81" to "88" are assigned to them.

[0353] The variable pattern numbers "81" to "88" are all variations that result in a reach effect. It corresponds to the movement pattern.

[0354] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "82" as the fluctuation pattern number.

[0355] FIG. 27 shows the variable pattern at the time of the second special symbol jackpot used in step S2412 of FIG. 13 is a diagram showing an example of an operation selection table (low probability time reduction state / high probability time reduction state). FIG. This selection table is a low probability time shortening state or a high probability time shortening state in the second special pattern lottery. This is the table used when winning in the reduced state. Set one byte each of "comparison value" and "fluctuation pattern number" in order from the first address The "comparison value" is a structure in which eight different values ​​are stored, for example, "101". , "201", "211", "221", "231", "241", "251", "25 5 (FFH)" is set, and for each "comparison value" there is a "fluctuation pattern number" Numbers "91" to "98" are assigned to them.

[0356] The variable pattern numbers "91" to "98" are all wins without any reach effects. It corresponds to the changing pattern.

[0357] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, For example, the random number for determining the fluctuation pattern at that time is If the random number is "190", when compared with the first comparison value "101", Since the value exceeds the limit, the main control CPU 72 compares the next comparison value "201" with the random number. In this case, the random number value is equal to or less than the comparison value, so the main control CPU 72 sets the corresponding fluctuation pattern number. and select "92".

[0358] FIG. 28 shows the first special symbol jackpot variable pattern used in step S2412 of FIG. FIG. 10 is a diagram showing an example of an option selection table (high probability non-time shortening state). This selection table is used when the first special symbol lottery is won in a high probability non-time shortened state. This is the table used. In this table, all the variables have the same fluctuation pattern (for example, fluctuation time is about 0.5 to 10.0 seconds). In this selection table, one predetermined fluctuation pattern (non-return) is set. The table is structured to select a fluctuation pattern per campaign 101).

[0359] Therefore, the main control CPU 72 determines whether the acquired fluctuation pattern determination random number value is a value. However, select "101" as the fluctuation pattern number.

[0360] FIG. 29 shows the variable pattern at the time of the second special symbol jackpot used in step S2412 of FIG. FIG. 10 is a diagram showing an example of an option selection table (high probability non-time shortening state). This selection table is used when the second special symbol lottery is won in a high probability non-time shortened state. This is a table used (variation pattern defining means). In this table, all the variables have the same fluctuation pattern (for example, fluctuation time is about 0.5 to 10.0 seconds). In this selection table, one predetermined fluctuation pattern (non-return) is set. The table is structured to select a fluctuation pattern per course (102).

[0361] Therefore, the main control CPU 72 determines whether the acquired fluctuation pattern determination random number value is a value. However, select "102" as the fluctuation pattern number.

[0362] [See Figure 16: Special symbol variation pre-processing] Step S2414: Next, the main control CPU 72 executes other setting processing when a jackpot occurs. In this process, the type of winning symbol determined in the previous step S2410 (the symbol that stops when the jackpot If the number) is "7 round probability pattern" or "2 round probability pattern", the main control CPU 7 2 is the value of the probability variable flag as a game status flag stored in the flag area of ​​RAM76. Set (01H).

[0363] In this process, the type of winning symbol determined in the previous step S2410 (the type of winning symbol that stops when the jackpot is reached) If the stop pattern number is "7 round normal pattern" or "2 round probability pattern", the main control C PU72 is a time-saving flag as a game status flag stored in the flag area of ​​RAM76. A value (01H) is set to (time shortening state transition means, variable time shortening function activation means).

[0364] In addition, in the process of step S2414, the main control CPU 72 determines the stop symbol number at the time of the jackpot. Based on this, the first special symbol display device 34 or the second special symbol display device 35 displays the stopping symbol (large The main control CPU 72 also determines the display mode of the stop symbol command. When a jackpot is hit, a lottery result command is generated along with the stop symbol command. The command and the lottery result command are also sent to the performance control device 124 in the performance control output process. will be done.

[0365] Next, we will explain the processing when a small win occurs. Step S2407: The main control CPU 72 executes a process for determining a symbol to be stopped when a small win occurs. In the process, the main control CPU 72 determines the type of winning symbol at the time of small win ( Here too, the random number of the big win symbol and the winning symbol at the time of the small win are determined. The relationship between the type of selected symbol and the special symbol selection table for small wins is specified in advance. In the embodiment, in order to reduce the load on the main control CPU 72, a small win is calculated using a big win symbol random number. The winning symbol is determined at the time of the draw, but a separate dedicated random number may also be used.

[0366] [Winning design for small wins] In this embodiment, the winning symbol at the time of small win is only one type of "one-time opening small win symbol". In addition to this, there are other types such as "two-time opening small winning pattern" and "three-time opening small winning pattern". You may also prepare a type.

[0367] Step S2408: Next, the main control CPU 72 executes a small hit time fluctuation pattern determination process. In this process, the main control CPU 72 shifts the fluctuation pattern shifted in the previous step S2200. Based on the random number of the first special symbol or the second special symbol, the fluctuation pattern (fluctuation time and stop The main control CPU 72 determines the display time (variation pattern selection means). Set the value of the variable time to the variable timer and the value of the stop display time to the stop pattern display timer In this embodiment, it is also possible to select a reach fluctuation pattern in the case of a small hit. In addition, it is also possible to select a fluctuation pattern that is the same as that during normal fluctuations.

[0368] [Example of the variation pattern selection table when the first special symbol is hit] FIG. 30 shows the variable pattern at the time of the first special symbol small win used in step S2408 of FIG. FIG. 10 is a diagram showing an example of an option selection table (low probability non-time shortening state). This selection table is for the first special pattern lottery at the time of small win in the low probability non-time shortened state. This is a table to be used (variation pattern definition means). In addition, this selection table is, for example, From the first address, one byte each of the "comparison value" and "fluctuation pattern number" is entered. The "comparison value" is a set of eight different values, for example, "1 "01", "201", "211", "221", "231", "241", "251", "255 (FFH)" is set, and for each "comparison value" there is a "fluctuation pattern" The numbers "211" to "218" are assigned to these phones.

[0369] For variable pattern numbers "211" to "215", no reach performance will be performed and a small win will occur. It corresponds to the fluctuation pattern, and the fluctuation pattern numbers "216" to "218" are It corresponds to the fluctuation pattern that results in a small hit.

