gaming machines
The gaming machine addresses the lack of engaging promotional effects by implementing variable displays and prioritized operation trigger effects, increasing player interest and interaction.
Patent Information
- Application Number
- JP2021140457
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-30
- Publication Date
- 2025-11-05
- Estimated Expiration
- 2041-08-30
AI Technical Summary
Existing gaming machines lack engaging promotional effects to enhance player interest.
The gaming machine incorporates variable display capabilities, including first and second operation units with corresponding prompting images and transition effects, and prioritizes the display of second operation trigger effects over first, enhancing player interaction during waiting times.
This design increases player engagement and interest in promotional effects by providing dynamic and interactive displays that encourage player operations, thereby enhancing the overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There are gaming machines that display on a display device promotional effects that encourage players to operate operation buttons. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-068827 Summary of the Invention [Problem to be solved by the invention]
[0004] The proposed gaming machine does not have sufficiently interesting promotional effects. In one aspect, the present invention provides a gaming machine that can increase the interest of promotional effects. [Means for solving the problem]
[0005] In order to achieve the above object, the following gaming machine is provided: The gaming machine is capable of variably displaying identification information, and includes a first operation unit capable of accepting a first player operation, a second operation unit capable of accepting a second player operation, and control means capable of displaying on a display device a first prompting image for prompting the first player operation and a second prompting image for prompting the second player operation. fruit, The control means enables the first promotion image to be displayed during the variable display of the first promotion image; On multiple occasions, including during customer waiting times The second promotional image can now be displayed death, When the first promotion image is displayed during the variable display of 1, The first player operatesan image image imitating the shape of the first operation unit, a guide message image encouraging operation of the first operation unit, and an operation acceptance period guide image indicating a period during which operation of the first operation unit can be accepted can be displayed, and an image image transition effect can be executed in which the operation acceptance period guide image is fixed at a first position and transition is made from a first state in which the image image is displayed at the first position to a second state in which the image image is displayed at a second position different from the first position; On multiple occasions, including during customer waiting times When the second promotion image is displayed, a guidance message image informing that operations of the second operation unit can be accepted without an operation acceptance period guidance image informing that operations of the second operation unit can be accepted, and an image imitating the shape of the second operation unit are displayed. is displayed at a third position different from both the first position and the second position in preference to an image image imitating the shape of the first operating unit, and when a first player operation is accepted by displaying a first prompting image during the display of one variation, a first operation trigger effect capable of displaying information regarding said one variation can be executed, and when a second player operation is accepted by displaying a second prompting image on any of a plurality of occasions including during the customer waiting effect, a second operation trigger effect capable of suggesting the state of said gaming machine to the player can be executed, and the first operation trigger effect and the second operation trigger effect can be executed overlappingly, and the display related to the second operation trigger effect is given priority over the display related to the first operation trigger effect, and the operation acceptance period guide image is not superimposed on either the second prompting image or the second operation trigger effect. . [Effects of the Invention]
[0006] According to one aspect, the interest in the promotional effects can be increased in the gaming machine. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Figure 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device according to a first embodiment. [Figure 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart (part 1) of a main process according to the first embodiment. [Figure 7] FIG. 10 is a second flowchart of the main process according to the first embodiment; [Figure 8] FIG. 10 is a flowchart (part 3) of the main process according to the first embodiment. [Figure 9] FIG. 10 is a flowchart (part 4) of the main process according to the first embodiment. [Figure 10] FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment. [Figure 11] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 13] FIG. 2 is a diagram showing an example of state transition of a game state in the first embodiment. [Figure 14] FIG. 10 is a diagram showing an example of game performance of the first embodiment. [Figure 15] 4A to 4C are diagrams illustrating examples of a command at the time of RAM initialization and a command at the time of power recovery according to the first embodiment. [Figure 16] FIG. 2 is a diagram illustrating an example of a configuration of a display layer according to the first embodiment. [Figure 17] FIG. 2 is a diagram showing an example (part 1) of a game display screen according to the first embodiment. [Figure 18] FIG. 10 is a diagram showing an example (part 2) of a game display screen according to the first embodiment. [Figure 19] A figure showing an example of a performance button and option setting section provided on the upper tray unit of the first embodiment. [Figure 20] FIG. 10 is a diagram showing an example (part 3) of a game display screen according to the first embodiment. [Figure 21] FIG. 10 is a diagram showing an example (part 4) of the game display screen of the first embodiment. [Figure 22] FIG. 10 is a diagram showing an example of a timing chart of an intervention operation presentation according to the first embodiment. [Figure 23] FIG. 10 is a diagram showing an example of a timing chart of a sound effect accompanying an intervention operation effect according to the first embodiment. [Figure 24] FIG. 10 is a diagram showing an example (part 5) of the game display screen of the first embodiment. [Figure 25] FIG. 10 is a diagram showing an example (part 6) of the game display screen of the first embodiment. [Figure 26] FIG. 10 is a diagram showing an example (part 1) of a timing chart of the suggested operation presentation in the first embodiment. [Figure 27] FIG. 10 is a diagram showing an example (part 2) of a timing chart of the suggested operation presentation in the first embodiment. [Figure 28] FIG. 10 is a diagram showing an example (part 1) of a timing chart of a sound effect accompanying a suggested operation effect in the first embodiment. [Figure 29] FIG. 10 is a diagram showing an example (part 2) of a timing chart of a sound effect accompanying a suggested operation effect in the first embodiment. [Figure 30] FIG. 10 is a diagram showing an example (part 3) of a timing chart of a sound effect accompanying a suggested operation effect in the first embodiment. [Figure 31] FIG. 10 is a diagram showing an example (part 4) of a timing chart of the audio presentation accompanying the suggested operation presentation of the first embodiment. [Figure 32] A figure showing an example of an opportunity to execute an intervention operation presentation and a suggestion operation presentation in the first embodiment. [Figure 33] A figure showing an example of an operation acceptance start trigger and an operation acceptance end trigger in the suggested operation presentation of the first embodiment. [Figure 34] FIG. 10 is a diagram showing an example (part 7) of the game display screen of the first embodiment. [Figure 35] FIG. 10 is a diagram showing an example (part 8) of the game display screen of the first embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. FIG.
[0009] The gaming machine 10 of the first embodiment includes a front frame 12, which is an outer frame (support frame). 11, the left side is the shaft-mounted side and the right side is the open side when viewed from the front, and it is assembled so as to be able to rotate open and closed. The game board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, the front frame (main body frame) 12 is provided with a cover glass (transparent) that covers the front of the game board 30. A glass frame (transparent member holding frame) 15 equipped with a transparent member 14 is attached.
[0010] In addition, lamps and LEDs (Light Emitting Diodes) are installed inside the left and right sides of the glass frame 15. It also has built-in decorations and effects, and an alarm when an abnormality occurs (for example, if a dispensing abnormality occurs, the The lamp or LED will light up (or flash) in an abnormality warning color (for example, red). A frame decoration device 18 and a speaker (upper speaker) 19a that emits sound (for example, sound effects) are Furthermore, a speaker (lower speaker) 19b is also provided at the bottom of the front frame 12. In addition, when an abnormality occurs, the content of the abnormality is announced by voice from the speakers 19a and 19b. In addition, a lamp for informing of abnormal dispensing is provided at a predetermined position of the glass frame 15. You can do this.
[0011] In addition, at the bottom of the front frame 12, there is provided an upper tray (reservoir) for supplying game balls to a ball launching device (not shown). The game balls dispensed from the payout unit provided on the back side of the gaming machine 10 are The upper tray ball outlet 22 stores the game balls dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23 and an operating part 24 of the ball launching device are provided. The lower tray 23 is provided with a ball removal lever 23a for removing game balls from the lower tray 23 to the outside of the gaming machine. .
[0012] Furthermore, on the upper edge of the upper tray 21, there is provided a performance button 25 used for performing an intervention operation in the game performance. The effect button 25 is a effect operation button that accepts an intervention operation in the game effect. It functions as an operation receiving unit and also receives necessary actions (for example, light emission, vibration, protrusion, etc.). The upper tray 21 also functions as a performance part that can perform performances in various modes (such as game mode). An option setting section 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input operations in four directions, and a cross cursor The center of the cursor switch is equipped with a central switch that can accept decision operations, etc., and a cross cursor switch. There are two auxiliary switches on the periphery of the switch that are used for volume control, etc. Furthermore, at the lower right side of the front frame 12, there is a button for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.
[0013] In addition, the gaming machine 10 operates (for example, presses) the effect button 25 (push button). Based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects For example, the player's operation can be used to create effects that involve the player's operation. The effect of the intervention of the variable display game on the display device (variable display device) 41 (see FIG. 2) The game machine 10 displays on the display device 41 In the game, the character to be displayed is moved, and the special decorative pattern displayed on the display device 41 is changed. In addition, such player intervention may include the , the effect button 25 as well as the switches of the option setting section 29 (cross cursor switch, One or more of the following may be used: a central switch, an accessory switch, etc. In FIG. 4, which will be described later, the switches in the option setting section 29 are collectively referred to as setting switches 29. It is represented as n.
[0014] Also, to the right of the effect button 25, when a player receives a ball from an adjacent ball lending machine, The ball loan button 27 is used to operate the ball loan machine, and the card unit is used to eject the prepaid card. a balance display unit (not shown) that displays the balance of the prepaid card; In the gaming machine 10 of the first embodiment, the player performs the above operations. By rotating the part 24, the ball launching device launches the game balls supplied from the upper tray 21. The ball is launched towards the play area 32 (see FIG. 2) in front of the skill board 30. The setting switches 29n (cross cursor switch, center switch, attachment switch) of the setting unit 29 are By operating one or more of the switches ( You can set the volume emitted from the speakers 19a and 19b, and the brightness of the game board 30. It is possible.
[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 shows the game board of the first embodiment. FIG. A substantially circular playing area 32 surrounded by a guide rail 31 is formed on the surface of the playing board 30. The play area 32 is enclosed by side cases 3 made of resin, which are provided at the four corners of the play board 30. The game area 32 is surrounded by a guide rail 31 and a display A center case (game presentation structure) 40 equipped with a device (variable display device) 41 is arranged. The display device 41 is mounted in a recess provided in the center case 40. The center case 40 is attached at a position recessed from the front of the display device. 41, protrudes forward from the display surface of the display device 41, and The area 32 is formed so that it is difficult for a game ball to fly into it.
[0016] The display device 41 may be, for example, an LCD (liquid crystal display), a CRT (cathode ray tube), The display device 41 is configured with a device having a display screen such as an LED. Other display devices, such as devices with a display screen capable of displaying dot matrix images, It may be configured by a combination of two or more display devices. In the area (display area), multiple identification information (special patterns) and special pattern change display games are produced. The display device 4 displays information about the game, such as characters and background images that enhance the presentation effect. On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possibly A special display game corresponding to the special display game is played. In addition, the display screen may display images for effects based on the progress of the game (for example, a jackpot display, image, fanfare display image, ending display image, etc.) are displayed.
[0017] In addition, at the top of the center case 40, there is a board that operates to produce a game effect. The display device 44 is provided. The display device 44 is in the state shown in FIG. It can be operated towards the center of 1.
[0018] At the bottom right of the center case 40 in the game area 32, a normal game display is displayed. A normal pattern start gate (normal pattern start gate) 34 that gives the conditions is provided. The game ball that entered the gate 34 (the game ball that passes through the starting gate 34) is turned on by the gate switch. 34a (see FIG. 3).
[0019] In addition, a general winning slot 35 is arranged on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and on the right side of the special variable winning device 95 described later. The general winning slots 35 are arranged in the general winning slots 35. The game balls that enter the general winning slots 35 are This is detected by the mouth switch 35a (see FIG. 3).
[0020] In addition, below the center case 40 in the game area 32, there is a first special chart variable display game. The first starting winning slot (starting winning area) that gives the starting condition of the (Special Chart 1 Variable Display Game) A starting winning hole 36 (starting hole 1) is provided. The game ball that enters the starting winning hole 36 is This is detected by the first switch 36a (see FIG. 3).
[0021] In addition, below the starting winning hole 36, there is an outlet for collecting game balls that did not enter the winning hole. A port 30a is provided. Also, at a position below the center case 40 and to the left of the normal starting gate 34, A normal variable winning device that provides the starting conditions for the second special chart variable display game (special chart 2 variable display game) 37 (second starting winning port, starting winning area) is provided. The outlet 2) has a movable member 37b at a position that becomes the inlet. The solenoid 37c (see Figure 3) slides back and forth to the inflow section. The blocking state prevents balls from flowing in, and the allowing state allows balls to flow into the inflow section by retreating backward. The movable member 37b is normally in a closed state (not shown to the player). The result of the normal game is determined by the stop table. When the display mode is changed to the open state (a state advantageous to the player), The game ball that has entered the normal variable winning device 37 is released by the start port 2 switch 37a (see FIG. 3). In addition, it is possible to win even when the normal variable winning device 37 is closed. The normal variable winning device 37 may be configured so that it is more difficult to win in the closed state than in the open state. It is equivalent to an electric device (regular electric).
[0022] In addition, on the right side of the center case 40 in the game area 32, there is a special chart change display game (special Depending on the results of the game (Figure 1 variable display game and Special Figure 2 variable display game), the game balls may not be accepted. A special variable winning device (large winning port 1) 38 that can be converted into an easy-to-accept state is provided. The special variable winning device 38 has an opening and closing member (movable piece) 38c, and Depending on the result of the special game, the opening and closing member 38c closes the big prize opening. The opening and closing member 38c is retracted from the closed state (a closed state disadvantageous to the player) and the game area 32 flows down. The game ball is converted into an open state (a state advantageous to the player) that allows the game ball to be received. The special variable winning device 38 is driven by the large winning port 1 solenoid 38b (see FIG. 3). The large prize opening (large prize opening 1) is opened and closed by an opening and closing member 38c driven by the 1. The result of the variable display game and the special variable display game is the winning game state (special game state) ) and during the jackpot game state (special game state) resulting from winning in the specific area 96 described below. By changing the big prize opening from a closed state to an open state, the flow of game balls into the big prize opening is It makes it easy to enter the game and gives the player a predetermined gaming value (prize balls). Inside the big prize opening (winning area), there is provided a detection means for detecting a game ball that has entered the big prize opening. All the big prize opening switches (count switches) 38a (see FIG. 3) are provided.
[0023] In addition, at the lower right side of the center case 40 in the game area 32, there is a special chart variable display game ( Accepting game balls depending on the results of the Special Chart 1 Variable Display Game and the Special Chart 2 Variable Display Game A special variable prize winning device (large prize winning port 2) 95 that can be converted between an unacceptable state and an acceptable state is provided. The special variable winning device 95 has an opening and closing member (opening and closing door) 95c, and Depending on the result of the special chart change display game, the opening and closing member 95c closes the big prize opening. The opening and closing member 95c is retracted from the closed state (a closed state disadvantageous to the player) to open the game area 32. It converts the falling game ball into an open state (a state advantageous to the player) that can accept the ball. The special variable winning device 95 includes a large winning port 2 solenoid 95b (see FIG. 3) as a driving device. The large prize opening (large prize opening 2) is opened and closed by an opening and closing member 95c driven by a During the small win game state as a result of the Figure 1 variable display game and the special Figure 2 variable display game, a big win By changing the mouth from a closed state to an open state, it is possible to easily allow game balls to flow into the big prize mouth. The player is then awarded a predetermined amount of prize balls. Inside the winning area, there is a big prize detecting device as a detection means for detecting a game ball that has entered the big prize opening. A prize port switch (count switch) 38a (see FIG. 3) is provided.