[0370] Then, the main control CPU 72 uses the acquired fluctuation pattern determination random number value to determine the fluctuation pattern. The random number is compared with the "comparison value" in the selection table in order, and if the random number is less than or equal to the comparison value, The fluctuation pattern number corresponding to the comparison value is selected (fluctuation pattern determination means). If the random number for determining the fluctuation pattern is "190", the first comparison value is "101 ”, the random number value exceeds the comparison value, so the main control CPU 72 sets the next comparison value “2 01" is compared with the random number value. In this case, the random number value is equal to or less than the comparison value, so the main control CPU 7 2 selects "212" as the corresponding variation pattern number.

[0371] FIG. 31 shows the variable pattern at the time of the first special symbol small win used in step S2408 of FIG. 13 is a diagram showing an example of an operation selection table (low probability time reduction state / high probability time reduction state). FIG. This selection table is a low probability time shortening state or a high probability time shortening state in the first special pattern lottery. This is a table used when a small hit occurs in a contracted state (variation pattern definition means). For example, the selection table is configured by sequentially storing "comparison value" and "variation pattern number" from the first address. The structure is such that each is stored as a set of 1 byte. The gradually different values ​​are "101", "201", "211", "221", "231", "2 "41", "251", and "255(FFH)" are provided, and the "comparison value" for each is The "variation pattern numbers" "221" to "228" are assigned to them.

[0372] For variable pattern numbers "221" to "225", no reach performance will be performed and a small win will occur. It corresponds to the fluctuation pattern, and the fluctuation pattern numbers "226" to "228" are It corresponds to the fluctuation pattern that results in a small hit.

[0373] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "222" as the fluctuation pattern number.

[0374] FIG. 32 shows the variable pattern at the time of the first special symbol small win used in step S2408 of FIG. FIG. 10 is a diagram showing an example of an option selection table (high probability non-time shortening state). This selection table is used when there is a small hit in the high probability non-time shortening state in the first special pattern. This selection table is a table for determining the fluctuation pattern. Set one byte each of "comparison value" and "variation pattern number" in order from the first address. The "comparison value" is a structure in which eight different values, for example, "101 ", "201", "211", "221", "231", "241", "251", "2 55(FFH)" is set, and for each "comparison value" there is a "fluctuation pattern number" " are assigned numbers from "241" to "248".

[0375] For variable pattern numbers "241" to "248", no reach performance will be performed and a small win will occur. It corresponds to the changing pattern.

[0376] The main control CPU 72 applies the acquired variation pattern determination random number value to the variation pattern selection table. The random number is compared with the "comparison value" in the table in order, and if the random number is less than or equal to the comparison value, Select the corresponding fluctuation pattern number (fluctuation pattern determination means). For example, If the fluctuation pattern determination random number is "190", it will be compared with the first comparison value "101". Then, since the random number value exceeds the comparison value, the main control CPU 72 sets the next comparison value to "201". In this case, the random number is equal to or less than the comparison value, so the main control CPU 72 Select "242" as the fluctuation pattern number.

[0377] FIG. 33 shows the variable pattern at the time of the second special symbol small win used in step S2408 of FIG. Shows the option selection table (low probability non-time shortening, low probability time shortening state, high probability time shortening state) Figure. This selection table is for the low probability non-time shortening and low probability time shortening in the second special symbol lottery. This is a table used when hitting small wins in a high probability time shortening state (variation pattern regulation method) step). In this table, all the variables have the same fluctuation pattern (fluctuation time is a specified time (for example, several minutes to 10 In this selection table, one predetermined variable parameter is set. It is a table configuration to select the turn (non-reach small hit fluctuation pattern 201) (fluctuation time-defining means).

[0378] Therefore, the main control CPU 72 determines whether the acquired fluctuation pattern determination random number value is a value. However, select "201" as the variation pattern number.

[0379] FIG. 34 shows the variable pattern at the time of the second special symbol small win used in step S2408 of FIG. This is the selection table (high probability non-time shortening state). This selection table is used when there is a small win with the second special symbol in a high probability non-time shortened state. This is a table (variation pattern defining means). In this table, all the variables have the same fluctuation pattern (for example, fluctuation time is about 0.5 to 10.0 seconds). In this selection table, one predetermined fluctuation pattern (non-return) is set. The table is structured to select a small hit fluctuation pattern 202).

[0380] Therefore, the main control CPU 72 determines whether the acquired fluctuation pattern determination random number value is a value. However, select "202" as the variation pattern number.

[0381] [See Figure 16: Special symbol variation pre-processing] Step S2409: Next, the main control CPU 72 executes other setting processing when a small win occurs. In this process, the main control CPU 72 controls the first special symbol display device based on the stop symbol number at the time of small win. The display mode of the stop symbol (small win symbol) by the second special symbol display device 34 or the second special symbol display device 35 is determined. In addition, the main control CPU 72 sends a stop symbol command and Generates a lottery result command (when a small win occurs). These stop symbol commands and lottery result commands The code is also sent to the performance control device 124 in the performance control output process.

[0382] Step S2415: Next, the main control CPU 72 executes special symbol variation start processing. In the process, the main control CPU 72 performs the fluctuation based on the fluctuation pattern number (miss / win). The main control CPU 72 also stores a specific flag in the flag area of ​​the RAM 76. The main control CPU 72 sets the variation start flag of the other symbol. This command also generates a command to start fluctuations to be sent to 4. The output is transmitted to the performance control device 124 during the control output process.

[0383] Step S2416: The main control CPU 72 executes a number-of-times counter value management process. In this process, the main control CPU 72 executes a process to update the value of the number of cut-off counter. The details of the process will be described later. In addition, such a process is performed during the special symbol stop display process. It may be executed within

[0384] After completing the above steps, the main control CPU 72 executes the special symbol variation process (step S3000 Or step S3900) is set as the next jump destination, and the process returns to the special symbol game process.

[0385] [Figure 14, Figure 15: Special symbol change processing] In the special pattern change process (step S3000 or step S3900), the main control CP U72 converts the variable timer value set as above from the register to the timer counter. After that, as time passes (the number of clock pulses or the value of the interrupt counter) In response, the main control CPU 72 decrements the value of the timer counter. While referring to the value of the counter, the special symbol (first special symbol) that is the target of control is selected until the value reaches 0. The timer counter will then display the variable pattern (or second special pattern). The main control CPU 72 performs the special symbol stop display process (step S4000 or step S49 00) to the next jump destination.

[0386] This process also determines whether or not to activate the skip function. In the big hit judgment or small hit judgment of the pattern change pre-processing, one of the special patterns is in the missing fluctuation. If the other special symbol is determined to be a big hit or a small hit, A skip function is activated for the special symbols. By activating this skip function, one of the special symbols The display of changing patterns is forcibly terminated.

[0387] [Figure 14, Figure 15: Processing during special symbol stop display] In the special symbol stop display process (step S4000 or step S4900), the main control The CPU 72 performs the stop symbol determination process (steps S2092, S2404, Based on the stopping symbols determined in steps S2407 and S2410, the stopping symbols of the special symbols are The main control CPU 72 also controls the stop display of the symbols to be transmitted to the performance control device 124. The symbol stop command is generated by the performance control device in the performance control output process. The special symbol stop display process is performed by transmitting the signal to the device 124. The special symbol stop display process is performed by displaying the special symbol stop for a predetermined period of time. When this is done, the main control CPU 72 erases the pattern changing flag.

[0388] Here, the above-mentioned big hit determination process (step S2300) and small hit determination process (step S 2302) execution conditions are briefly explained below.

[0389] [Internal lottery table] FIG. 35 is a diagram showing a correspondence table for the internal lottery. The corresponding special pattern in the internal lottery correspondence table is the internal lottery jackpot lottery (jackpot determination process) When performing a small win lottery (small win determination process), the execution is based on the state of the other special pattern. It is shown that a decision is made as to whether or not to perform the operation.

[0390] The other special symbol is "During jackpot fluctuation (during fluctuation display when jackpot flag is 01H)" In such cases, the big win lottery and small win lottery will not be conducted in the internal lottery for the special symbol. Therefore, the result of the internal lottery for the special symbol is a "lose." become.

[0391] Similarly, the other special symbol is "small hit variable (variation when the small hit flag is 01H)" When the special symbol is displayed as "Dynamic Display", the internal lottery for the special symbol will be a big win lottery and a small win lottery. In this case, the result of the internal lottery for the special symbol is This corresponds to "miss". In addition, "small hit fluctuation (small hit flag is 01H When the actual fluctuation display is ", the big hit lottery and small hit lottery will be executed. Good too.

[0392] On the other hand, the other special pattern is "missing fluctuation (the big hit flag or small hit flag is 00H) In the case where the special symbol is displayed as "(during the actual change display)", the jackpot lottery will be held first in the internal lottery for that special symbol. If there is no big win, a small win lottery will be executed. The result of the internal lottery for special symbols is either a "big hit," a "small hit," or a "miss." In addition, the period of a losing fluctuation includes the period of waiting for fluctuation and the stop display.

[0393] In this way, if one of the special symbols is "in the middle of a big win fluctuation" (or "in the middle of a small win fluctuation") , the other special pattern will not be executed in the big win lottery or small win lottery, In other words, if one of the special symbols is "a big win" or "a small win", the big win game and the small win game will not be executed. When the other special symbol is in a "small win fluctuation" state, the other special symbol will be in a "large win" state. There will be no lottery for winning or small winning.

[0394] [Counter value management process] FIG. 36 is a flowchart illustrating an example of a procedure for managing the number of times counter value. The explanation will be given following an example procedure.

[0395] Step S2420: The main control CPU 72 executes a process of loading the number of cut-off counter value. The "counter value" is set to "high probability state" or "time shortening state" respectively. The counter values ​​are set in the probability variable count area and time reduction count area of ​​RAM76. In this embodiment, when transitioning to the "high probability non-time shortening state", The count counter is set to a predetermined value (for example, 10,000 times), but it does not count up regardless of the time reduction status. The counter for the number of times to be cut off is not set. Also, when transitioning to the "low probability time shortening state" The counter for the high probability state is not set, and the counter for the time shortening state is not set. The counter is set to a predetermined value (for example, 100 times). When transitioning to the high probability state, the counter for the number of times the game is played is set to a predetermined value (for example, 1000 0 times), and the time-saving state counter is also set to a predetermined value (for example, 100 00 times).

[0396] Step S2422: The main control CPU 72 checks whether the loaded counter value is 0. At this time, if the number of times the counter is already set to 0 (Yes), the main control CPU 7 2 returns to the special symbol game process. On the other hand, if the number of times counter value is not 0 (No ), number of times counter value command (time reduction number of times specification command, special number of times specification command, ST After generating the command specifying the number of times, the main control CPU 72 then executes step S2424. To carry out.

[0397] Step S2424: The main control CPU 72 decrements the number of cut-off counter value (by 1). (calculate). Step S2426: Then, the main control CPU 72 determines whether the subtraction result is 0. If the subtraction result shows that the value of the cut-off counter is 0 (Yes), the main control CPU 72 executes step S2428. On the other hand, if the value of the cut-off counter is not 0, If so (No), the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 16).

[0398] Step S2428: The main control CPU 72 resets the flag when the number of times cut function is activated. In this embodiment, when the state is shifted to the "high probability non-time shortening state", The rate status counter is set to a predetermined value (for example, 10,000 times). In this case, only the probability flag is reset. ", the time reduction state counter is set to a predetermined value (for example, 10 0 times), so in this case, only the time-saving flag is reset. When the "high probability time reduction state" is entered, the counter for the time reduction state is The counter is set to a predetermined value (for example, 10,000 times) and the high probability state is also It is set to a predetermined value (for example, 10,000 times), so it will be reset in this case. Although it is a probability change flag and a time-saving flag, the special pattern changes 10,000 times without winning. The probability of a situation where this occurs is extremely low.

[0399] After the above processing is completed, the main control CPU 72 goes to the special symbol variation pre-processing (FIG. 16). The counter value management process can be executed when the fluctuation stops. good.

[0400] [Special pattern memory area shift processing] FIG. 37 is a flowchart showing an example of the procedure for the special symbol storage area shift process. The contents of the special symbol memory area shift process are the processing of the first special symbol and the processing of the second special symbol. However, if the following procedure is applied to the first special symbol, The control target is the first special symbol, and when applied to the second special symbol, the control target is the second special symbol. The following explains each step.

[0401] Step S2210: First, the main control CPU 72 reads the RAM corresponding to the special symbol to be controlled. Shift the random number memory area of ​​76. For specific processing details, see the special pattern mentioned above. This is as already mentioned in the fluctuation preprocessing.

[0402] Step S2212: The main control CPU 72 also performs the operation record for the special symbol to be controlled. For example, if the special symbol to be controlled is the first special symbol, the main control The control CPU 72 subtracts (-1) from the value of the operation memory counter corresponding to the first special symbol, If the special elephant symbol is the second special symbol, the main control CPU 72 activates the operation corresponding to the second special symbol. The memory counter value is decremented (-1).

[0403] Step S2214: Next, the main control CPU 72 calculates the value of the operation memory counter after the subtraction. Set the "number of activation memories at the start of fluctuation" for the special pattern to be controlled.