[0024] In addition, the special variable winning device 95 guides the game ball that has entered the winning hole to a specific area 96. The special variable winning device 95 has a special function of detecting a gaming ball that has flowed into a specific area 96. A fixed area switch 38e (see FIG. 3) is provided. The detection of the game ball (entry into the specific area 96) is performed by the special variable prize-winning device (large prize-winning port 1) 38. One of the conditions for the occurrence of a jackpot game state (special game state) that converts the state from a closed state to an open state It is one.
[0025] Also, the center case 40 does not have a warp flow path, but is designed to have a warp flow path. For example, a warp opening (warp entrance) may be provided on the left side of the center case 40, The game balls that flow into the warp channel from the warp port are rolled on the stage inside the center case 40. In this case, the warp exit is The game ball guided to the warp exit is positioned directly above the winning opening 36, and the winning opening 3 It may also be made easier to win number 6.
[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming balls flow down is The area to the left of the center case 40 is the left playing area, and the area to the right of the center case 40 is the The right-hand game area is designated as the play area. The player adjusts the launch force to launch the game ball into the left-hand game area. By firing (so-called left shot), the starting winning slot 36 and the general winning slot 35 (located in the left game area) You can aim to win by shooting the game ball into the right game area (so-called right shot). By doing so, the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, It is now possible to aim for a win at General Winning Slot 35 (located in the right-hand gaming area) and other slots. There are.
[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), a special chart change display game The first special chart change display game and the second special chart change display game and the normal chart start gate 34 A collective display device 50 that displays a general game change triggered by winning and various information. is provided.
[0028] The collective display device 50 includes a round display unit 51 made up of LEDs and the like, and a special display unit 1 reserved display unit. 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54, normal chart pattern display section 55, and normal The collective display device 50 includes a picture reservation display unit 56 and a status display unit 57 (see FIG. 5). , as will be described later.
[0029] The gaming machine 10 has a right-hit guide display device on the right side near the special variable prize device (big prize opening 1) 38. The right-hand hit guide display device 91c is lit when instructing the player to hit right. In other cases, the right-hand hit guide display device 91c is turned off. can be.
[0030] The gaming machine 10 displays a special game variable display at the bottom right of the center case 40 in the gaming area 32. The status display device 98 is equipped with a special game change display status display device 98. The special game change display ... The display device is composed of two LEDs. The special game change display status display device 98 is The left LED indicates the status of the special game. Figure 2 shows the status of the game's variable display. For example, the status of the game's variable display is shown. The device 98 informs the stop state of the special pattern change display game by lighting up, and the special pattern change by flashing. The display device 98 notifies the player of the changing state of the symbols in the dynamic display game. , included in the board decoration device 46.
[0031] The gaming machine 10 has a normal map variable display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general map hold display device 94. The general map change display device 93 is composed of two LEDs The alternating flashing indicates the variable display status of the normal game, and the combination of lighting and extinguishing indicates the variable display status of the normal game. The result of the variable display of the normal game is notified. Also, the normal game reserve display device 94 has two LEDs It is composed of a number of items, from 0 to 4, and indicates the number of reserved items by combining off, on, and flashing. The map change display device 93 and the map reservation display device 94 are included in the board decoration device 46. do.
[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 shows the first embodiment. 1 is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 includes a gaming control device 100, which controls the overall game. The main control device (main board) that controls the game is a gaming microcomputer (hereinafter referred to as the game microcomputer). A CPU (Central Processing Unit) 110 having a CPU 111 and an input port an input unit 120 having a port, an output unit 130 having an output port, a driver, etc., and a CPU The data bus 140 connects the unit 110, the input unit 120, and the output unit 130.
[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The game microcomputer 111 has an oscillator such as a crystal oscillator. An oscillator circuit ( The game control device 100 and the game control device 100 The electronic components such as solenoids and motors are driven by the DC (Dielectric Direct Current) It operates when a specified level of DC voltage is supplied, such as 32V, DC12V, or DC5V. It becomes possible to create
[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V to DC12V, DC5V a normal power supply unit 4 having a DC-DC converter or the like for generating a lower level DC voltage such as 10 and the RAM (Random Access Memory) inside the gaming microcomputer 111 during a power outage. a backup power supply unit 420 that supplies power to the 100 generates control signals such as a power outage monitoring signal and a reset signal that notify the occurrence and recovery of a power outage. The control signal generator 430 outputs the control signal.
[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generating unit 430 are on separate boards or It may be configured to be integrated with the control device 100, i.e., to be provided on the main board. The game control device 100 is subject to replacement when changing the model, so In this way, the backup power supply unit 420 and the control unit 420 are mounted on a board separate from the power supply unit 400 or the main board. By providing the control signal generating unit 430, it is possible to eliminate the need for replacement and reduce costs. can.
[0036] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( This is especially true for internal RAM, and ensures that data stored in RAM is retained even during a power outage or after a power outage. The control signal generating unit 430 is configured to receive a signal generated by the normal power supply unit 410. The 32V voltage is monitored and if it drops below 17V, a power outage is detected. The power failure monitoring signal is changed and a reset signal is output after a predetermined time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0037] The game control device 100 is also provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated. The RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 are stored. The process of forcibly initializing the information stored in the However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read when the power is turned on. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to reset.
[0038] In addition, the game control device 100 is equipped with a setting value change switch 126 and a setting key switch 127. The set value change switch 126 is, for example, a push switch. The setting key switch 127 detects the ON / OFF state when the setting key is inserted. The game control device 100 can change settings related to game performance. The settings stored in RAM are retained even during a power outage or after a power outage. For example, the game control device 100 may be configured to control a special chart 1 variable display game and a special chart 2 variable display game. The probability of winning can be changed in six stages.
[0039] The game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization switch When the power is turned on with 112 in the ON state, the setting of the gaming machine 10 can be changed. For example, the game control device 100 transitions the control state to the setting change mode. While the setting contents are displayed on the probability setting value display device 136, the setting value change switch 126 is pressed. By detecting the down operation, the setting can be changed cyclically from 1 to 6. Probability setting value table The display device 136 is a display device capable of displaying a set value, and is, for example, a one-digit, seven-segment LED. D and mounted on a substrate.
[0040] In addition, the game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization stage is in the ON state. By turning on the power with the switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. For example, the game control device 100 transitions the control state to a setting confirmation mode. In this mode, the setting contents are displayed on the probability setting value display device 136. The device 136 can be confirmed by the manager of the gaming facility, but cannot be confirmed by the player. There are.
[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (Read Only Memory) 111B and a read / write RA Equipped with M111C.
[0042] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, The RAM 111C stores the operation of the CPU 111A during game control. It is used as a business area or a storage area for various signals and random numbers. As AM111C, it is like an EEPROM (Electrically Erasable Programmable ROM). Alternatively, an electrically rewritable nonvolatile memory may be used.
[0043] In addition, the ROM 111B stores, for example, the execution time of the special chart variable display game, the contents of the performance, the lead A fluctuation pattern (fluctuation mode) that determines whether or not a check state occurs. The fluctuation pattern table is stored as a start memory. Fluctuation pattern random number 1, fluctuation pattern random number 2, and fluctuation pattern random number 3 are This is a table that is referred to by the user to determine the fluctuation pattern. The table shows the pattern of the miss variation that is selected when the result is a miss, and the pattern of the jackpot variation that is selected when the result is a hit. It also includes a table of jackpot fluctuation patterns that are selected when The turntable determines the second half fluctuation pattern, which is the fluctuation pattern after the reach state. Tables for determining the second half fluctuation group table and second half fluctuation pattern selection table, etc. , a table for determining the first half fluctuation pattern, which is the fluctuation pattern before the reach state (Includes first half fluctuation group table, first half fluctuation pattern selection table, etc.)
[0044] Here, the reach (reach state) refers to a state in which a display device whose display state can be changed is included, and the display device The device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance. When the special result pattern is obtained, the game state becomes advantageous to the player (special game state). In the gaming machine 10 in the skill state, some of the display results have not yet been derived and displayed. In this stage, the display result already derived and displayed satisfies the conditions for becoming a special result mode. In other words, the reach state is a state where the variable display control of the display device is progressing. Even when the display result reaches a stage before it is derived and displayed, the display condition that results in a special result mode is For example, a state in which special results are present is While maintaining the state of multiple variable display areas, the state of displaying the variable (so-called full rotation reach) ) is also included in the reach state. Also, the reach state is when the display control of the display device progresses and the display The display state at the stage before the result is derived and displayed, and the displayed result is a derived table. At least a part of the display results of the plurality of variable display areas determined before being displayed is a special result. This refers to the display state when the conditions for the effect are met.
[0045] Therefore, for example, the decorative special chart variation displayed on the display device in response to the special chart variation display game The display game is performed by displaying a plurality of identifications for a predetermined time in each of the left, center, and right variable display areas on the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. If there is a special result, the left and right variable display areas will display the condition that the special result is met (for example, The state where the variable display stops with the same identification information) is a reach state. When the change display of all the change display areas is stopped, any two of the left, center, and right change areas can be displayed. A state in which the conditions for a special result state are met in the dynamic display area (for example, the same identification information is (except for special result states) is a reach state, and from this reach state, The variable display area may be displayed variably.
[0046] This reach state includes multiple reach effects, and there is a possibility that a special result pattern may be derived. As reach effects with different possibilities (different expected values), there are normal reach (N reach), special reach (Speed reach), Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 reach) and premium reach are set. The expected value is "Reach None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < " The order of "Special 3 Reach" < "Premium Reach" is higher. The reach state is when a special result state is derived at least in the special chart variation display game (jackpot In other words, the special chart fluctuation table When it is determined that a special result pattern is not derived in the game shown (when it is a miss), Therefore, when a reach state occurs, the reach state is This is a state in which there is a higher chance of winning the jackpot than when it does not occur.
[0047] The CPU 111A executes a game control program in the ROM 111B to control payouts. It generates control signals (commands) for the device 200 and the performance control device 300, and controls the solenoid The controller 11 generates and outputs drive signals for the game machines and display devices, thereby controlling the entire game machine 10. However, the gaming microcomputer 111 is a jackpot random number for determining whether or not a special chart variable display game has been won. Random numbers for determining the numbers and patterns of jackpots, variable patterns in special pattern variable display games (including the execution time of the variable display game in various reach and no reach variable display) Random numbers for determining the fluctuation pattern, random numbers for determining the winning of the normal fluctuation display game A random number generation circuit for generating the above, and an oscillation signal (original clock signal) from the oscillation circuit 113 Based on this, a timer is allocated to the CPU 111A at a predetermined period (for example, 4 ms). A clock generator generates a clock that provides update timing for the input signal and the random number generator. It is equipped with a
[0048] In addition, the CPU 111A, in the processing related to the special chart variable display game, Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111A acquires the game result (win) of the special chart variable display game. (Big hit or small hit) or miss) and the current game status as a special chart change display game The probability state (normal probability state or high probability state), the normal variable winning device as the current game state A plurality of variation patterns are generated based on the operation state (time-saving operation state) of the device 37, the number of start memories, etc. The CP selects and acquires one of the fluctuation pattern tables. When executing a special chart variation display game, U111A stores a plurality of The fluctuation pattern table to obtain one of the fluctuation pattern tables This constitutes a division information acquisition means.
[0049] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball payout command (command or data) and the like. Then, the payout motor of the payout unit provided in the gaming machine 10 is driven to pay out the prize balls. The payout control device 200 also controls the ball lending machine attached to the gaming machine 10. Drive a payout motor of the payout unit based on a ball loan request signal from the card unit; Controls the dispensing of loaned balls.
[0050] The input unit 120 of the gaming microcomputer 111 is provided with a start port 1 switch 36 in the start winning port 36. a, the start gate 2 switch 37a in the normal variable winning device 37, the gate in the normal starting gate 34 Switch 34a, winning port switch 35a, special variable winning device 38,95 large winning port switch The special variable prize winning device 95 is connected to the specific area switch 38a and the specific area switch 38e of the special variable prize winning device 95. A negative logic signal is input, with the high level supplied from the switch being 11V and the low level being 7V. and an interface chip (proximity I / F) 121 that converts the signal into a positive logic signal of 0V-5V. The proximity I / F 121 is provided with a The detection signal of the panel radio wave sensor 62 is also input. By setting the voltage to -11V, the lead wires of sensors and proximity switches may be illegally shorted out, If a sensor or switch is removed from the connector or the lead wire is cut, causing it to float, The device is configured to detect such an abnormal state and output an abnormality detection signal. There are.
[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is 1. Although it is shown as a block, in reality, there are multiple (n) winning port switches 35a (in this embodiment In this case, three units are provided on the game board 30, and each signal is transmitted via a different signal line. In addition, in FIG. 3, the big prize entrance switch 38a is input to one block. However, in reality, there are multiple (x) big prize opening switches 38a (3 in this embodiment). ) are provided on the game board 30. And, these multiple big prize opening switches 38a, They are connected by different signal lines, or, for example, a switch and a game control device 10 0 (main board) and a relay board (not shown) that exists between them. The board radio wave sensor 62 and the magnetic sensor described later are connected to the game control device 100 in this manner. 61 may also be connected by multiple different signal lines, or similarly by a wired OR method. It may be connected to the game control device 100.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize opening switch 35a, a large prize opening switch 38a, and a specific area switch 3 The detection signal of 8e is input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / F 12 Although Figure 3 shows one signal line for the output from 1, there are actually two.
[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch An abnormality detection signal is output when an abnormality in the switch is detected. The third input port 124 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor 61 for output, the glass frame opening provided in the glass frame 15 of the gaming machine 10, etc. The detection signal of the release detection switch 63, the main body provided on the front frame (main body frame) 12 of the gaming machine 10, etc. The detection signal of the frame open detection switch 64, the detection signal of the set value change switch 126, the setting key The detection signal of the switch 127, the touch switch signal from the dispensing control device 200 (to the operation unit 24) A signal based on the input of a touch switch provided is input.
[0054] In addition, among the outputs of the proximity I / F 121, the output to the second input port 123 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the second input port 123 as well as to the gaming microcomputer 111. It is configured to do so.
[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is provided with a power supply 400 and a normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also supplied. do.
[0056] The data held by the second input port 123 is input by the gaming microcomputer 111 to the second input port 123. By decoding the address assigned to chip 123, By asserting the enable signal CE (Chip Enable) (changing to an effective level), The same can be said for the third input port 124 and the first input port 122 described later. be.
[0057] The input unit 120 also receives a detection signal from the RAM initialization switch 112, a dispensing control device 20 0 (the frame radio wave sensor installed in the front frame 12 detects radio waves) A dispensing busy signal (a signal output based on the dispensing control device 200 being able to receive a command) Dispensing abnormality status signal (status signal indicating dispensing abnormality) , Shooting ball out switch signal (signal indicating a lack of game balls before payout), Overflow Switch signal (a predetermined amount of game balls is stored in the lower tray 23 (full) When an out ball is detected, the signal is output. The signal output when the game is started is taken in and supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided to supply the
[0058] The out ball detection switch signal is generated when an out sensor (not shown) detects an out ball of the gaming machine 10. This is a signal output from the out sensor each time a ball is detected. For example, The output switch signal is output from an outlet (not shown) that outputs game balls (out balls) from the gaming machine 10. An outlet flow path (not shown) is provided between the outlet 30a and the ball detection switch. is the gaming performance (for example, the number of balls out) per a given operation (for example, 60,000 balls out). The calculated gaming performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal becomes a trigger to switch to the game performance or customer waiting screen display. For example, the performance display device 135 may be used to determine the operating status. A 4-digit, 7-segment LED that displays game performance in decimal or hexadecimal numbers. It is possible.