[0404] Step S2216: The main control CPU 72 also performs an operation record for the special symbol to be controlled. Set the performance command when the memory number decreases. The performance command set here also The command is generated as a command of a certain length, but its structure is the same as the "Command for increasing the number of working memories" mentioned above. In other words, the command for the reduction of the working memory is For the preceding value of the upper byte (e.g., "BBH"), the lower byte indicates the number of working memories after reduction. The lower byte value is added (for example, "00H" to "03H"). is further added with an additional value (e.g., "10H") that means "a decrease in the number of working memories due to consumption." Therefore, for the lower byte, the added value "10H" is logically added. By rationalizing, the second digit becomes "1", and this value means "a decrease in the number of working memories" In other words, the lower byte of the command is If it is "13H", then the previous number of active memories is "4" (command notation is "14H"). As a result of the decrease of one, the number of active memories this time is "3" (command notation is "13H"). Similarly, if the lower byte is "12H" to "10H", it means that The number of operating memories up to "3" to "1" (command notation is "13H" to "11H") As a result of the decrease of one, the number of active memories this time is "2" to "0" (command notation is "12H" to " 10H"). The preceding value "BBH" above is the This is a value that indicates that the command is an operation memory number command for the first special symbol. If the elephant is the second special symbol, the preceding value is the working memory number command for the second special symbol. The value will be a number that indicates this (for example, "BCH").

[0405] Step S2218: Then, the main control CPU 72 executes a performance command output process. This process is performed to create the special symbols that are the control targets set in the previous step S2216. This is for transmitting a performance command to the performance control device 124 when the number of dynamic memories decreases ( Memory number notification means). After completing the above steps, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 16). .

[0406] FIG. 38 is a flowchart showing an example of the procedure for processing during special symbol variation. The following special symbol variation processing is the first special symbol game processing ( 14) and the second special symbol game process (FIG. 15). When the following procedure is applied to the first special symbol game processing, the object of control is the first special symbol, When applied to the second special symbol game processing, the object of control is the second special symbol.

[0407] Step S3100: The main control CPU 72 starts the variable timer for the special symbol to be controlled. The value is subtracted (the value corresponding to the interrupt period is decremented).

[0408] Step S3200: The main control CPU 72 then calculates the time based on the value of the variable timer that has been subtracted this time. Specifically, if the value of the variable timer is 0 or less, If not, the main control CPU 72 determines that the variable display time has not yet ended (No). In this case, the main control CPU 72 returns to the special symbol game processing and executes it in the next interrupt period. From the selection process (step S1000 in FIG. 14 or step S1900 in FIG. 15) The process for displaying the special pattern change is repeatedly executed.

[0409] On the other hand, if the value of the variable timer is 0 or less, the main control CPU 72 determines that the variable display time has ended. In this case, the main control CPU 72 next proceeds to step S3300. Execute.

[0410] Step S3300: The main control CPU 72 performs a jackpot flag check for the special symbol to be controlled. Check whether the value (01H) is set in the jackpot flag. If it is set (Yes), the main control CPU 72 next executes step S3400. On the other hand, if the value (01H) is not set in the jackpot flag (No), the main control CP U72 then executes step S3600.

[0411] Step S3400: The main control CPU 72 determines whether the other special symbol is being displayed in a variable manner. This confirmation process is performed when the variable display of the target special symbol ends. and activate the skip function for the other special symbol (forcibly ending the other non-winning variation). This is done to check whether the other special symbol needs to be changed. If you confirm that the other special symbol is being displayed dynamically (Yes), you can use the skip function for the other special symbol. Assuming that activation is necessary, the main control CPU 72 then executes step S3500. On the other hand, if you cannot confirm that the other special symbol is currently being displayed (No), The pattern is not displayed in a variable manner, so there is no need to activate the skip function. 72 then executes step S3600.

[0412] Step S3500: The main control CPU 72 creates a skip function for the other special symbol. That is, the main control CPU 72 executes a process for changing the other special symbol. Specifically, the main control CPU 72 executes a process to end the display of the other special symbol. Set the value of the floating timer to 0.

[0413] Step S3600: The main control CPU 72 executes special symbol variation end processing. In this process, when the variable display of the special symbol to be controlled ends, the flag area of ​​RAM76 The value (01H) is set to the special symbol stop display flag. 2. The special symbol stop display process (step S4000 or step S4900) is executed for the next After completing the above steps, the first special symbol game process (Fig. 14) or the second special symbol game process (Fig. 15) will be executed. Return to the other symbol game processing (Figure 15).

[0414] Here, the probability of winning a big win and the probability of winning a small win of the gaming machine of this embodiment are set as follows: It has been done. For example, when the game state is normal (the probability of winning the special pattern lottery is low), The probability of winning is set to about 1 in 319. Also, if the game state is favorable (special pattern lottery), When the winning probability is high, the probability of winning is set to about 1 in 100. In addition, the probability of a small win is not subject to lottery for the first special pattern, but for the second special pattern The handle is set at approximately 1 / 1.

[0415] [Skip function and variable time measurement pause function] Hereinafter, the first special symbol display device 34 or the second special symbol display device 35 stops displaying the change. A skip function that forcibly stops the game during the game and a measurement of the time that the first special symbol display device 34 changes are performed. The functions to be temporarily stopped will be specifically described.

[0416] FIG. 39 is a timing chart showing the change in the variable display of the first special symbol and the second special symbol. is. Among these, (A) in Figure 39 shows an example where the skip function and variable time measurement pause function are not activated. The second special symbol indicates a winning combination, and the first special symbol indicates a losing combination. When the fluctuation display is started, the skip function and fluctuation time measurement pause function do not work. 10 is a timing chart showing the changes in each variable display when

[0417] Also, (B) in FIG. 39 shows an example of the "variable time measurement pause function operation", and is the second special During the variable display when another pattern was a small hit, the first special pattern started to display a variable corresponding to a miss. In this case, the timing chart shows the change in each fluctuation display when the fluctuation time measurement pause function is activated. It is a chart.

[0418] Furthermore, (C) in Figure 39 shows an example of "skip function operation", and the second special pattern is During the fluctuation display at the time of deviation, if the first special symbol starts to display a fluctuation corresponding to a jackpot, This is a timing chart showing the changes in the variable displays when the skip function is activated. Using the timing charts (A) to (C) as examples, the skip function and variable time measurement pause This section explains the stop function.

[0419] [Figure 39 (A): Example of functions not working] The state of each special symbol at time t0 is that the first special symbol is in a waiting state. This indicates that the second special pattern is currently being displayed in a changing state when a jackpot occurs.