[0059] The gaming machine 10 is also provided with a vibration sensor switch for detecting vibrations. The detection signal of the switch is input to the first input port 122 or the third input port 124. It can also be set to
[0060] In addition, the game control device 100 receives a power failure monitoring signal, a reset signal, etc. from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch from the RAM initialization switch 112 are The switch signal is first input to the first input port 122 and then transmitted to the game machine via the data bus 140. In other words, signals equivalent to the signals from the various switches mentioned above are input to the microcomputer 111. The terminal for receiving signals from the outside provided in the gaming microcomputer 111 is treated as This is because there are limitations on the number.
[0061] On the other hand, the reset signal RESET, which has been noise-removed by the Schmitt buffer 125, is The signal is input directly to the reset terminal of the gaming microcomputer 111, and is also input to the output section The reset signal RESET is supplied to each port of the output section 130. By outputting directly to the relay board 70 without inputting the signal to the test firing device, the relay board 70 It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET can be output to the test firing device via the relay board 70. The reset signal RESET may be input to the first to third inputs of the input section 120. It is not supplied to ports 122, 123, and 124. Just before the reset signal RESET is input The data set in each port of the output unit 130 by the gaming microcomputer 111 is It is necessary to reset the device to prevent malfunction, but the reset signal RESET is input immediately before The data read by the gaming microcomputer 111 from each port of the input unit 120 is This is because it is discarded by resetting the control 111.
[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer disposed on the communication path from the gaming microcomputer 111 to the payout control device 200 The game control device 100 is provided with a presentation control device 300 and a payout control device. Data is transmitted to the game control device 200 via serial communication. Serial communication to the output control device 300 and the payout control device 200 is performed by the performance control device 300 side. This is one-way communication that prevents signals from being input to the game control device 100.
[0063] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification organization (not shown). The test device receives data informing the user of the special pattern information of the variable display game and a signal indicating the probability of winning. The buffer 133 can be mounted to output the signals via the relay board 70. The 133 is a pachinko machine that is installed in amusement parlors (mass-produced products) This is a component that is not mounted on the control device (main board). The detection signal of the switch that does not require processing, such as the start switch, is not passed through the buffer 133. It is supplied to the test firing device via a relay board 70.
[0064] On the other hand, the magnetic sensor 61 and the radio wave sensor 62 cannot be supplied to the test firing device as they are. The detection signal that cannot be detected is temporarily taken into the gaming microcomputer 111 and added to other signals or information. For example, the signal is used as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The data is supplied from the data bus 140 to the test firing device via the buffer 133 and the relay board 70. The relay board 70 receives the signal output from the buffer 133 and performs test firing. The signal is transmitted by relaying the signal line of the port that supplies the device and the switch detection signal without going through the buffer. The port on the relay board 70 is provided with a connector or the like. A chip enable signal CE (not shown) output from the The signal from the port selected and controlled by the bull signal CE is supplied to the test firing device. are.
[0065] The output unit 130 is connected to a data bus 140 and is connected to a special variable prize winning device 38 (big prize winning device). Opening and closing data of the large prize opening 1 solenoid 38b that opens and closes the opening and closing member 38c of the prize opening 1, The large prize opening 2 solenoid 9 for opening and closing the opening and closing member 95c of the variable prize winning device 95 (large prize opening 2) 5b opening and closing data, the normal solenoid that opens and closes the movable member 37b of the normal variable winning device 37 a first output for outputting the opening / closing data of the 37c and the display data of the performance display device 135; A port 134a is provided.
[0066] The output unit 130 also includes a third display unit for outputting display data for the probability setting value display device 136. The output unit 130 is also provided with two output ports 134b. The segment wire to which the LED anode terminal is connected turns on / off depending on the content to be displayed. a third output port 134c for outputting data, and a cathode of an LED of the collective display device 50; The fourth output port 1 for outputting the on / off data of the digit line to which the pin is connected 34d is provided.
[0067] In addition, the output unit 130 outputs information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is provided with a fifth output port 134e for outputting to A photorelay is provided, and an external device (such as an information collection terminal or It can be connected to an internal management device (hall computer, etc.) and can transmit information about the gaming machine 10. It can be supplied to an external device via a photorelay. A part of the information to be supplied to the device is output from the fourth output port 134d. From port 134e, a release permission is sent to dispensing control device 200 via Schmitt buffer 132. A signal is also output.
[0068] Furthermore, the output unit 130 includes a large prize opening solenoid output from the first output port 134a. receiving opening and closing data signals from the solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c. A first driver (drive circuit) 138a that generates and outputs a solenoid drive signal, a third output port The on / off drive of the segment line on the current supply side of the collective display device 50 output from the output 134c The second driver 138b outputs a driving signal, and the fourth output port 134d outputs a general table. A third driver outputs an on / off drive signal to the digit line on the current sink side of the display device 50. 138c, the fifth output port 134e and the fourth output port 134d are connected to an external device such as a management device. a fourth driver 138d that outputs an external information signal to the external information terminal board 71; The display data signal of the performance display device 135 output from the output port 134a is received and the performance is displayed. A fifth driver 138e is provided to generate and output a drive signal for the device 135.
[0069] The first driver 138a is configured to drive a solenoid operating at 32V. Therefore, DC 32V is supplied as a power supply voltage from the power supply device 400. A second driver 138b that drives 50 segment lines is supplied with DC 12V. The third driver 138c drives the digit lines by applying a current to the digit lines according to the display data. Since it is intended for drainage, the power supply voltage can be either 12V or 5V.
[0070] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the cathode terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are driven in sequence by the dynamic drive method. The power supply voltage flows through the LED, causing it to light up. The 4 driver 138d is supplied with DC 12V to provide a 12V level to the external information signal. The buffer 133, the first output port 134a, the first driver 138a, etc. The output unit 130 of the game control device 100, that is, the output unit 130 is provided on the relay board 70 side, not on the main board. In addition, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is not the output unit 130 of the game control device 100, i.e., the main board, but an external Alternatively, the sensor may be provided on the external circuit board (not shown).
[0071] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided to transmit information such as the The gaming microcomputer 111 transmits and receives data to and from the inspection device 490 via serial communication. The communication is configured to enable two-way communication. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal Therefore, the first to third input ports 122, 123, and 124 are used. No ports are provided.
[0072] Next, the configuration of the performance control device 300 will be described with reference to FIG. 4. FIG. 4 shows the first embodiment. FIG. 10 is a block diagram showing an example of the configuration of a performance control device of this type. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is A graphic processor that processes images for display on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 is used as a processor, and various melodies and effects are A sound source LSI 31 that controls the output of sound to reproduce sounds from speakers 19a and 19b. It has 4.
[0073] The main control microcomputer 311 contains a P PROM321, consisting of ROM (programmable read-only memory), provides working space FeRAM (which can retain its contents even when power is cut off during a power outage) Ferroelectric RAM) 323, which generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real-time clock) 338 is connected to the main control unit. The microcomputer 311 also has a RAM 311a therein that provides a working area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 receives commands (performance commands) from the gaming microcomputer 111. It analyzes the video and audio commands, determines the content of the performance, and instructs the VDP312 on the content of the output video. It instructs the source LSI314 to play sounds, lights up decorative lamps, and controls the drive of motors and solenoids. It also performs processes such as managing performance time.
[0074] The VDP312 includes RAM312a, which provides a working area, and a memory for enlarging and reducing images. The VDP 312 also includes a scaler 312b for converting character images and Image ROM 325 in which video data is stored, and character data read from the image ROM 325 Ultra-fast VRAM326 used to expand and process image data such as graphics. is connected.
[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power It is configured to transmit and receive data in parallel. By sending and receiving data over a 10-bit bus, commands and data can be sent in a shorter time than with serial communication. can be done.
[0076] The VDP 312 sends the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronization signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM. Waiting to receive input signals INT0 to INTn and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input to notify the user that the state is as described above.
[0077] The performance control device 300 is equipped with an LVDS (Low Voltage Differential Signaling) A signal conversion circuit 313 is provided to generate a video signal to be transmitted to the display device 41 by a signal transmission method. The VDP 312 outputs video data and a horizontal sync signal HSY to the signal conversion circuit 313. NC and vertical sync signal VSYNC are input and generated by VDP312. The image is displayed on the display device 41 via the signal conversion circuit 313 .
[0078] The sound source LSI 314 is connected to an audio ROM 327 in which audio data is stored. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also sends an interrupt signal I to the main control microcomputer 311. The performance control device 300 is provided with a glass frame 15. The audio driver drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 including a power amplifier is provided, and the sound generated by the sound source LSI 314 is The generated sound is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. Be encouraged.
[0079] In addition, the performance control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided to receive this command. The decorative feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 Controls the number of reserved figures, special decorative figures, fluctuations, stop information, etc. The game microcomputer 111 of the game control device 100 receives the command signal (performance command). The main control microcomputer 311 of the performance control device 300 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V. To operate the command I / F 331, the command I / F 331 is provided with a signal level conversion function.
[0080] In addition, the performance control device 300 includes a A board decoration LE that drives and controls a board decoration device 46 having LEDs (light emitting diodes) and the like. D control circuit 332, a frame having an LED (light emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 that drives and controls a decoration device (for example, a frame decoration device 18, etc.), A board performance device 44 (for example, a display) provided on the skill board 30 (including the center case 40) A board game that controls the driving of movable props (such as props that enhance the performance effect in cooperation with the performance display in the device 41) A control circuit 334 for outputting movable bodies is provided. The control circuit 334 drives and controls lamps, motors, solenoids, etc. These control circuits 332 to 334 are connected to the main control circuit 330 via an address / data bus 340. The glass frame 15 is connected to a microcomputer 311 for displaying the image. A frame production device having a drive source such as a motor for operating the device is provided, and the frame production device is driven and controlled. It may also be equipped with a frame effect movable body control circuit that controls the frame effect movable body.
[0081] Furthermore, the performance control device 300 includes a performance button switch 25a of the performance button 25 and an option The setting switch 29n of the operation setting unit 29 and the initial position of the motor in the board performance device 44 are detected. The main control is performed by detecting the on / off state of the performance prop switch 47 (performance motor switch) The function of inputting the detection signal to the microcomputer 311 and the volume control function provided in the performance control device 300 are also included. The function of detecting the state of the node switch 335 and inputting a detection signal to the main control microcomputer 311 is In FIG. 4, the option setting unit 29 For convenience, the switches are collectively referred to as setting switches 29n. The status of each switch (cross cursor switch, center switch, accessory switch) is The switches are connected so that they can be individually detected by the output circuit 336. The detection signals indicating the states are input to the main control microcomputer 311.
[0082] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-described configuration. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it is designed to generate a DC15V voltage to drive motors, LEDs, and speakers. Furthermore, the main control microcomputer 311 is configured as a 3.3V or 1.2V When using an LSI that operates at a low voltage such as DC5V, A DC-DC converter for generating DC 1.2V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.
[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The device is reset by the main control microcomputer 311. 311, VDP312 (VDPRESET signal), sound source LSI314 and an amplifier circuit 337 (SNDRESET signal), a control circuit for driving and controlling lamps, motors, etc. The IORESET signal is supplied to the control circuits 332 to 334, which are reset. In addition, a cooling fan 45 for cooling various parts of the gaming machine 10 is connected to the performance control device 300. When the power supply of the performance control device 300 is turned on, the cooling fan 45 is driven. The circuit board that constitutes the performance control device 300 is a sub-control board (also called a sub-board). This is equivalent to
[0084] Next, the game control performed by these control circuits will be explained. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, Based on the input of the game ball detection signal from the gate switch 34a provided in 4, A random number value for hit determination is extracted and compared with the determination value stored in ROM111B, and the normal The process of determining whether the displayed game is a win or a loss is performed. The pattern display unit 55 displays the identification pattern (identification information) for a predetermined time in a variable manner, and then displays the identification pattern in a static manner. If the result of this normal variable display game is a win, The normal symbol display unit 55 displays special results corresponding to the first to third winning symbols. The result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device 37 The movable member 37b is opened as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 controls the conversion member (movable member 37b) It is a conversion control execution means for performing conversion control. In this case, control is performed to display the result of the miss on the regular pattern display unit 55.
[0085] In addition, the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 Based on the input, the start winning (start memory) is memorized, and based on this start memory, the first special chart changes A random number value for determining a jackpot in the displayed game is extracted and compared with the determination value stored in ROM111B. In comparison, the first special chart variation display game is judged to be a hit or a miss. Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the winning device 37, Based on this, the start memory is memorized, and based on this start memory, the jackpot judgment of the second special chart variable display game is made. A random number value is extracted and compared with the judgment value stored in ROM111B, and the second special chart variation display is performed. The process of determining whether the game is a win or a loss is carried out.
[0086] The CPU 111A of the game control device 100 controls the first special symbol variable display game and the second special symbol variable display game. 2. A control signal (performance control command, performance command) containing the judgment result of the special chart change display game , and output to the performance control device 300. Then, the special picture 1 pattern display unit 53 of the collective display device 50 The special pattern 2 pattern display unit 54 displays the identification pattern (identification information) variably for a predetermined time, and then displays it stationary. That is, the game control device 100 performs a process of displaying a special chart variation display game. A starting winning area for the game ball flowing down the skill area 32 (starting winning port 36, normal variable winning device 37) This constitutes a game control means for controlling the progress of the variable display game based on winnings.
[0087] In addition, the performance control device 300 controls the display based on the control signal from the game control device 100. The device 41 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game. Furthermore, the performance control device 300 performs the following based on the control signal from the game control device 100: , setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various LEDs. That is, the performance control device 300 performs processing such as The device also functions as a performance control means for controlling the performance related to the game.
[0088] Then, the CPU 111A of the game control device 100 determines whether the result of the special chart variable display game is a jackpot. In the case of a small win, the special result state or small win is displayed on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54. The result state is displayed, and a process for generating a special game state or a small win game state (i.e. That is, the process of executing special games and small win games. 2. Special chart change display Processing to generate a special game state when the result of the game becomes a jackpot In this case, the CPU 111A, for example, controls the special variable entry by the big prize opening solenoid 38b. Control to open the opening / closing member 38c of the prize device 38 and allow game balls to flow into the big prize opening In this special game state, the CPU 111A places a predetermined number of balls (for example, For example, 9 balls) enter the prize, or the specified opening time has elapsed since the opening of the big prize opening. The opening of the big prize entrance until one of the above conditions is met is considered one round. The game continues (repeated) for a predetermined number of rounds (cycle play). The game with a change in the chart (the special chart 1 change in the chart) or the game with a change in the second special chart (the special chart 2 change in the chart) In the process of generating a small win game state due to the result of the dynamic display game becoming a small win In this case, the CPU 111A controls the special variable prize device by the large prize opening solenoid 38b, for example. The opening and closing member 38c of the device 38 is opened to allow the game balls to flow into the big winning opening. Do this.
[0089] In addition, the opening and closing operation pattern of the big winning port performed in these small winning game states (opening and closing operation state For example, the operation of keeping the opening and closing member open for 200 ms is repeated at 1500 ms intervals. In this way, the game control device 100 performs the stop result mode four times. A special prize opening opening / closing control means for controlling the opening and closing of the special prize opening when a special result state is achieved. In addition, if the result of the special chart variation display game is a miss, the CPU 111A The result of the miss is displayed on the special pattern 1 display unit 53 and the special pattern 2 display unit 54 of the device 50. Take control.
[0090] In addition, the game control device 100 of the first embodiment is a probability variation in a special chart variation display game. However, probability fluctuations may be performed in the image fluctuation display game. For example, the game control device 100 may determine whether or not a special game is being played based on the result of the special game. After the end of the state, a high probability state can occur as a gaming state. This high probability state is The probability of winning in the special chart variation display game is higher than the normal probability state. In addition, the first special chart change display game and the second special chart change display game Even if a high probability state is reached based on the game result state, the first special chart change display game and the second Both the special chart change display games will be in a high probability state.
[0091] In addition, the game control device 100 determines the special game state based on the result of the special game. After the end of the state, a time-saving state (specific game state, normal high probability state) can be generated as a game state. In this time-saving state, the probability of winning the normal game (normal game) probability) is set to a high probability (normal high probability state) higher than 0, which is the normal probability (normal low probability state). This makes it possible to make the normal variable winning device 37 in a normal low probability state. In addition, the opening time of the normal variable winning device 37 per unit time is controlled to be longer. Here, the normal variable winning device 37 in this embodiment is in the normal game state. In this case, the probability of opening the movable member 37b is set to "0".
[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is For example, the time it takes to display the results of the game is 500ms. At this time, 600 ms has elapsed, and the normal variable display game has been won, and the normal variable winning device 37 is activated. When released, the first winning stop pattern opening time (normal power opening time) and opening number (for example, 500msec x 1 time), the opening time of the second winning stop pattern (normal power opening time) and the number of times it opens (for example, For example, 1700 ms x 2 times), the opening time of the third winning stop pattern (normal power opening time) and the number of times it opens ( For example, it can be set to 1700 ms x 3 times.
[0093] In addition, the control of the normal variable display game and the normal variable winning device 37 to the time-saving operation state is To do this, the normal map changes accordingly. Game execution time, normal map stop time, normal power release count, normal power release For example, in the time-saving state, the above-mentioned normal game variation display game can be performed. The time (normal time) is controlled to be the second time (second time) which is shorter than the first time. It is possible to control the time (for example, 10000ms to 1000ms). In this case, the normal map stop time that displays the result of the normal map change display game is shorter than the first stop time. It is possible to control the second stop time so that it is short (for example, 1604 ms is 70 4m seconds). Also, in the time-saving state, the normal variation display game becomes a winning result and the normal variation When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time (in the first state). For example, 100msec becomes 1352msec. Also, in the time-saving state, the normal map fluctuation display game For one winning result, the number of times the normal variable winning device 37 is opened (normal power opening number) is set to the first opening. Set the second release count to a number greater than the release count (for example, 2 times) (for example, 4 times). In addition, in the time-saving state, the probability of winning the normal game is The normal probability (normal probability) in the normal operating state (normal low probability state, for example, 1 / 251) (normal high probability state, for example, 250 / 251) It is possible.
[0094] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The time it takes to transform is extended. It is also possible to set the time-saving state of the same kind. Also, when it becomes a hit, the first opening mode and the second In this case, the first opening mode and the second opening mode may be selected. The selection probability of the mode may be different. In addition, the high probability state and the time-saving state may be independently Both can occur simultaneously, or only one can occur. Also, the time-saving state is the normal power support state (normal power support or power support). It can also be called.
[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 shows the configuration of the collective display device of the first embodiment. 1 is a diagram showing an example of a collective display device. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and LED_d3 to LED_d18, various statuses are displayed by the lighting patterns.
[0096] The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, and By allocating various status display functions to LED_d3 to LED_d18, the round display section 51, special chart 1 reserved display section 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54 , a normal map pattern display unit 55, a normal map reservation display unit 56, a status display unit 57, and a special map 2 reservation display unit The round display unit 51 includes four LEDs, LED_d3 to LED_d6. The lighting state of the special game indicates the number of rounds in the special game. In the special game, the lighting state of the two LEDs, LED_d11 and LED_d12, The special pattern 1 display unit 53 displays the number of reserved tickets. Depending on the lighting state of the ED (7 segment LEDs and 1 dot LED), the special chart 1 game The special pattern 2 display unit 54 displays the pattern in the 8 7-segment LED_d2. The lighting pattern of the LEDs (7 segment LEDs and 1 dot LED) indicates the special 2 game. The normal pattern display unit 55 displays the pattern in the game. The lighting state of the three LEDs, LED_d1 and LED_d18, displays the symbols in the normal game. The normal map hold display unit 56 displays the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the number of reserved balls in the normal game. The lighting state of the three LEDs, D_d9 and LED_d17, determines the special game. The special chart 2 hold display unit 58 displays the game status. The number of reserved balls in the special chart 2 game is displayed depending on the lighting state of the LED.
[0097] The control of a gaming machine that performs such a game will be explained below. The control executed by the gaming microcomputer 111 of the game machine 100 will be described. The control process by the inverter 111 mainly consists of a main process and a predetermined time cycle (for example, 4 ms). and timer interrupt processing.
[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained with reference to FIGS. 6 to 10. FIG. 6 is a flowchart (part 1) of the main process of the first embodiment. 7 is a flowchart (part 2) of the main process according to the first embodiment. FIG. 8 is a flowchart (part 3) of the main process according to the first embodiment. FIG. 10 is a flowchart (part 4) of the main processing according to the first embodiment. FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment.
[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process of disabling interrupts (step S1) is performed. After that, it is the start address of the area where register values etc. are saved when an interrupt occurs. A stack pointer setting process (step S2) is performed to set a certain stack pointer. Next, register bank 0 is specified (step S3), and a predetermined register (for example, register D) is The upper address of the RAM start address is set in the RAM11 (step S4). The address range of 1C is 0000h to 01FFh, with 00h or 01h as the upper addresses. In step S4, 00h, which is located at the beginning of the address range of RAM 111C, is set. To do.
[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is sent when at least one of the game control device 100 and the payout control device 200 stops launching. When the stop signal is output, the device is set to the prohibited state and the launch of the game balls is prohibited. It is.
[0101] Then, the state of input port 1 (first input port 122) is stored in the first register (for example, the B register). (Step S6), and then input port 3 (third input port 124) The state is read into a second register (eg, register C) (step S7).
[0102] Here, a predetermined bit in the first register is masked and the other bits are cleared (step For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Only the second bit of the Then, a specific bit in the second register is masked and the other bits are cleared. For example, the C register corresponding to the detection signal from the setting key switch 127 is Only the fourth bit of the row is retained, and bits 0 to 3 and bits 5 to 7 are retained. Clear the.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is stored in RAM1. The information is stored as reference information that does not rely on the B register (step S10). The logical sum of the data and the C register is stored in the C register, and the C register is used as a status reference register. Hold.
[0104] For example, the value of the status reference register (C register) is "00000000B". Bit 1, Bit 3, Bit 5 to Bit 7 are cleared to "0" The second bit is "0" corresponding to the detection signal ON from the RAM initialization switch 112. , the fourth bit is "0" corresponding to the detection signal ON from the setting key switch 127. In other words, the value of the status reference register, "00000000B", indicates the RAM initialization state. The setting change switch 112 is ON and the setting key switch 127 is ON. Indicates the change status.
[0105] In addition, the value of the status reference register, "00010000B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "0" corresponding to the detection signal ON from the initialization switch 112, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010000B" when the RAM initialization switch 112 is on. (ON) and the setting key switch 127 is OFF (OFF), indicating the RAM initialization state. .
[0106] In addition, the value of the status reference register, "00000100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the detection signal from the key switch 127 is "0", which corresponds to ON. The value of the status reference register is "00000100B" when the RAM initialization switch 112 is off. (OFF) and the setting key switch 127 is on (ON), indicating a setting confirmation state.
[0107] In addition, the value of the status reference register, "00010100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010100B" when the RAM initialization switch 112 is off. (OFF), and setting key switch 127 is off (OFF) and power is restored (power outage recovery) Shows.
[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signal from the RAM initialization switch 112 is stored in the C register. The storage position (second bit) of the output signal in register B and the detection from setting key switch 127 The storage position (4th bit) of the output signal in the C register is different from that in the B register. The detection signal from the RAM initialization switch 112 and the setting key switch are also calculated by the logical OR of the The detection signal from switch 127 is not lost but is stored.
[0109] Thereafter, a process for setting a power-on delay timer is carried out (step S11). In the process, a predetermined initial value is set, and the game control device 100, which is the main control means, A slave control means (for example, a dispensing control device 200) performs various controls according to the instructions from the Standby for waiting for the program of the slave control device (such as the performance control device 300) to start normally The time (for example, 3 seconds) is set. 0 starts up first and sends a command to the slave control means before the slave control means starts up. This prevents the slave control means from missing a command. When the device 100 is powered on, the start of the master control means is delayed and the slave control means is waited for to start. The waiting means sets a predetermined waiting time for the
[0110] In addition, the timing of the power-on delay timer is performed based on the validity check of the data stored in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or read areas not subject to validity check) This is done using registers, etc., to check the checksum of the RAM area. When calculating data, there is no need to exclude some RAM areas, so This can prevent the control from becoming complicated.
[0111] The second register (C register) stores the detection signal of the RAM initialization switch 112. However, by saving it before the start of the standby time, RAM initialization The operation of the switch 112 can be saved reliably. That is, the RAM is initialized after the waiting time has elapsed. If the state of switch 112 is read, the RAM initialization will start after the waiting time has elapsed. The RAM initialization switch 112 is operated, or the RAM initialization switch 112 is operated from power-on until the waiting time has elapsed. However, you can read the status before the wait time starts. This allows you to operate the device immediately after turning it on without having to go through these troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations.
[0112] The second register (C register) stores the detection signal of the setting key switch 127. However, by saving it before the start of the waiting time, the setting key switch That is, after the waiting time has elapsed, the operation of the setting key switch 127 can be detected reliably. If you set it to read the status of 7, it will wait for the waiting time to elapse before setting key switch 127 or the setting key switch 127 has been operated continuously from the time the power was turned on until the standby time had elapsed. However, by loading the state before the wait time begins, this hassle can be avoided. It will be detected by performing the operation immediately after powering on without any further operation. This prevents any setting changes or setting confirmation operations performed when the power is turned on. This can prevent such situations.
[0113] Next, a process for setting a power-on delay timer (for example, about 3 seconds) is performed (step S11 ) and then the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S16 are performed. First, the power outage signal input from the power supply device 400 is The number of times the monitoring signal is read and checked via the port and data bus (for example, twice) ) is set (step S12), and it is determined whether the power failure monitoring signal is on or not (step Step S13).
[0114] If the power outage monitoring signal is on (step S13; Y), It is determined whether the power outage monitoring signal remains on for the number of checks (step S1 4) If the power failure monitoring signal does not remain on for the number of checks (step S14; N) is returned to the determination of whether the power outage monitoring signal is on (step S13). Also, if the power outage monitoring signal remains on for the number of checks (step S14; Y), that is, if it is determined that a power outage has occurred, the power supply to the gaming machine 10 is cut off. In this way, if the power outage monitoring signal is received continuously for a predetermined period of time, a power outage will occur. By determining that a power outage has occurred, it is possible to prevent false detection of a power outage due to noise, etc., and This allows for appropriate handling of any problems that may arise.
[0115] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during this period, and prevents malfunctions when powering on. It is possible to deal with this appropriately. Note that access to RAM111C is prohibited until the end of the waiting time. is not permitted, and the memory contents from the last power outage are still retained. In the event of a power outage, there is no need to perform backup processing. Even if a power outage occurs during the operation, there is no need to back up the RAM111C, and the burden of control is reduced. can be alleviated.
[0116] On the other hand, if the power outage monitoring signal is not on (step S13; N), that is, if a power outage occurs If not, the power-on delay timer is updated by "-1" (step S15). It is determined whether the value of the timer is "0" (step S16). If the standby time has not yet elapsed (step S16; N), the power failure monitoring signal The process returns to the process of setting the number of checks (step S12). " (Step S16; Y), that is, when the waiting time has ended, Access permission for RWM (Read Write Memory) such as 1C and EEPROM. (Step S17) and output OFF data to all output ports (setting to a state where there is no output). (step S18).
[0117] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, (Used for communication with the performance control device 300 and the dispensing control device 200) (Step S19 ).
[0118] In step S20, a timer interrupt in the gaming microcomputer 111 (clock generator) is generated. The CTC circuit that generates the random number update trigger signal (CTC) is started. Now.
[0119] In step S21, a RAM abnormality flag is set. The setting of the normal flag is temporary and will be executed later to check for RAM abnormalities. It can be updated in
[0120] In step S22, the value of the power outage inspection area 1 in the RWM is checked to see if it is a normal power outage inspection area check data. If the value of power failure inspection area 1 is normal, (Step S22; Y), the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check It is determined whether the data is 2 (for example, A5h) (step S23), and the power failure inspection area 2 If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. Then, a checksum calculation process (step S24) is performed.
[0121] In addition, in the checksum calculation process, the data in the game control work area and the status display work area are The sum of the data in the area may be calculated as a checksum, or the game control work The checksum is calculated separately for the data in the area and the data in the status display work area. Alternatively, the checksum may be calculated from only the data in the game control work area. The work area for skill control is a work area in the memory area within the RWM that is used for game control. The work area for status display is the storage area in the RWM that is used for status display. This is the business field.
[0122] Next, check whether the checksum calculated in step S24 matches the checksum at the time of power-off. If the checksums are found to match (normal), a check is made (step S25). If the error is not found (step S25; Y), the RAM abnormality flag temporarily set in step S21 is is cleared (step S26).
[0123] If the checksums are determined to be inconsistent (not normal) (step S25; N) skips step S26 and moves to step S27, and The RAM abnormality flag that was temporarily set becomes definitive. The check data in the power failure inspection area If it is determined that the data is not normal (step S22; N or step S23; N) However, by skipping step S26 and proceeding to step S27, the provisional The RAM error flag that was set automatically becomes definitive.
[0124] In step S27, the second register (C register) is referred to and the setting key switch 12 7 is ON and the detection signal of the RAM initialization switch 112 is ON. When the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON, If the output signal is ON, the process proceeds to step S33, and the detection signal of the setting key switch 127 is If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, step S Go to 28.
[0125] The game control device 100 detects the detection signal of the setting key switch 127 and the RAM initialization switch The detection signal of the switch 112 is stored in the second register (C register). The detection signal of the switch 127 and the detection signal of the RAM initialization switch 112 are simultaneously determined. In addition, the game control device 100 detects the detection signal of the setting key switch 127 and the RAM The detection signal of the initialization switch 112 is stored in the second register (register C). Before RAM validity check is performed, the detection signal of the setting key switch 127 and RAM initialization are The detection signal of the switch 112 can be used as the object of determination.
[0126] In step S28, the control unit determines whether the RAM abnormality flag is on. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., if the RAM If the abnormality flag is cleared, the process proceeds to step S29.