[0420] Then, at time t1, the game ball enters the start winning hole corresponding to the first special symbol. Based on the results of the internal lottery, The variable display starts on the first special symbol display device 34. Here, if the second special symbol is a jackpot, Since the display is showing the change at the time of the first special symbol, the internal lottery for the first special symbol is a big hit lottery and a small hit lottery. There will be no winning lottery. Therefore, the result of the internal lottery will be a losing one. In the example shown, the result of the internal lottery for the first special symbol is a loser (non-winner), The variable time for the first special symbol is set between t1 and t2, and the variable display ends at time t2. Specifically, the time from time t1 to t2 is set to the time for the first special symbol. The variable timer represents the time during which the variable display can be executed. The time the fluctuation display was executed is subtracted from the fluctuation timer, and when the fluctuation timer reaches 0 At this point, the change display ends.

[0421] Next, at time t2, the variable timer for the first special symbol became 0, so The variable display of the 1st special symbol ends, and the 1st special symbol stops displaying in a manner corresponding to a miss. In addition, the result of the internal lottery regarding the stopped display of the first special symbol is a non-winning result, Here, the skip function does not work for the second special symbol. The variable display related to the second special symbol (at the time of the jackpot) continues. is never replaced.

[0422] As described above, in this embodiment, when one of the special symbols is hit, a big win (or a small win) occurs. ) during the variable display, even if the game ball enters the start winning hole for the other special pattern, the other The internal lottery for the special symbols on one side has not been conducted. If another symbol is being displayed during a jackpot, the other special symbol will not be selected. .

[0423] [Figure 39 (B): Example of variable time measurement pause function operation] The state of each special symbol at time t0 is that the first special symbol is in a waiting state. This indicates that the second special pattern is currently being displayed in a changing state when a small win occurs.

[0424] Then, at time t1, the game ball enters the start winning hole corresponding to the first special symbol. Based on the results of the internal lottery, The variable display starts on the first special symbol display device 34. Here, the second special symbol is a small win. Since the display is showing the change at the time of the first special symbol, the internal lottery for the first special symbol is a big win lottery or a small win lottery. No winning lottery will be held. Therefore, the result of the internal lottery will be a losing lottery. In the illustrated example, the internal lottery result for the first special symbol is a losing result, and the first special symbol is The variable time for the pattern is set between t1 and t2, and the variable display ends at time t2. Specifically, the time from time t1 to time t2 is the variable time for the first special symbol. The variable timer indicates the time during which the variable display can be executed. The time during which the fluctuation display is executed is subtracted from the fluctuation timer, and the fluctuation timer is reset when it reaches 0. The dynamic display ends.

[0425] However, here, at time tx, which is the time between time t1 and time t2, the small second special symbol The fluctuation at the time of winning is assumed to have ended. Then, after time tx, the second special symbol A small win game is executed. Here, it is assumed that a small win game is executed from time tx to time t2. Then, the variable time measurement pause function will be activated and the first special symbol will be changed. The measurement of the moving time is temporarily stopped. Then, at time t2, the small hit game ends. Then, measurement of the remaining fluctuation time is resumed.

[0426] As described above, in this embodiment, during the variable display of one special symbol at the time of a small win, Even if a game ball enters the starting winning hole for one special symbol, the other special symbol The internal lottery for the big win and small win will not be conducted. When a small win game starts, the measurement of the fluctuation time of the other special symbol is temporarily stopped, and then After the small win game is over, the measurement of the fluctuation time of the other special symbol is resumed. During the fluctuation, a small win lottery or a big win lottery may be held.

[0427] [Figure 39 (C): Example of skip function operation] The state of each special symbol at time t0 is that the first special symbol is in a waiting state. This indicates that the second special pattern is currently being displayed in a variable manner when a miss occurs.

[0428] Then, at time t1, the game ball enters the start winning hole corresponding to the first special symbol. Based on the results of the internal lottery, The first special symbol display device 34 starts to display a variable symbol. Since the display is currently showing the changes at the time of the first special symbol, the internal lottery for the first special symbol is the first to be drawn. If the big win does not occur, a small win lottery will be held. The pattern indicates that the jackpot lottery can be executed. The result will be a big hit, a small hit, or a miss. If no win is selected, it corresponds to a jackpot or a miss. In the example shown, the first special symbol As a result of the internal lottery, a jackpot is selected, and the variable time for the first special symbol is t1 The time is set to t2, and the display of the fluctuations is set to end at time t2. The time from time t1 to time t2 is set in the variable timer for the first special symbol. Now represents the time when the change display can be executed, and only the time when the change display is executed The value is subtracted from the fluctuation timer, and the fluctuation display ends when the fluctuation timer reaches 0.

[0429] Next, at time t2, the variable timer for the first special symbol became 0, so The variable display of the 1st special symbol ends, and the 1st special symbol stops displaying in a manner corresponding to a jackpot. In addition, if the result of the internal lottery regarding the first special symbol that has stopped and displayed is a jackpot, Since the variable display of the second special symbol is being executed, the skip function is activated. By operating this skip function, the second special symbol will be displayed when you miss or win a small prize. The dynamic display ends. Specifically, the variable timer for the second special symbol is replaced with 0. Therefore, the variable time that has been set will be skipped. The display of the second special symbol when it is lost is different from the example shown in Figure 37 (B). , and will not be executed again.

[0430] As described above, in this embodiment, during the variable display when one special symbol is missing, When the game ball enters the starting winning slot for one special symbol, the internal lottery for the other special symbol begins. In the selection, a big win lottery or a small win lottery is executed. That is, when one of the special symbols is a big win or a small win, If the variable display is not in progress at the time of a small win, the other special pattern will be a big win lottery or a small win. It indicates that a lottery is possible. For example, as shown above, the second special symbol is a miss. When the time change is being displayed or the second special symbol is waiting to change, the start corresponding to the first special symbol When the game ball enters the winning slot, the jackpot lottery is first held among the internal lotteries for the first special symbol. Then, a small winning lottery is carried out. Also, regarding one special pattern (second special pattern), During the variable display at the time of miss or small hit, the other special pattern (first special pattern) will be hit. When the time change display starts and ends after the change time has elapsed, one of the special symbols (second special The display of the change in the symbol will be skipped, and the change display can be forcibly ended. Cut.

[0431] [Special pattern stop display processing] Next, FIG. 40 shows the process during the special symbol stop display (step S4000 in FIG. 14 or step S4000 in FIG. 15). A flowchart showing an example of the procedure for step S4900 of the above process is shown below. The following special symbol stop display processing is also the same as the first special symbol game processing and The following procedure can be common to the first special symbol game process. When applied to a different symbol game process, the control target is the first special symbol, and the second special symbol game process When applied to the above, the object of control is the second special pattern.