[0127] In step S29, the control unit determines whether the setting change mode flag is on. If the setting change mode flag is on, the control unit proceeds to step S48. If the loading flag is not on, the process proceeds to step S30.
[0128] Steps S30 to S32 are performed when a RAM error occurs or when the power is cut off during setting. This is the process that is executed when the RAM is not cleared and the system is restarted. In step 0, the control unit transmits a main abnormality error notification command to the performance control device 300. As a result, the performance control device 300 can control the performance control device 300 in response to the main abnormality error notification command. For example, the performance control device 300 receives a main abnormality error notification command. and display a message on the display device 41 informing the user of the restart with RAM clearing. , and outputs sound from the speakers 19a and 19b. Upon receiving the command for notifying the abnormal error, the frame decoration device 18, the board decoration device 46, and the board performance device A main abnormality error is reported by 44.
[0129] In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit displays a status corresponding to the main abnormality error on the performance display device 135. The control unit can also display the 7-segment display data when the game is stopped. The probability setting value display device 136 outputs the value. It is possible to display numbers and characters that are not in the probability setting value. The 7-segment display data including the ED display data may be output to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.
[0130] In step S32, the control unit transmits the ON data of the security signal to the external information terminal board 71. At this time, the control unit controls the output of other signals from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32. That is, the gaming machine 10 waits for the power to be turned off by using the external information terminal board. 71 outputs a security signal. No signals other than security signals are output from the external information terminal board 71.
[0131] The control unit repeatedly executes steps S31 and S32 until the power is turned off. In this row, RAM access is not prohibited. When a n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program execution. In this way, the control unit performs the steps S31 to S32 until the power supply is turned off. The contents stored in the RAM during the repeated execution of step S32 are protected by prohibiting RAM access. However, since clearing RAM at restart is a condition for starting game control, the contents stored in RAM In other words, the gaming machine 10 limits the risk that the contents stored in the RAM are not protected. While limiting the risks of unprotected programs, it reduces the risk of program runaway. The control unit repeats steps S31 and S32 until the power is turned off. In this row, by not prohibiting RAM access, steps S31 and S32 This allows subroutines to be called, improving program efficiency.
[0132] Steps S33 to S36 are processes related to preparation for setting changes, and step S 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of 2 is ON.
[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S34. If not, the process proceeds to step S35.
[0134] In step S34, the control unit clears the set value because the RAM abnormality flag is on. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, it may be possible to set the most unfavorable value for the player. .
[0135] In step S35, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is currently changing the setting. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).
[0136] In step S36, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command being changed. For example, the performance control device 300 receives a command during the setting change, A message informing the user that the device is in use is displayed on the display device 41, and a message is output through the speakers 19a, 19b, and 9b to output sound. In addition, the performance control device 300 receives a command during the setting change. The frame decoration device 18, the board decoration device 46, and the board performance device 44 notify the user that the setting is being changed. We will notify you.
[0137] Step S37 is performed after the setting change preparation (steps S33 to S36), or This process is executed after the setting confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128 ms. Therefore, the gaming machine 10 continues to operate at least until the security signal control timer times out. A security signal is output during this period.
[0138] Steps S38 to S40 are for waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37. This prevents the execution of processes related to waiting for the setting change to be completed or the setting confirmation to be completed. This makes it possible to grasp the situation from the department.
[0139] After the control unit permits the interrupt (step S38), it refers to the second register (C register). It is determined whether the detection signal of the setting key switch 127 is OFF or not (step S 39) If the detection signal of the setting key switch 127 is OFF, the control unit proceeds to step S5. 5, and if the detection signal of the setting key switch 127 is not OFF, proceed to step S40. .
[0140] In step S40, the control unit determines whether a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal continuously for a predetermined period of time. If a power outage occurs, proceed to step S41; if a power outage does not occur, proceed to step S In other words, the control unit 100 proceeds to step S39. The system waits for the setting key to be turned off until
[0141] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S4 1) A process of outputting OFF data to all output ports is performed (step S42). Then, the power outage inspection area check data 1 is saved in the power outage inspection area 1 (step S43 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step S44). Furthermore, the checksum calculation process (step S45), and the process of saving the calculated checksum in the checksum area (step S46 ), and then a process of prohibiting access to the RAM (step S47) is performed. Then, wait for the power supply to the gaming machine to be cut off. In this way, the check data is stored in the power outage inspection area. By saving the checksum at the time of power cut, When the power is turned on again, it is determined whether the information stored in the RWM has been backed up correctly. It can be determined.
[0142] Step S48 is executed if it is determined in step S29 that the setting change mode flag is on. In step S48, the control unit refers to the second register (C register). The control unit checks whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is ON, the process proceeds to step S49. If the detection signal of the switch 127 is not on, the process proceeds to step S51.
[0143] Steps S49 and S50 are processes related to preparation for setting confirmation. In step 9, the control unit performs processing to set a setting confirmation mode flag. The in-progress flag is a flag indicating whether the gaming machine 10 is in the process of checking the settings. The setting check mode flag is set when the setting is not being checked, and the setting check mode flag is set when the setting is not being checked. In step S50, the control unit 100 This command is sent to the performance control device 300. For example, the performance control device 300 performs the performance control corresponding to the command. When the command is received, a message is displayed on the display device 41 indicating that the setting is being confirmed. The display is made on the display unit 19a and the sound is output from the speakers 19a and 19b. 00 receives a command during setting confirmation and controls the frame decoration device 18, the board decoration device 46, the board performance device The control unit 44 then notifies the user that the setting is being confirmed. After this, the control unit proceeds to step S37. nothing.
[0144] On the other hand, the control unit determines in step S48 that the detection signal of the setting key switch 127 is ON. If it is determined that there is no such a problem, step S51 is executed. 2 register (C register) to check whether the detection signal of the RAM initialization switch 112 is on. The control unit determines whether the detection signal of the RAM initialization switch 112 is ON. If the detection signal of the RAM initialization switch 112 is not ON, the process proceeds to step S52. In other words, the gaming machine 10 proceeds to step S58. When a startup involving an operation is detected, the process for RAM initialization (RAM clearing) is executed. The process for power outage recovery is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.
[0145] Next, the RAM initialization process performed in step S52 and subsequent steps will be described. In the process of AM initialization, the control unit clears all RAM areas other than the set value to 0 (zero clear). a) (Step S52) The initial value at the time of RAM initialization is saved in the area to be initialized ( Step S53). For example, the control unit may set the RAM clear address as the start address when clearing the RAM. Set the rear start address 2 and set the memory area (access The data of the clear target area (game control work area) among the areas that do not include the prohibited area Clear to zero.
[0146] The setting change mode flag and setting confirmation mode flag are cleared by Since it is included in the data, it is cleared by clearing the data in the clear target area to zero. .
[0147] In step S54, the control unit sends a command for initializing the RAM to the performance control device 300. As a result, the performance control device 300 sends the performance command corresponding to the command at the time of RAM initialization. For example, the performance control device 300 receives a command for initializing RAM. A message informing that the RAM has been initialized is displayed on the display device 41, and The performance control device 300 outputs sound from the speakers 19a and 19b. When the initialization command is received, the frame decoration device 18 and the board decoration device 4 notify the RAM that it has been initialized. 6. The board effect device 44 will notify the player.
[0148] The control unit also performs processing (steps) related to waiting for the setting change to be completed or the setting confirmation to be completed. After steps S38 to S40 are executed, the detection signal of the setting key switch 127 is turned off. If it is detected that there is an interrupt, the control unit executes step S55. After that, a command to end the notification is sent to the performance control device 300 (step S 56).
[0149] As a result, the performance control device 300 can change the setting that was started by receiving a command during the setting change. Notification that a change is being made or a setting check initiated by receiving a setting check command The notification that the device is in use is terminated.
[0150] Next, the control unit refers to the setting change mode flag to determine whether or not the setting change mode is in progress. If the setting change mode is in progress, the control unit 100 determines whether the setting change mode is in progress (step S57). Proceed to step 2 and execute the process related to RAM initialization. Meanwhile, the control unit is in the setting change mode. If not, the process proceeds to step S58, where processing related to power recovery is executed.
[0151] In step S58, the control unit executes power failure recovery processing. Save the initial value when power is restored in the area to be used, and refer to the special chart status to ensure high probability of special chart games. If the special game is in a high probability state, the high probability notification flag is set in the high probability notification area. Process to save ON information and ON data of high probability notification LED in segment area Includes:
[0152] The areas to be initialized in the power outage recovery process are the power outage inspection area and the checksum area. , setting change mode flag, setting confirmation mode flag, and error monitoring area In the power outage recovery process, it is determined whether the dispensing control device 200 is in a state where it can receive commands. The busy signal status area that stores the status of the payout busy signal, which is a signal that indicates whether the payout is The status of the payout busy signal is set to an indefinite state, which indicates that the status of the payout busy signal has not been determined. The touch switch signal status monitoring area that stores the status of the touch switch signal is also cleared. This is an indeterminate state indicating that the state of the switch signal has not been determined.
[0153] Next, the control unit transmits the power recovery command corresponding to the special game processing number to the production control board. (performance control device 300) (step S59), and proceed to step S60. In step S59, the model specification command, the number of reserved special drawings 1 command, the number of reserved special drawings 2 command, Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands In addition to these commands, some models may also send information on the number of effects and high probability times. Sends numerical information. The command to specify the screen is the special chart 1 variation display game and the special chart 2 variation The control state of the displayed game is normal processing (fluctuating, jackpot (first special game state), If it is a small hit (not one of the second special game states), the customer waiting demo This command commands the display of the screen, and in other cases commands the display of the recovery screen. This is a command.
[0154] In step S60, the control unit performs a process of starting and setting up the random number generation circuit. The value of a specified register (soft random number register 1 to n) in the random number generation circuit at power-on is extracted. The corresponding initial value random number (big win pattern initial value random number, small win pattern initial value random number, The initial value (start value) of the random number of the initial value of the winning symbol is saved in a specified area of the RWM. After the process is started (step S61), an interrupt is permitted (step S62).
[0155] Next, the control unit updates the values of various initial value random numbers to create initial value random numbers to break the regularity of the random numbers. This initial value random number update process updates each initial value random number. For example, each of these is updated (incremented) by "+1." 10 is a random number that is generated by updating the initial random number as long as time allows in the main process. This allows for increased randomness.
[0156] Here, the control unit temporarily disables interrupts (step S64) and resumes the performance display editing process. After the performance display editing process is executed (step S65), an interrupt is permitted (step S66). The performance display editing process is a process related to the calculation and display of the base. Because the processing load of the function display editing process is relatively high, interrupts are prohibited to obtain faster processing results. As a result, the gaming machine 10 updates the gaming state by timer interruption. By this time, the processing results of the performance display editing process are guaranteed to be derived.
[0157] In step S67, the control unit determines whether a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal continuously for a predetermined period of time. If a power outage occurs, proceed to step S41; if a power outage does not occur, proceed to step S Go to 63.
[0158] That is, the control unit continues from step S63 to step S67 unless a power outage occurs. In detail, if there is no power outage, the control unit executes the initial Repeatedly update random values, edit performance display, and check power outage monitoring signals (loop processing) Do it.
[0159] Then, before the initial value random number update process (step S63), an interrupt is permitted (step S 66), if a timer interrupt occurs during the initial value random number update process, the interrupt process takes priority. The timer interrupt is delayed by the initial value random number update process. This can avoid overloading the interrupt processing.
[0160] Similarly, before the performance display editing process (step S65), interrupts are inhibited (step S6 4) By doing so, the performance display editing process will be executed with priority over the timer interrupt. This can prevent the performance display editing process from being overwhelmed.
[0161] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the main Sub-control means (dispensing control device 200) that performs various controls in accordance with instructions from the control means In a gaming machine equipped with a performance control device 300, the main control means and setting a predetermined waiting time for delaying the activation of the master control means and waiting for the activation of the slave control means. and a standby means (game control device 100) for determining whether a power outage has occurred during the predetermined standby time. The game control device 100 is equipped with a power outage monitoring means (game control device 100) for monitoring power outages.
[0162] The power supply device 400 is also provided to supply power to the various devices. When the occurrence of a power outage is detected, a power outage monitoring signal is output. The power outage monitor signal is received continuously for a predetermined period of time. This means that the system is designed to make a judgment.
[0163] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit An initialization means for initializing the data stored in the RAM 111C based on the operation of (Game control device 100), and the operation state of the initialization operation unit is set to This means that it is set to read.
[0164] The game control device 100 performs initialization processing when data is abnormal (first initialization processing) and This function distinguishes between the initialization process (first initialization process) and the initialization process (second initialization process) when initializing the Since the first initialization means is provided, the optimal and efficient initialization process can be performed according to the situation. It can be realized.
[0165] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, Setting operation section that can be operated from the outside (setting value change switch 126, setting key switch 12 7) and the setting values stored in RAM111C are changed based on the operation of the setting operation unit. By providing a setting change means (game control device 100) for changing the setting, it is possible to change the setting. In addition, the setting display unit (probability setting value display device 136) is provided so that the setting (setting value) can be confirmed. In addition, the main control means (game control device 100) stores the RAM This means that access to 111C is permitted.
[0166] In addition, the main control means (game control device 100) controls access to the RAM (RAM 111C). (Step S47) and waits for the execution of all processes to stop. Loop after step S47) and permit access to RAM (RAM111C) (step RAM abnormality standby process (step S17) that waits for all processes to stop executing The loop of steps S31 and S32 can be executed.
[0167] Here, we will explain the standby process when a power outage occurs and the standby process when a RAM abnormality occurs. The machine process is executed after access to the RAM is prohibited in step S47 of the main process. This is a loop process that waits for all processes to stop. Since this is executed after interrupts are prohibited in step S41 of the main process, the NMI interrupt Interrupts other than NMI (timer interrupts) are disabled. Since interrupts cannot be disabled, an NMI interrupt may occur. However, since the standby process for power outages is a process that is executed when a power outage occurs, There is little risk of an NMI interrupt occurring during execution. In addition, the standby process in the event of a power outage is This is a standby process that does not involve a power outage. In addition, the gaming machine 10 can redirect access to the RAM during standby processing in the event of a power outage. By prohibiting this process, the risk of RAM contents being altered due to unstable voltage is reduced. There are.
[0168] The RAM abnormality standby process is executed in step S17 of the main process. This is a loop process that is executed after access is granted and waits for all other processes to stop executing. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is executed, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power to be cut off. The risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of power failure. However, the RAM abnormality standby process does not allow access to RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 performs the program runaway in step S30. A command for notifying an abnormality in RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify the user of an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.
[0169] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be explained with reference to FIG. 1 is a flowchart illustrating a timer interrupt process according to the first embodiment. Interrupt processing is performed from the time interrupts are permitted until they are prohibited in the main processing described above. Between steps S38 to S41 and S38 to S55 Steps S66 to S64, and Steps S66 to S41) The timer interrupt process is a process executed by the CPU 111A. .
[0170] The timer interrupt process is a periodic timer generated by the CTC circuit in the clock generator. The game is started when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the interrupt is automatically disabled and the timer interrupt processing is The process begins.
[0171] When the timer interrupt process is started, first, register bank 1 is specified (step S7 1). By switching to register bank 1, a certain register (for example, The register save process is performed to move the values held in the RWM register (registers used) to RWM. Next, the RAM start address is written to a specific register (e.g., register D). In step S72, the upper address of the The same processing as in step S4 in the previous section is performed, but the register bank is different.