[0432] Step S4100: The main control CPU 72 displays the stop symbol for the special symbol to be controlled. The timer value is decremented (by the interrupt period).

[0433] Step S4200: Then, the main control CPU 72 determines whether the currently subtracted stop symbol display timer Based on the value of , it is determined whether the stop display time has ended. If the value of "Now" is not equal to or less than 0, the main control CPU 72 determines that the stop display time has not yet ended. In this case, the main control CPU 72 returns to the special symbol game process and starts the next interrupt. In the cycle, the execution selection process (step S1000c in FIG. 14 or step S1000c in FIG. 15) S1900b) and repeatedly executes the special symbol stop display processing.

[0434] On the other hand, if the value of the stop symbol display timer is 0 or less, the main control CPU 72 In this case, the main control CPU 72 next proceeds to step S4. Run 250.

[0435] Step S4250: The main control CPU 72 issues a symbol stop command and a stop display time end command. The symbol stop command and the stop display time end command are generated by the above-mentioned performance control In the output process, the data is transmitted to the performance control device 124. The "Stop Display Time End Command" is the command to clear the symbol change flag. This command indicates that the display stop time has ended (passed).

[0436] Step S4300: The main control CPU 72 sets the value of the jackpot flag (01H). If the value of the jackpot flag (01H) is set (Yes), ), the main control CPU 72 then executes step S4350.

[0437] [When you win] Step S4350: The main control CPU 72 performs a jump table search for the special symbols to be controlled. The jump destination of the bull is set to "Variable winning device management process at the time of big hit". In addition, the main control CPU 72 executes the process of deactivating various functions in this process. This will disable the function and the variable time shortening function. Before it starts, it will be transitioned to a low-probability non-time shortening state.

[0438] Step S4400: Then, the main control CPU 72 sets the internal state flag for control to " The main control CPU 72 sets the "big role start (during jackpot game)". Set the value of the continuous operation count status according to the type. For example, if the type of jackpot pattern is "7 If it is a "7-round normal pattern" or a "7-round probability pattern", the consecutive operation count status The value corresponding to "7 rounds" is set. Also, if the type of jackpot symbol is "2 rounds", If the pattern is a "normal pattern" or a "2-round probability pattern", the continuous operation count status will be "2 rounds" In addition, the main control CPU 72 sets a value representing the "round" for the special symbol to be controlled. The state command that indicates a jackpot is generated by the above operation. The output control signal is transmitted to the performance control device 124 during output control processing.

[0439] Step S4500: Then, the main control CPU 72 generates a command for the number of consecutive operations. The continuous operation number command is executed in the process of determining the stop symbol at the time of the previous big win (step S24 in FIG. 16). 10) It can be generated based on the type of jackpot pattern (stop pattern number) determined For example, if the type of jackpot symbol is a "7-round normal symbol" or a "7-round probability symbol," In this case, the consecutive activation count command is generated as a value representing "7 rounds". If the type of pattern is "2 round normal pattern" or "2 round probability pattern", consecutive The number of consecutive actions command is generated as a value representing "2 rounds". The command is transmitted to the effect control device 124 in the effect control output process. After completing the above steps, the main control CPU 72 returns to the special symbol game processing.

[0440] [If not selected] On the other hand, if the winner is not selected, the following procedure is executed.

[0441] Step S4600: The main control CPU 72 performs the jackpot flag That is, the main control CPU 72 determines whether the value (01H) is set. It was determined that the value of the jackpot flag (01H) was not set in Step S4300. If so (No), then step S4600 is executed.

[0442] And, if the value of the small hit flag (01H) is not set, it is simply a miss. (No), the main control CPU 72 then executes step S4602.

[0443] Step S4602: The main control CPU 72 reads the jump destination address of the jump table. Then, the control CPU 72 sets the address of the special symbol variation pre-processing. Return to the game processing (FIG. 14 or FIG. 15).

[0444] After completing the process of step S4612, the main control CPU 72 executes the special symbol game process. (Fig. 14 or 15).

[0445] Step S4603: The main control CPU 72 also determines whether the value of the small win flag (01H) is set. If it is confirmed that the This confirmation process checks whether the other special symbol is being displayed. As the variable display at the time of small hit of the pattern ends, the variable time measurement for the other special pattern This is done to check if the time stop function needs to be activated.

[0446] And if you confirm that the other special symbol is being displayed (Yes), The main control CPU needs to activate the variable time measurement pause function for a different pattern. 72 then executes steps S4604a and S4604b. If it cannot be confirmed that another symbol is being displayed (No), the other special symbol will not be displayed. The main control CPU does not need to operate the variable time measurement pause function. 72 then executes step S4605.

[0447] Step S4604a: The main control CPU 72 performs a variable time measurement for the other special symbol. The process of activating the time stop function, that is, the process of saving the variable information of the other special symbol, is performed. Specifically, the main control CPU 72 temporarily stops measuring the variation time of the first special symbol. In order to stop the game, the current value of the variable timer (the value of the remaining variable time) and the information of the stop pattern are stored in the R Execute the process to save to AM76.

[0448] Step S4604b: The main control CPU 72 executes the variable time counter stored in the RAM 76. This executes the process to turn ON the measurement pause flag. This pauses the measurement of the fluctuation time. This results in a situation where the system is currently being stopped.

[0449] Step S4605: The main control CPU 72 determines the jump destination address in the jump table. The address of the variable winning device management process is set when a small win occurs.

[0450] Step S4606: Then, the main control CPU 72 controls the special symbols to be controlled. Set "Small hit start (small hit game in progress)" as the internal state flag above. Also, the main control The CPU 72 generates a state command indicating that a small win is being played for the special symbol to be controlled. The state command indicating that a small win game is being played is output by the performance control device 1 in the performance control output process. Sent on 24th.

[0451] [Display output management process] FIG. 41 shows the display output management process (step S2 in FIG. 10) executed in the interrupt management process. 10) is a flowchart showing an example of the configuration of the display output management process. Processing (step S1200), normal symbol display setting processing (step S1210), status display setting Setting process (step S1220), operation memory display setting process (step S1230), continuous operation The configuration includes a group of subroutines for the operation count display setting process (step S1240).

[0452] Among these, the special symbol display setting process (step S1200) and the normal symbol display setting process (step S1201) are performed. The operation memory display setting process (step S1210) and the operation memory display setting process (step S1230) have already been described. As shown above, the first special symbol display device 34, the second special symbol display device 35, and the normal symbol display device 3 3. Normal symbol operation memory lamp 33a, first special symbol operation memory lamp 34a and second special symbol A process for generating and outputting a drive signal to be applied to each LED of the pattern operation memory lamp 35a. be.