[0172] Next, inputs from various sensors and switches, and signal acquisition, that is, each input port In step S74, the control unit 100 performs an input process (step S73) to read the state of the refers to the setting change mode flag and setting confirmation mode flag, and The control unit determines whether the device is in the setting change mode or setting confirmation mode. If the confirmation mode is in progress, the process proceeds to step S75, where the setting change / confirmation process is executed, and the timer The interrupt process ends. Meanwhile, the control unit is in either the setting change mode or the setting check mode. If neither of these conditions is met, the process proceeds to step S76.
[0173] In step S76, the control unit performs the following processing based on the output data set in the various processes. Drive of actuators such as the solenoid (large prize entrance solenoid 38b, normal power solenoid 37c) Executes output processing for control, etc.
[0174] In addition, when a signal to stop firing is output in step S5 of the main processing, this output processing By this, a launch permission signal is output, and the launch permission signal can be set to the permitted state. This launch permission signal is output to the launch control device via the payout control device. At this time, no processing of the signal is performed. The launch permission signal is transmitted to the game control device 1. 00, and the first signal indicating the release permission status from the dispensing control device 200. A second signal (launch permission signal) indicating the permission state is also generated within the dispensing control device 200. The two launch permission signals are output to the launch control device. When both are permitted to be launched, the game ball is ready to be launched. are.
[0175] Next, the control unit transmits the commands set in the transmission buffer in various processes to the dispensing control device 20 0 (step S77), random number update process 1 (step S7 8), random number update process 2 (step S79) is executed. The big win pattern random number, small win pattern random number, winning random number, and winning pattern that are the subject of the value random number update process This is a process to update the initial value (start value) of the pattern random number. Also, random number update process 2 is Variation pattern randomization to determine the variation pattern in the variation display game of special chart 1 and special chart 2 This is a process to update the random number. Update process 2 may be configured to stop random number updates during setting changes or change the update cycle. stomach.
[0176] Next, the control unit 36a starts the gate 1 switch, 37a starts the gate 2 switch, and switch 34a, prize opening switch 35a, large prize opening switch 38a, specific area switch 38 It monitors whether there is a normal signal input from the e, and monitors errors (when the front frame or glass frame is open). The winning port switch / status monitoring process (step S80) is performed to check whether the winning port switch / status is being used or not. Also, the start port 1 switch 36a and the start port 2 switch 37a start to monitor the winning of the winning. The start port switch monitoring process (step S81) is performed. The first starting winning hole 36 or the second starting winning hole is a normal variable winning device. When a game ball enters place 37, various random numbers (jackpot random numbers, etc.) are extracted, and the special chart changes. A game result advance determination system for determining the game result based on the winnings before the start of the displayed game. Make a judgment.
[0177] Next, the control unit performs processing related to the special chart 1 variable display game (special chart 1 game processing ( Step S82), Special Chart 2 Game Processing (Step S82) Following the step S83, the two-game processing (step S84) is performed. Step S830) is executed, and then the process for the normal map change display game is performed. Then, the system executes a group process (step S84).
[0178] Next, the game machine 10 is provided with a display for the special chart variable display game and various information related to the game. Segment LEDs (for example, LEDs for the special pattern display unit 53 of the collective display device 50) D) to display desired content. ), and checks the detection signal from the magnetic sensor 61 to determine whether there is any abnormality. Magnet irregularity monitoring process (step S86) checks the detection signal from the panel radio wave sensor 62 The radio wave irregularity monitoring process (step S87) is performed to determine whether there is any abnormality. Then, an external information editing process sets signals to be output to various external devices in the output buffer. The timer is then set to 0 (step S88), and the performance display device control process is performed (step S89). Ends the interrupt process.
[0179] Here, in the first embodiment, the process of restoring the interrupt disabled state (i.e., the process of allowing the interrupt) (i.e., register bank 0 is reset) and register bank designation is restored (i.e., register bank 1 is reset) The specified process is automatically performed at the time of interrupt return (at the end of timer interrupt processing). Depending on the CPU used, the process to restore the interrupt disabled state and the register buffer may be There are also gaming machines that require commands to execute a process to restore the link designation.
[0180] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to FIG. 12. FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the embodiment.
[0181] The main processing is performed by the control of the performance control device 300 when the power supply to the pachinko machine 1 is started. This is processing executed by the CPU 311. [Step D11] The control unit prohibits interrupts.
[0182] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits the interrupt.
[0183] [Step D15] The control unit allows the generation of display data. The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. This allows the software to perform a search and generate display data.
[0184] [Step D16] The control unit sets a random number seed. This is done, for example, by using the srand function. This is a process of setting a pseudo-random number generation sequence using the srand function. A fixed value such as 0 (zero) may be used as an argument to the number, or a value that differs for each gaming machine may be used. It is also possible to use a value created based on the ID value of the CPU, etc.
[0185] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. The area to be initialized (for example, a flag area for performance (control of the performance control device 300) The initial values at power-on are set in the memory area used as various flags in the control process (described later). To burn.
[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. When the effect button 25 (effect button switch 25a) is operated while it is enabled, editing is performed. The effect button is not turned on and off at high speed, so the control unit The process of detecting the input of the button may be performed within the process of inputting the button. This may be done within a periodic timer interrupt.
[0187] [Step D20] The control unit executes hall / player setting mode processing. The technician setting mode process includes the setting of the changeable range of the brightness of the LED and the display device 41, the volume, etc. This is a process that accepts operations by the player such as changing the brightness of the LED and the display device 41, changing the volume, etc. .
[0188] [Step D21] The control unit executes a random number update process. The and function is used to update the pseudo-random number at least once per control cycle of the main process. The rand function generates a new number based on the specified generation sequence each time it is recalculated. Since random numbers are generated by the RAND function, the control unit can obtain random numbers by simply executing the RAND function. In addition, the main board (game control device 100) has a counter that increments by "1". The data may be used as a random number.
[0189] [Step D22] The control section executes a received command check process. The check process is a process of analyzing the command received from the game control device 100 in units of a predetermined number. be.
[0190] [Step D23] The control unit executes a performance display editing process. Various commands and their parameters to instruct the DP312 what to draw on the display device 41 For example, the control unit may set the command is set in a table format.
[0191] [Step D24] The control unit executes drawing command preparation completion setting. The preparation for the end of the setup is to prepare all commands to the VDP312 that are set in the production display editing process. This is the process of setting that the above has been completed.
[0192] [Step D25] The control unit determines whether it is frame switching timing and If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process proceeds to step D27. Wait for the frame switching timing. Here, the frame switching timing is V blank interrupt ( The processing cycle (also called V-sync interrupt) is based on the cycle (for example, 1 / 60 seconds). For example, the timing is such that the arrival time is equal to a time interval equivalent to 1 / 30 seconds (approximately 33.333 ms). The V blank interrupt is a single scan of the entire screen for drawing by the VDP312. This V blank interrupt occurs every time a scan is completed. For example, 1 / 60 seconds. In this embodiment, the same drawing is repeated twice, and a V blank interrupt occurs. When this occurs twice, a frame change occurs. The frame change timing cycle is V black. The period of the link interrupt (for example, 1 / 60 seconds) is twice (for example, 1 / 30 seconds ≒ 33.33 ms). However, the present invention is not limited to this, and the frame switching timing can be changed arbitrarily. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more. Alternatively, frame switching may be performed at intervals of less than 1 / 30 seconds.
[0193] The frame switching timing determination process determines the timing of the subsequent processes (steps D26 to D28). Step D30 and subsequent steps D18 to D24 are carried out to It is executed at the switching timing for each of the above processing cycles. Time management is performed in units of frames (i.e., in units of the processing cycles). If the period is 1 / 30 seconds, for example, 3 frames will be 100ms. It is similar to how the game board (game control device) manages time values in 4ms units of the timer interrupt period. do.
[0194] [Step D26] The control unit executes the VDP3 in accordance with the command set in step D23. For example, the control unit sequentially executes commands set in a table. This sends a command to the VDP312 to draw on the screen.
[0195] [Step D27] The control unit executes a sound control process. This is processing related to volume control of the sound from the speakers (upper speaker 19a, lower speaker 19b). do.
[0196] [Step D28] The control unit executes a decoration control process. This is a process for controlling various LEDs, etc., of the display 46 and the frame decoration device 18, etc. [Step D29] The control unit executes a movable body control process. Processing to control movable bodies (for example, a board performance device 44) including motors and SOLs (solenoids) is.
[0197] [Step D30] The control unit executes a firing information control process. Based on the shooting status flag, the shooting related information is set and the special chart rotation status (predetermined amount) The mode correction of the performance is performed according to the number of times the special chart changes per minute (i.e., the number of balls borrowed) This is the current process.
[0198] [Step D31] The control unit executes the information disclosure process. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter, The processes of steps D18 to D31 are repeatedly executed. 31 is a loop process ( This constitutes the main loop processing.
[0199] In addition, the control unit executes steps D27 to D29 in the main loop process in order to match the screen presentation. The processing of step D29 is being performed, but the signals and The process of actually outputting data (especially signals that drive and control various LEDs and motors) to the port This is done within a short-cycle timer interrupt (not shown). However, depending on the restrictions of various devices, If you are using an IC that is specialized for controlling the timer, you can simply issue a command via serial communication, etc. In some cases, the device may not output any signals.
[0200] Next, the gameplay of the gaming machine 10 will be described with reference to Figures 13 and 14. FIG. 14 is a diagram showing an example of a state transition of a game state in the first embodiment. FIG. 10 is a diagram showing an example of gaming performance of the form.
[0201] The game state of the game machine 10 is divided into a game state during the winning deriving process and a game state after each winning. The game states in the winning derivation process are game state A, game state B, game state C, and game state Includes state D. The game state for each win includes special chart 1 win, special chart 2 win, and V win.
[0202] The gaming machine 10 has two special symbol variation display games consisting of a special symbol 1 game and a special symbol 2 game. As a result, a jackpot game state (special game state: special chart 1 hit, special chart 2 hit) can be generated. At the same time, by winning a small prize as a result of the special symbol variation display game and entering a specific area 96, In other words, the gaming machine 10 can generate a jackpot gaming state (special gaming state: V hit) in which the It falls into the category of gaming machines that have a gameplay of 1 type + 2 type.
[0203] In addition, the gaming machine 10 executes the special chart 1 game and the special chart 2 game without any probability fluctuation. The gaming machine 10 has a time-saving a (gaming state D), a time-saving b (gaming state B), and a time-saving It is possible to transition to three time-saving states: short c (game state C).
[0204] In addition, time reduction a (game state D) is a time reduction that hits the trigger, and until the end condition is met In addition, the time reduction b (game state B) is a predetermined time reduction in the low probability state. It is a time-saving game that runs a certain number of times and continues until the end condition is met. Short C (game state C) is the derivation of a predetermined result in a low probability state (derivation of a predetermined pattern) This is a time reduction that continues until the end condition is met.
[0205] Game state A is a game state without time reduction, and is generally called a normal game state. Game state A is a game state that is not advantageous (disadvantageous) for the player. In most cases, the player starts playing in game state A and ends playing in game state A. State B is a game state with b time reduction. Compared to game state A, game state B is It is a favorable game state. Game state C is a game state with c time reduction. Game state C is a game state The game state D is more advantageous to the player than the game state A. The gaming state D is more advantageous to the player than the gaming state A.
[0206] The gaming machine 10 can change the gaming performance in up to six stages by setting the setting value. The gaming machine 10 is capable of changing gaming performance in two stages using only setting values 1 and 2. The gaming performance at setting value 1 shown in Figure 14(1) is that the probability of winning the special game is 1 / 19. 9, the probability of a small hit is 0, the probability of a time reduction is 0, and the condition for b time reduction is 500 games are played from the first jackpot, and the probability of a time reduction occurring is 1 / 199. The b time reduction that occurs in the game continues for 1000 games and occurs in the special chart 1 game. The time-saving period lasts for 6 games.
[0207] In addition, the gaming performance at setting value 1 is that the jackpot probability of the special chart 2 game is 1 / 199, The probability of a small hit is 1 / 7, the probability of a time reduction occurring is 1, and the start memory occurs only during time reduction. Due to the constraints of not being able to do this, there are no settings for b time reduction or c time reduction. The a time reduction that occurs in the special chart 2 game is Continue for 100 games.
[0208] The two-type game is a combination of symbols that will result in a small win as a result of the variable display in the special chart 2 game. In order to make it possible to generate a hit (jackpot) by winning in the specific area 96 after derivation, Due to the constraint that the start memory can only occur during the short time, there are no settings for b time reduction or c time reduction. The probability of a time reduction occurring after a jackpot caused by the game is 1, and it occurs in two types of games. a The time-saving feature lasts for 16 games.
[0209] The gaming performance at setting value 2 shown in Figure 14(2) is that the probability of winning the special game is 1 / 1. 89, the probability of a small hit is 0, the probability of a time reduction is 0, and the condition for b time reduction is It has been 500 games since the last big hit, and the probability of C time reduction occurring is 1 / 199. The b time reduction that occurs in one game continues for 1000 games and occurs in one special game. The time-saving feature lasts for 6 games.
[0210] In addition, the gaming performance at setting value 2 is that the jackpot probability of the special chart 2 game is 1 / 189, The probability of a small hit is 1 / 7, the probability of a time reduction occurring is 1, and the start memory occurs only during time reduction. Due to the constraints of not being able to do this, there are no settings for b time reduction or c time reduction. The a time reduction that occurs in the special chart 2 game is Continue for 100 games.
[0211] The two-type game is a combination of symbols that will result in a small win as a result of the variable display in the special chart 2 game. In order to make it possible to generate a hit (jackpot) by winning in the specific area 96 after derivation, Due to the constraint that the start memory can only occur during the short time, there are no settings for b time reduction or c time reduction. The probability of a time reduction occurring after a jackpot caused by the game is 1, and it occurs in two types of games. a The time-saving feature lasts for 16 games.
[0212] Each game state has an opportunity to transition to another game state each time a game (special game) is executed. If the predetermined transition condition is not satisfied, the gaming machine 10 remains in the gaming state. Therefore, there is no chance of winning the variable winning device 37, and the start memory of the special game 2 cannot be generated. Therefore, in the game state A without time reduction, there is an opportunity to win the starting winning slot 36, and the special figure 1 The left hand is guided to start the game. Since there is an opportunity to win the prize in the dynamic prize winning device 37, the start memory of the special figure 2 game can be generated, and time reduction In game states B, C, and D, which are accompanied by the above, right-hand hit is guided. It is a game state in which the game progresses mainly by the special chart 1 game by hitting the left side, In states B, C, and D, the game progresses mainly through the special chart 2 game by hitting the right hand side as a general rule. I'm currently playing.
[0213] In game state A, a big win can occur, but a small win cannot occur. The chance is to derive a pattern combination that will result in a special winning combination (jackpot) as a result of the variable display game. The special chart 1 hit does not generate a time reduction, so the game state after the special chart 1 hit ends is The game state A is reached by executing the variable display game 500 times, that is, by reaching the ceiling. The game state A is changed to the game state B by generating a time reduction. As a result of this, a so-called time-saving pattern is derived, resulting in time saving c and transition to game state C.
[0214] In game state B, big wins and small wins can occur, so the winning chance is a variable display game. As a result of the game, the combination of symbols that will result in a special 2 hit (jackpot) will be derived, and the results of the variable display game will be The winning combination is then drawn to a specific area 96, which is a small win. If the b time reduction ends without generating a special chart 2 hit or a V hit, the game will transition to game state A. In addition, in game state B, after the special chart 2 hit and V hit end, a time reduction occurs. This results in game state D.
[0215] In game state C, a big hit and a small hit can occur, so the winning chance is a variable display game. As a result of the game, the combination of symbols that will result in a special 2 hit (jackpot) will be derived, and the results of the variable display game will be The game state C is a win in the specific area 96 after the symbol combination that results in a small win is derived. If the c time reduction ends without generating a special chart 2 hit or V hit, the game will transition to game state A. In addition, in game state C, after the special chart 2 hit and V hit end, a time reduction occurs. This results in game state D.
[0216] In game state D, a big hit and a small hit can occur, so the winning chance is a variable display game. As a result of the game, the combination of symbols that will result in a special 2 hit (jackpot) will be derived, and the results of the variable display game will be The game state D is a win in the specific area 96 after the symbol combination that results in a small win is derived. If the time reduction ends without generating a special chart 2 hit or V hit, the game will transition to game state A. In addition, in game state D, the game state after the special chart 2 hit and V hit ends, a time reduction occurs. This causes the game to enter game state D again.
[0217] As a result, the gaming machine 10 generates a special symbol 1 win in the progress of the special symbol 1 game. The first game feature and the special chart 1 game time reduction (time reduction b, time reduction c) are generated to special chart 2 game. The game progresses to the next game, and a V hit occurs with time reduction a in the game progress of the special chart 2 game. In addition, it has a second game feature in which the game progress of the special game 2 loops. In the game progress of the special chart 2 game, the special chart 2 hit with time reduction a can also occur, The number of times the a time-saving feature continues is set to differ between a hit and a V hit to add to the excitement.
[0218] In addition, the gaming machine 10 has a start memory of "1" or more in the special chart 1 game and the special chart 2 game. In this case, the special drawing 2 game may be executed in priority to the special drawing 1 game, or the special drawing 1 If there is a starting memory of "1" or more in both the game and the special chart 2 game, is it a special chart 1 game? Regardless of whether it is a special chart 2 game, it may be executed in the order in which the start memory occurs.
[0219] In addition, the gaming machine 10 can change the gaming performance in two stages using only setting value 1 and setting value 2. However, the gaming performance may be changed in three or more stages. The machine 10 is set to the setting value 1 and the setting value 2, and the difference in game performance is calculated by the jackpot probability of the special game 1 and the special game Although we only looked at the probability of winning two games, other parameters affect the game performance. The above may be different.
[0220] Next, the notification of the setting value from the game control device 100 to the performance control device 300 will be described with reference to FIG. FIG. 15 shows the RAM initialization command and the power recovery command of the first embodiment. FIG. 10 is a diagram illustrating an example of a command.
[0221] The RAM initialization command shown in FIG. 15(1) is executed when the game control device 100 initializes the RAM. First, the game control device 100 sends the command "1" in the transmission order ( The command name "Model specification" is sent with MODE "ACH". , contains either ACTION "10H" to ACTION "30H" depending on the model. Next, the game control device 100 sends the command "2" in the transmission order (command name "Special Figure 1 Reserve Number") The command name "Special Chart 1 Reserved Number" corresponds to MODE "A1H" and no reserved number. Next, the game control device 100 sends the command "3" in the transmission order. Send the command (command name "Number of reserved special maps 2"). The command name "Number of reserved special maps 2" is E "A2H" and ACTION "01H" corresponding to no reserve. The device 100 transmits the command with transmission order "4" (command name "Probability Information"). The name "Probability Information" corresponds to MODE "A0H" and ACTION "01H" in the initial state. to ACTION "07H".
[0222] Next, the game control device 100 sends the command "5" in the sending order (command name "setting value"). The command name "setting value" is the MODE "AFH" and the ACTIO corresponding to the setting value. N includes "01H" to "06H". ACTION "01H" to "06H" are set Corresponds to values "1" to "6".
[0223] Next, the game control device 100 transmits the command "6" in the transmission order (command name "how to play"). The command name "Hit Method" corresponds to MODE "D3H" and the initial state (left hit). Includes ACTION "01H".
[0224] Next, the game control device 100 sends the command "7" in the transmission order (command name "power on") The command name "Power On" is sent with the MODE "AAH" and the corresponding ACTION " Includes "55H".
[0225] As a result, the game control device 100 resets the setting values (1 to 6) set at the time of RAM initialization. The performance control device 300 can be notified of information such as the range of the ball and the "how to hit" information. 0: When the setting value is notified, a suggestion for the setting value can be executed.
[0226] The power outage recovery command shown in FIG. 15(2) is a command that the game control device 100 sends when the power outage is recovered. First, the game control device 100 sends the command "1" in the transmission order (command name The command name "Model specification" is MODE "ACH" and the model. Depending on the action, it will contain one of ACTION "10H" to ACTION "30H". The technique control device 100 transmits the command in the transmission order "2" (command name "Special Figure 1 Reserved Number"). The command name "Special Chart 1 Reserved Number" corresponds to MODE "A1H" and the number of reserved items changes from no reserved items to 4 reserved items. It contains one of the ACTION "01H" to ACTION "05H" corresponding to the play. The technique control device 100 transmits the command "3" in the transmission order (command name "Special Figure 2 Reserved Number"). The command name "Special Chart 2 Reserved Number" corresponds to MODE "A2H" and the number of reserved items changes from no reserved items to 4 reserved items. It contains one of the ACTION "01H" to ACTION "05H" corresponding to the play. The technique control device 100 transmits the command "4" in the transmission order (command name "probability information"). The command name "Probability Information" is a combination of MODE "A0H" and ACTIO corresponding to various game states. Contains any of N "01H" to ACTION "07H".
[0227] Next, the game control device 100 sends the command "5" in the sending order (command name "setting value"). The command name "setting value" is the MODE "AFH" and the ACTIO corresponding to the setting value. N includes "01H" to "06H". ACTION "01H" to "06H" are set Corresponds to values "1" to "6".
[0228] Next, the game control device 100 transmits the command "6" in the transmission order (command name "how to play"). The command name "play" corresponds to the MODE "D3H" and the game state at the time of the power outage. Contains ACTION "01H" or "F1H", where ACTION "01H" is the left Action "F1H" indicates a right hit. For the benefit of the player, A left hit is to hit the ball to the left side of the play area 32, and a right hit is to hit the game ball to the right side of the play area 32. The game control device should select one of the options depending on the game status. If the game state at the time of the power outage is a state in which left-handed play is required, the machine 100 will send the above transmission order "6". The ACTION data of the command (hereinafter referred to as the "type command") is set to "01H" and the If the game state at the time of power-on is in a state where right-hand hitting is required, AC of the command "6" above The TION data is set to "F1H".
[0229] Next, the game control device 100 sends the command "7" in the transmission order (command name "power outage recovery"). The command named "Power outage recovery" (Power outage recovery screen command) is sent to the MOD E "ABH" and the corresponding ACTION "55H".
[0230] As a result, the game control device 100 resets the setting value (in the range of 1 to 6) that was set when the power outage was restored. The information on the number of reserved special figures 1 and 2, the number of reserved special figures, and the playing method is transmitted to the performance control device 300. Can notify.
[0231] The performance control device 300 then processes each command (especially the Screen commands and typing commands) are received, for example, the display screen including the typing display is powered off and restored The display device 41 can display the setting value as a screen. This will allow the setting value suggestion to be displayed.
[0232] Next, the configuration of the display layer in the display device 41 will be described with reference to FIG. 6 is a diagram showing an example of the configuration of a display layer in the first embodiment. is displayed preferentially as being in the foreground (front), or conversely, as being in the background (back). Control process that roughly distinguishes between images in relation to one another, i.e., whether the image is displayed as being in the background or not. For example, two different images that overlap are displayed at different levels. When an image is placed and drawn on a layer with a lower priority, the image placed on the lower display layer will The image placed on the front display layer with a higher priority is occluded in the overlapping area, and If the transparency of the image in front is zero, the image behind is drawn in the overlapping area. Even if there is a problem, it will be completely invisible to the viewer of the display device 41.
[0233] In this embodiment, the display layers are, for example, from the front side (the side with the highest priority) In order, display layer L1, which places the image of the power outage recovery screen, and display layer L2, which places the image of the error notification screen. Layer L2, display layer L3 for placing images of small patterns and small reservations, table for placing guide image A Display layer L4, display layer L5 for arranging guide image B and character images, and large pattern and large image Display layer L6 for placing the image of the current time, display layer L7 for placing the image of the background, There is a display layer L8 where images are placed. " are explanations of each display layer and are not displayed.
[0234] Even if drawing starts on the display layer at the back, which has a lower priority, the drawing will continue on the display layer at the front, which has a higher priority. The display layer displays an image that is large enough to cover the entire display area of the display device 41 and has zero transparency. If the image is placed in the lower display layer, the image placed in the lower display layer will not be visible. The display layer on the front side displays an image that is large enough not to cover the entire display area of the display device 41. If the layer is too large, the image placed on the lower display layer will be visible without overlapping. The display layer on the front side with a higher priority is large enough to cover the entire display area of the display device 41. If an image with a non-zero transparency is displayed, the image placed in the lower display layer with a lower priority will be The image was displayed in front but could be seen through the image.
[0235] Next, the game display screen will be explained using Fig. 17 and Fig. 18. Fig. 17 shows the first embodiment. FIG. 18 is a diagram showing an example (part 1) of a game display screen according to the first embodiment. FIG. 10 is a diagram showing an example (part 2) of a game display screen.
[0236] The display screen 500 shown in FIG. 17(1) is a display screen during the stop of the symbol, and is a special symbol 1 game ( After the variable display in the variable display game has ended, the pattern that is the result of the variable display game is set to a predetermined value. The display screen 500 is displayed in a stopped state for a certain period. The display screen 500 shows a large pattern group 501, which is a decorative pattern, and Small pattern group 502, which is a decorative pattern, and special pattern 1 reserved number display (special pattern 1 small reserved, special pattern 1 waiting reserved Number display) 503, special figure 2 reserve number display (special figure 2 small reserve, special figure 2 standby reserve number display) 5 04, hold display (large hold, waiting hold image display) 505, hold consumption display (consumption hold Image display) 506 and display.
[0237] In addition, this special figure in the special figure 1 game or the special figure 2 game is the special figure 1 of the collective display device 50 The pattern (LED lighting state) displayed on the pattern display unit 53 or the special pattern 2 pattern display unit 54. The large pattern group 501 and the small pattern group 502 are decorative patterns corresponding to the special pattern. However, the gaming machine 10 uses a variable table as a symbol in the special chart 1 game or the special chart 2 game. The variable state and the stop state can be displayed without showing the difference in the result of the game, for example, the LED It has a fourth pattern that is indicated by flashing and lighting up.
[0238] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. 01 is displayed large in a variable display area set in the approximate center of the display device 41. 501 includes a left design, a center design, and a right design.
[0239] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol indicates that the symbol has stopped at "3". The right image indicates that the symbol has stopped at "5", and the left image indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 is displayed when the special symbol variable display game is stopped. Indicates that the image is stopped.
[0240] The large symbol group 501 and the small symbol group 502 are displayed at the same timing (predetermined at the start of the fluctuation). The timing is determined based on the timing of the change or the receipt of a command to end the change. The stop sign is displayed.
[0241] The small symbol group 502 is a group of symbols that indicates the status of the variable display in order to improve the ease with which the player can grasp the game status. Therefore, the small symbol group 502 does not interfere with the display effect of the large symbol group 501. To ensure visibility, the small symbols are displayed on the periphery of the display device 41. The left, middle, and right symbols are included in the small symbol group 502. The pattern, middle pattern and right pattern all indicate that the corresponding special pattern change display game is stopped. vinegar.
[0242] In addition, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display ) and stops without stopping when the variation ends. A predetermined acceleration fluctuation period may be provided from the time the speed is displayed until the predetermined speed is reached, or may not be provided. The small symbol group 502 may be displayed in a predetermined order from the constant speed variable display to the stop display. The display may be made with or without a fixed deceleration fluctuation period.
[0243] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position is automatically adjusted. On the other hand, the small symbol group 502 has a high degree of freedom and its display mode can be changed greatly. Compared to the group of patterns 501, they are displayed smaller and have less freedom in their display positions (for example, the position is fixed). ).
[0244] The special drawing 1 reserved number display 503 displays the reserved memory number of the special drawing 1 game. The special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0". The special 2 reserved number display 504 displays the reserved memory number of the special 2 game. The special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0".
[0245] The hold display (waiting hold display) 505 displays the number of reserved games for special game 1 and special game 2 according to the game status. The number of reserved games is displayed by a reserved icon 507. The display screen 500 indicates the number of reserved games in the special game by displaying a reserved icon. The display (display of pending consumption) 506 indicates that the special game is changing depending on the display of the pending consumption icon. The display screen 500 is a display screen of a game state (game state A) indicating that the game is in a reserved state. By the display 505, the reserved memory number of the special chart 1 game or the reserved memory number of the special chart 2 game is "0". In addition, the display screen 500 displays the pending transaction status by displaying the pending transaction status 506. If there is no pending consumption icon on the base, the special chart 1 game or special chart 2 game will change. Indicates that it is not inside.
[0246] The display screen 510 shown in FIG. 17(2) is the display screen after the variable display game has started. The display screen 510 is the screen after the display screen 500, and during the changing display (during the changing of three symbols) The display screen 510 is a display screen in gaming state A (normal gaming state). On the display screen 510, the left, middle, and right symbols of the large symbol group 501 change. This indicates that the special chart change display game is currently being changed. The left, middle and right patterns of the small pattern group 502 are changing, and the special pattern change display game is Indicates that a change is being displayed.
[0247] On the display screen 510, the special chart 1 reserved number display 503 shows that the reserved memory number of the special chart 1 game is "0". The special chart 2 reserved number display 504 indicates that the reserved memory number of the special chart 2 game is "0". The reserved display 505 indicates the number of reserved games in the special game. This indicates that the number of reserved memories for the figure change display game (special figure 1 game) is "0". On the screen 510, the pending consumption display 506 displays pending memory display during consumption, and the special chart change display Indicates that the game is displaying a change.
[0248] The display screen 500 and the display screen 510 may include a background display, character display, text display, etc. (not shown). The display elements may also include animations. It may be possible to produce a display with movement by using the above or similar means.
[0249] In addition, the reserved consumption display 506 displays the reserved consumption icon 50 corresponding to the reserved consumption of the special game. 8 is displayed. The pending completion icon 508 is, for example, spherical. The digestive icon 508 is also animated (for example, by changing shape, color, or moving up and down). It is possible to produce a display with movement.
[0250] The hold display 505 is displayed in the following manner depending on the display mode (hold memory display displayed on the hold display 505): The number of reserved memories for the special chart change display game is clearly indicated, and the game results for each reserved memory are The expected probability of winning can be notified. The number of reserved or reserved memory is the number of times that the variable display game of the special chart has not yet been played. This means the number of startup memories that are executed.
[0251] The reserved consumption display 506 indicates whether the special chart variable display game is in a variable display state, depending on the display mode. The display screen 500 can indicate whether or not the game will be played and also notify the degree of expectation for the game result. The remaining display 506 is blank (blank) in the frame, and the special chart change display game is stopped. After this, the gaming machine 10 indicates that the number of reserved memories for the special game 1 or the special game 2 is The variable display will begin when the number of pending memories reaches 1 or more.