[0453] Status display setting process (step S1220) and continuous operation count display setting process (step S 1240) generates a drive signal to be applied to each LED of the game status display device 38. First, in the status display setting process, the main control CPU 72 The probability fluctuation state display lamp 38d and the time-saving state display lamp 38e are set in accordance with the value of the flag or the time-saving flag. For example, when the power of the pachinko machine 1 is turned on, the probability variable flag is set to 0. If the value (01H) is set, the main control CPU 72 turns on the probability fluctuation status indicator lamp 38d. The probability fluctuation state indicator lamp 38d outputs a lighting signal to the LED corresponding to the , until the big win game for the special symbol starts, or until the change display of the special symbol After the number of times, the light will remain on until the probability fluctuation function is turned off, and then it will disappear (turn off) On the other hand, if the value (01H) is set in the time-saving flag, Regardless of whether or not the time has passed, the main control CPU 72 turns on the time-saving status indicator lamp 38e. Furthermore, the main control CPU 72 outputs a lighting signal to the LED. In this case, the main control CPU 7 controls the lighting of the launch position designation lamp 38f according to the status. 2 is the game ball release according to the progress of the game (values ​​of special game management status, etc. and internal state) For example, if the game state is a left-handed game state (low probability non- In the case where the time is shortened, the main control CPU 72 moves the game to the first game area (left-hand game area). It is determined that the ball should be launched. In contrast, if the game state is a right-hand game state (low probability If the game is in the time-shortened state, high-probability time-shortened state, or high-probability non-time-shortened state, it is in the jackpot game state. In the case of a small win game state, the main control CPU 72 ) and the main control CPU 72 determines that the game ball should be shot. When it is determined that the ball is in a play state, the LED corresponding to the launch position designation lamp 38f In this process, the main control CPU 72 outputs a lighting signal. The firing position specification command is executed when the game state is a left-handed game state. The generated information includes information for identifying whether the game state is a right-hand play state or a right-hand play state. The received launch position designation command is transmitted to the performance control device.

[0454] In addition, the main control CPU 72 sets the jackpot type display lamp in the continuous operation number display setting process. Specifically, the main control CPU 72 controls the lighting of the lamps 38a and 38b. Based on the status value, lighting of either the big win type display lamp 38a or 38b At this time, the target for outputting the lighting signal is the continuous operation count status The indicator lamps 38a and 38b correspond to the jackpot symbols specified by the value of the indicator lamps 38a and 38b. For example, if the value of the continuous operation count status specifies "2 rounds", then the main control C The PU 72 outputs a lighting signal to the lamp 38b representing "2R". Also, if the value of the continuous operation count status specifies "7 rounds", the main control CP U72 outputs a lighting signal to the lamp 38a representing "7th round (7R)."

[0455] [Variable winning device management process at the time of big win] Next, details of the variable winning device management process at the time of the jackpot will be explained. 10 is a flowchart showing a configuration example of variable prize winning device management processing. The process includes a game process selection process at the time of a jackpot (step S5100), a big prize opening process at the time of a jackpot, Turn setting process (step S5200), big prize opening / closing process at the time of big win (step S5 300), big prize entry port closing process at the time of big win (step S5400), big prize end process (step It is a configuration including a group of subroutines (top S5500).

[0456] Step S5100: In the game process selection process at the time of the jackpot, the main control CPU 72 Jump to the process to be executed (one of steps S5200 to S5500) That is, the main control CPU 72 selects the next step to be executed from the jump table. Select the program address of the current program as the jump destination address and the return address. The end of the variable winning device management process is set to the stack pointer when a jackpot occurs. Whether a process is selected as the next jump destination depends on the progress of the processes that have been performed so far. For example, when the operation (opening and closing operation) of the variable winning device 29 for the big win has not yet started, In this case, the main control CPU 72 sets the big winning opening pattern at the time of the big win as the next jump destination. On the other hand, if the big prize opening pattern has already been set, If the setting process is completed, the main control CPU 72 jumps to the next jump destination, and then the big win opening is Select the closing operation process (step S5300), and complete the opening and closing operation process of the big prize entrance when a big win occurs. If so, the next jump destination is the big win opening closing process (step S5400). Also, the big prize entrance will open and close for the set number of consecutive operations (number of rounds) when a jackpot is hit. When the operation process and the big prize winning hole closing process are repeatedly executed, the main control CPU 72 Select the end process at the time of big hit (step S5500) as the jump destination. This process will be explained in more detail below.

[0457] When a jackpot game is being played, the main control CPU 72 notifies the performance control device 124 of the jackpot. A jackpot game command can be sent to indicate that the game is in progress.

[0458] [Big win opening pattern setting process] FIG. 43 is a flowchart showing an example of the procedure for setting a large prize opening pattern when a jackpot occurs. This process determines the number of times the variable winning device 29 for big wins is opened and closed when a big win occurs, and the time of each opening. This is to set conditions such as the time between the start and end of the session. Each step will be explained below.

[0459] Step S5204: The main control CPU 72 executes a symbol-specific opening pattern selection process. In this process, the main control CPU 72 determines the opening pattern of the big prize opening according to the winning symbol that applies this time. Rounds (number of times per round and duration of each round), interval time between rounds, Select the number of counts (maximum number of wins) during the round.

[0460] Step S5206: The main control CPU 72 performs the previous big win stop symbol determination process (see FIG. 16). Based on the winning symbol selected in step S2410, the winning symbol for this jackpot game will be Specifically, the winning pattern is classified as "7 round normal" If "7-round probability variable pattern" or "7-round probability variable pattern" is selected, the main control CPU 72 executes the round The number of times is set to 7. Also, the winning pattern is "2 round normal pattern" or "2 round guaranteed pattern". If "varied symbol" is selected, the main control CPU 72 sets the number of rounds to be executed to two. The number of execution rounds set in is the corresponding value in the program (for 7 times, it is "6", for 2 times, it is " If there is, it is set to "1" and stored in a buffer area of ​​the RAM 76, for example.

[0461] Step S5208: Next, the main control CPU 72 performs the large-scale calculation set in the previous step S5204. Set the opening timer at the time of the big win based on the winning opening pattern operation pattern. The value of the timer is the opening time of the variable winning device 29 for the big win. If the value of Now is set to 20.0 to 29.0 seconds, the release time will be 1 During the opening of the round, there is enough time for the ball to easily enter the big prize hole (for example, the launch control board set 174, the time for which 10 or more game balls are shot is preferably 6 seconds or more. If the value of the opening timer at the time of the jackpot is set to 0.1 seconds, the opening time is one opening Even if it is not impossible to get the ball into the big prize hole, it is difficult to get the ball into the big prize hole. For example, a time shorter than one second, preferably an interval between launches of game balls by the launch control board set 174 (shorter time than

[0462] Step S5210: Then, the main control CPU 72 executes the process set in the previous step S5204. The interval timer is set based on the winning pattern. The timer value is the waiting time between rounds during a jackpot.

[0463] Step S5212: After completing the above steps, the main control CPU 72 determines the next jump destination. Set to the big prize opening / closing operation processing when a big win occurs, and return to the variable prize winning device management processing (Figure 47) when a big win occurs. do.

[0464] [Big prize opening / closing process at the time of big win] FIG. 44 is a flowchart showing an example of the procedure for processing the opening and closing of the big prize winning opening when a big win occurs. The processing is for controlling the opening and closing operation of the variable winning device 29 for big wins when a big win occurs. The following explains the steps.

[0465] Step S5301: The main control CPU 72 determines whether the big prize slot interval timer is counting down. Specifically, it is checked whether the maximum input value set in step S5314 below is being used. By checking whether the prize slot interval timer is already running, the large prize slot interval timer You can check whether the timer is counting down.

[0466] As a result, if it is confirmed that the big prize entrance interval timer is counting down If the answer is "Yes", the main control CPU 72 executes step S5314. If it cannot be confirmed that the global timer is counting down (No), the main control CPU 72 executes step S5302.

[0467] Step S5302: The main control CPU 72 opens the upper large winning opening 29b. Based on the operation pattern of the variable winning device during the jackpot, the upper large winning port solenoid 89 This causes the variable winning device 29 for the big win to operate and close. Transition from a chained state to an open state.

[0468] Step S5303: Next, the main control CPU 72 executes an open timer countdown process. In this process, the large prize opening pattern setting process (step in Figure 48) The open timer set in step S5208 is counted down.

[0469] Step S5306: Subsequently, the main control CPU 72 determines whether the opening time of the big prize opening has ended. Specifically, check whether the value of the release timer after countdown processing is 0 or less. If the value of the open timer is not yet equal to or less than 0 (No), the main control CPU 72 Next, step S5308 is executed.

[0470] Step S5308: The main control CPU 72 executes the winning ball count process. In theory, the winning jackpot is entered into the variable winning device 29 (open upper winning hole 29b) during the opening time. Specifically, the main control CPU 72 counts the number of game balls that have been released during the opening time. Based on the winning detection signal input from the switch 84a, the value of the count number is incremented. To do.

[0471] Step S5310: Next, the main control CPU 72 counts the current number of counts until it reaches a predetermined number (10). This predetermined number is equal to one opening (one win during a big win) as described above. This sets the upper limit of the number of winning balls (maximum number of winning balls) allowed per round. If the number of points has not reached the predetermined number (Yes), the main control CPU 72 activates the variable prize-winning device at the time of the big win. Then, the process returns to the device management process (Fig. 40). Then, the variable winning device management process is executed at the time of the big win. At this stage, the jump destination is set to the big prize opening / closing process at the time of the big win, so The control CPU 72 repeatedly executes the above steps S5301 to S5310. do.

[0472] In step S5306, it is determined that the opening time for the big prize entrance has ended (Yes). Or, if it is confirmed in step S5310 that the count number has reached a predetermined number (No), the main The control CPU 72 then executes step S5312.

[0473] Step S5312: The main control CPU 72 closes the upper large winning opening 29b. stops the output of the drive signal applied to the upper large winning port solenoid 89. The variable winning device 29 for big win is shifted from the open state to the closed state.

[0474] Step S5314: Next, the main control CPU 72 executes interval timer countdown processing. In this process, the main control CPU 72 executes the process of opening the big prize opening pattern at the time of the big win. The interval timer count at the time of the jackpot set in the setting process (step S5210 in Figure 48) In addition, the interval timer at the time of the jackpot The value is based on the wait time between

[0475] Step S5315: The main control CPU 72 determines whether the interval time for the big prize entrance has ended. Specifically, the value of the big prize entrance interval timer after the countdown process is Check whether the value of the big prize entrance interval timer is still 0 or less. If there is no (No), the main control CPU 72 executes the variable winning device management process (FIG. 40) at the end of the process. The address is returned to. Then, the next time it is called, the big prize opening / closing process is executed. When this occurs, the program jumps from the first step S5301 and directly executes step S5314. On the other hand, the value of the big prize entrance interval timer after the countdown process became 0 or less. If this is confirmed (Yes), the main control CPU 72 executes step S5318.

[0476] Step S5318: The main control CPU 72 increments the value of the opening number counter. The value of the opening counter is set to, for example, 0 as the initial value and then counted in the count area of ​​the RAM 76. is stored in

[0477] Step S5320: The main control CPU 72 increments the value of the opening counter. Check whether the number of times set in the current round has been reached. The reason for determining the number of times set in ", for example, "variable for jackpot within one round during jackpot This is to accommodate the opening pattern of "opening the winning device 29 multiple times." For example, if you use this opening pattern in the 6th round, Up to the 5th round, the "number of times set in the current round" is set to once per round. Therefore, from the first round to the fifth round, the counter counts up with one opening and closing operation. Since the value reaches the set number of times (Yes), the main control CPU 72 next proceeds to step S5322. We will proceed to the next step.

[0478] On the other hand, in the sixth round, a pattern of repeating opening and closing operations multiple times within one round was adopted. When using the meter, the counter value must not have reached the set number of times at the end of one release. In this case, the main control CPU 72 returns to the variable winning device management process at the time of the big win. At this stage, the jump destination is se...

Claims

1. A gaming machine capable of playing games, image display means for displaying an image; the image includes a plurality of patterns and an effect display that emphasizes a specific pattern that is one of the plurality of patterns and does not emphasize patterns other than the specific pattern among the plurality of patterns, The specific pattern and the effect display can be displayed so as to be superimposed on each other, The specific pattern and the effect display can be changed in display mode, A reference point for the change when the display mode of the specific pattern is changed to be enlarged or reduced is set as a first reference point; When the display mode of the effect display is changed so as to spread radially, a reference point of the change is defined as a second reference point. The first reference point and the second reference point are located at the same position, When the specific pattern and the effect display are superimposed and displayed, the effect display is displayed before the specific pattern, Then, the display mode of the specific pattern expands around the first reference point, and the display mode of the effect display spreads radially around the second reference point, which is the same position as the first reference point, The specific symbol continues to be displayed for a predetermined period of time even after the effect display has disappeared.

2. 2. The gaming machine according to claim 1, The specific symbol changes its display mode so as to shrink during the predetermined time after the effect display disappears.

Citation Information

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