[0252] The display screen 512 shown in FIG. 17(3) is the display screen during the symbol stop after the display screen 510. The display screen 512 shows the result of the variable display game after the variable display in the special game 1 has ended. The display screen 512 displays the symbol in the special mode for a predetermined period of time. The number of reserved memories is set to "0" in both the game and the special chart 2 game.
[0253] In addition, in the gaming machine 10, the number of reserved memories in both the special chart 1 game and the special chart 2 game is " Since the value is "0", the screen is displayed for a specified time and then the customer waiting performance begins. Then, the gaming machine 10, when the reserved memory number becomes "1" or more in the special chart 2 game, Start the display of the fluctuation of 2 games, and in the special game 2, the reserved memory number is "0" and in the special game 1 When the number of reserved memories in the game reaches "1" or more, the display of changes in the special game chart 1 will begin.
[0254] The display screen 514 shown in FIG. 18(1) is a display screen during the customer waiting performance after the display screen 512. The display screen 514 shows an example of a customer in a left-hand play state (for example, play state A). The display screen 514 shows a display 515 and a group of small symbols 502. The display content includes special chart 1 reservation number display 503 and special chart 2 reservation number display 504.
[0255] The effect display 515 is an effect screen that notifies the player that the machine is waiting for customers. During the waiting period, there will be a movie presentation (introducing some of the game's presentation, and providing information on the manufacturer and model name). It may also be a device that repeatedly executes warnings such as warnings about addiction to games, etc.
[0256] The display screen 514a shown in FIG. 18(2) is a display screen during the customer waiting performance after the display screen 512. The display screen 514a is another example of the display screen 514. The display screen 514a is a right-hand play state (for example, play state B, This is the display screen during the customer waiting performance in C, D, special chart 1 hit, special chart 2 hit, V hit). The display screen 514a includes a performance display 515, a play guide display 516, a small symbol group 502, and a special The display content includes Figure 1 pending number display 503 and Special Figure 2 pending number display 504.
[0257] The playing method guide display 516 shows the player how to play (right hand play) during time reduction (time reduction mode). This is a guide display, and is displayed in the required display format with messages and pictograms. For example, the hitting guide display 516 displays the message "Hit to the right."
[0258] The display screen 500a shown in FIG. 18(3) is another example of the display screen 500 while the symbols are stopped. The display screen 500a shows the right-hand play state (for example, play state B, C, D, special chart 1 hit, special The display screen 500a shows the display screen when the symbols are stopped in the case of a winning combination (V winning combination). Large pattern group 501, which is a pattern, small pattern group 502, which is also a decorative pattern, and special pattern 1 reserved number display (Special chart 1 small reservation, special chart 1 waiting reservation number display) 503 and special chart 2 reservation number display (special chart 2 small reservation , Special diagram 2 standby hold number display) 504 and hold display (large hold, standby hold image display) 50 5, a pending consumption display (a pending consumption image display) 506, and a playing guide display 516 are displayed. do.
[0259] Next, the effect button and option setting section provided on the upper tray unit will be explained using Figure 19. FIG. 19 shows the effect button and the option button provided on the upper tray unit of the first embodiment. FIG. 10 illustrates an example of an option setting unit.
[0260] First, a plan view of the upper tray unit 807 shown in FIG. 19(1) and an optional view shown in FIG. 19(2) are shown. The effect button 25 and the option setting section 29 will be explained using an enlarged view of the effect button 25 and the option setting section 29. .
[0261] The upper tray unit 807 has a substantially semicircular shape in a plan view, and the surface corresponding to the chord is the front frame base 8 06, and the surface corresponding to the arc faces the player. The output button 25 is arranged, and the upper tray 21 is located on the front frame base 806 side and on the left side of the effect button 25. A ball ejection lever 808 is provided on the front frame base 806 side and on the right side of the performance button 25. A smartphone placement section 809 is provided. A ball removal lever 808 is provided to move the ball from the upper tray 21 to the lower tray. This is the lever to operate when releasing the ball. The smartphone can be held on the upper tray unit 807. The smartphone placement section 809 Three ribs with different angles and lengths are provided on the mounting surface to allow for the mounting of smartphones of different shapes. The gaming machine 10 corresponds to the smartphone placed on the smartphone placement section 809. A display device is provided at a position corresponding to the camera of the smartphone, and the smartphone is placed on the smartphone placement section 809. The required information may be readable from a smartphone connected to the device.
[0262] The upper tray unit 807 also has a card balance display section that can display the balance of a prepaid card. 810 and a rental button that can accept game rental operations within the balance of the prepaid card. A button 811 and a return button 812 that can accept the return operation of the prepaid card are displayed as a presentation button. It is located on the right side of tank 25.
[0263] In addition, the upper tray unit 807 is an option setting unit where the player can set various options. The option setting section 29 is disposed on the right side of the effect button 25. The option setting section 29 is a four-way input operation. Cross cursor switches 29a, 29b, 29c, and 29d that can accept operations, and optional The volume setting unit 29 has a central switch 29e at the center thereof that can accept a decision operation and a volume increase switch 29b at the center thereof. A plus adjustment button 29f that can accept volume up adjustment operation and a volume down adjustment operation and a minus adjustment button 29g that can accept
[0264] The option setting section 29 has a cross cursor integrally molded from a hard material, and can be operated in four directions. This allows you to select between the input operation and the decision operation. The option setting section 29 is a center slide when the player presses the entire option setting section 29 without paying attention. This makes it easy to detect operations from the switch 29e.
[0265] The option setting section 29 is configured by integrally molding the cross cursor with a soft material, and The operation section is molded separately, allowing simultaneous input of two or more of the four directional input operations and the decision operation. It may also be composed.
[0266] The upper tray unit 807 has an operation panel 813 surrounding the circular effect button 25. The operation panel 813 is plated and has decorative lights that decorate the effect buttons 25. In this way, the operation panel 813 can reflect the decorative effect of the effect button 25. Contribute to improvement.
[0267] Next, the intervention operation effect using the effect button 25 will be described with reference to FIGS. 20 to 23. First, a display example of the intervention operation presentation will be explained using Fig. 20 and Fig. 21. Fig. 20 shows FIG. 21 is a diagram showing an example (part 3) of the game display screen of the first embodiment. FIG. 10 is a diagram showing an example (part 4) of a game display screen according to the embodiment.
[0268] The display screen 518 shown in FIG. 20(1) is a screen in which a variable display game is being executed, and a reach effect is being displayed. The display screen 518 shows the left and right symbols of the large symbol group 501 as "3". It shows that the stop display, the middle symbol is changing, and the special symbol change display game is changing. Also, the display screen 518 changes the left, middle and right symbols of the small symbol group 502 at a predetermined speed. This indicates that the special chart change display game is currently displaying a change.
[0269] The display screen 518 further includes a special drawing 1 reservation number display 503, a special drawing 2 reservation number display 504, and a reservation The display includes a hold display 505, a hold consumption display 506, and intervention operation suggestion displays 519 and 520. The pending completion display 506 is displayed by the pending completion icon 508. is displayed, indicating that the special chart change display game is currently being changed. , along with the display of the intervention operation performance suggestion display 519, 520, the large pattern group 501 and the hold display 50 5, and the pending completion display 506 (including the pending completion icon 508) is hidden, and an intervention operation The suggestive effect of the performance suggestion displays 519 and 520 may be enhanced.
[0270] The intervening operation indication displays 519 and 520 are indications that indicate that an intervening operation will be performed. The intervention operation effect suggestion display 519 displays the effect button 25 in an incomplete display mode, It suggests that there will be an operation performance and informs that the intervention operation performance has not yet started. The incomplete display mode of the effect button 25 may be, for example, a static display using a still image, a semi-transparent display, or the like. The intervening operation suggestion display 520 is a suggestion. The message "READY" is displayed, suggesting that an intervention operation will be performed. Inform the player that the intervention operation has not yet started and guide the player to prepare for the intervention operation. The suggestion message may be written in text, or may include countdowns and pictograms. Also, the suggestion that there is an intervention operation does not necessarily guarantee that there is an intervention operation. It is not necessary to prove that an intervention operation will occur with a predetermined probability according to the notification mode. It may also be something that
[0271] The display screen 522 shown in FIG. 20(2) is a screen in which a variable display game is being executed, and a reach effect is being displayed. The display screen 522 is the middle display screen and the display screen after the display screen 518. Group 501, small pattern group 502, special chart 1 reserved number display 503, special chart 2 reserved number display 504, , a hold display 505, a hold completion display 506 (including a hold completion icon 508), and an intervention operation The display screen 522 includes operation and direction guide displays 523, 524, and 525. Along with the display of the guide displays 523, 524, and 525, the large pattern group 501 and the reserved display 505, The hold consumption display 506 (including the hold consumption icon 508) is hidden, and an intervention operation presentation plan is The guidance effect of the internal displays 523, 524, and 525 may be enhanced.
[0272] Intervention operation performance guide displays 523, 524, and 525 are displays that guide the intervention operation performance. The intervention operation performance guide display 523 displays the performance button 25 in a complete display mode, and The operation section (position, shape, and operation method of the effect button 25) and the intervention operation effect are guided. The complete display mode of the effect button 25 is incomplete. It is sufficient that the display mode be distinguishable in comparison with other display modes, and perfection in the strict sense is not required. The complete display state of the effect button 25 may not be accompanied by effects or animations. There are dynamic displays, non-transparent displays, illuminated displays, enlarged displays, detailed displays, etc. The internal display 524 displays the message "Press!" to indicate that an intervention operation is being performed. The message will guide the player to the next step and prompt the player to perform an intervention operation. The message may be a pictogram or other text. The display 525 is a display that guides the acceptance period of the intervention operation, and is displayed using numbers, graphs, and other pictograms. The display may be made using a RAM or the like.
[0273] An intervention operation is to change the mode of the game presentation, that is, to intervene in the game presentation. These are possible operations and are predetermined input operations performed on a predetermined operation unit. In this case, the pressing of the effect button 25 corresponds to the intervention operation. The operation is not limited to the operation itself, but may be performed by pulling, tilting, touching, etc. The input operation may be a single input operation (e.g., a one-shot operation) or multiple inputs. It may be a force operation (for example, a two-shot operation or a rapid-fire operation), or a predetermined The input operation may require a time (for example, a long press operation), or may require multiple input operations. It may also be something that requires a combination of sequences (for example, input operations such as Morse code). .
[0274] The intervention operation guidance displays 523, 524, and 525 prompt the player to perform a predetermined input operation. In this way, the gaming machine 10 can prompt the player to On the other hand, it is possible to provide an opportunity to get interested in the game presentation in a suitable manner, thereby improving the interest.
[0275] The display screen 526 shown in FIG. 20(3) is a screen in which a variable display game is being executed, and a reach effect is being displayed. The display screen 526 is the middle display screen and the display screen after the display screen 522. Group 501, small pattern group 502, special chart 1 reserved number display 503, special chart 2 reserved number display 504, , a hold display 505, a hold completion display 506 (including a hold completion icon 508), and an intervention operation The operation display 527 includes an operation display 527. The operation display 527 displays an operation as a result of accepting an operation. This is a display effect, such as a battle effect.
[0276] The display screen 522a shown in FIG. 21(1) and the display screen 522b shown in FIG. 21(2) are 5 is another example of the screen 522. The display screens 522a and 522b are an example of the intervening operation guidance display 523. The moving display of the intervention operation presentation guide display 523 is The exit button 25 may be moved each time it is pressed, thereby The intervening operation presentation guide table can appropriately guide the reception of repeated pressing operations. The movement of the display 523 may be performed independently of the player's operation. Special effects for accepting presses at a specific location (for example, a change to a special display mode) The intervention operation performance guide display 524 may be configured to display the position, number, etc. The display mode may be changed to more strongly encourage the player to perform an intervention operation in response to the intervention operation presentation. The intervention operation presentation guide display 525 changes its display mode as time passes, and provides the player with This makes it easy to understand and informs the acceptance period for intervention operations.
[0277] Next, the execution trigger of the intervening operation performance will be described with reference to FIG. 22. FIG. 22 shows the first execution FIG. 10 is a diagram showing an example of a timing chart of an intervention operation presentation according to the embodiment. In other words, the intervention operation presentation can be performed by the game control device. 100 can be executed among one of the variable display patterns notified to the performance control device 300 .
[0278] For example, the gaming machine 10 performs an intervention operation effect in the nth varying display. The intervention operation effect performed in the variable display of the game control device 100 is the effect control device 300 The performance control corresponds to the variable display pattern specified by the specific command sent to The intervention operation effect is included in the effects determined by the control device 300. It is completed during the display and will not be executed beyond one change display. For example, intervention operation performance It will not be executed across two variable displays, and will not be executed during customer waiting or winning performances. .
[0279] The intervention operation performance is a suggestion performance (for example, an intervention operation performance suggestion) for a predetermined intervention operation performance period. The intervention operation is performed after the suggestion. Only during a certain period of time, guidance is displayed (for example, guidance displays 523, 524, The intervention operation performance can be performed during the intervention operation acceptance period. If no intervention operation (for example, pressing of the effect button 25) is detected within (A), The intervention operation presentation will end as shown in the figure. Note that the intervention operation presentation will end within the intervention operation acceptance period. When no intervention is detected, the intervention acceptance period is awaited and an intervention non-detection effect is displayed. This may be done.
[0280] If an intervention operation is detected during the intervention operation acceptance period, the intervention operation will be performed as shown in (B). When an intervention operation is detected, a trigger effect (for example, an intervention operation) is performed for a predetermined trigger effect period. The intervention operation performance is a performance that involves the display of the performance display 527. It starts during a dynamic display period and ends within one dynamic display period.
[0281] Next, the sound effect accompanying the intervention operation effect will be described with reference to FIG. 23. FIG. 23 shows the first 10 is a diagram showing an example of a timing chart of a sound effect accompanying an intervention operation effect in the embodiment. FIG. Intervention operation effects that detect an intervention operation during the intervention operation acceptance period are classified into suggestion effects and guidance effects. Including opportunity effects. The display effects include suggestive displays within suggestive effects, and guidance effects within guidance effects. A guidance display is made, and an opportunity performance display is made during the opportunity performance.
[0282] The audio effects associated with the intervention operation effects can be performed on multiple channels, for example, four Audio effects 1, 2, 3, and 4 are assigned to the channel. Audio effect 1 is the base audio. For example, the background music during the variable display period, the suggestive performance period, the guidance performance period, The audio effect 2 is in charge of the suggestive effect and is output during the suggestive effect period. Voice guidance A is output during this period, and is not output during the remaining period. In this case, audio guidance B is output during the guidance performance period, and is not output during the remaining period. Output 4 is responsible for the trigger performance, and outputs the audio trigger performance during the trigger performance period, and the remaining period will result in no output.
[0283] In addition, the gaming machine 10 may operate a movable part in a trigger effect as one of the movable effects. The movable part can move towards the center of the display device 41, for example. It is a board performance device 44 that cooperates with display performance and audio performance to enhance the interest of opportunity performance. In addition, the movable part is not limited to the board effect device 44, and may be any part that can be executed as a trigger effect. Other accessory devices may also be used.
[0284] Next, the suggestive operation using the central switch 29e will be explained with reference to FIGS. 24 to 31. First, a display example of the suggested operation presentation will be explained using Figs. 24 and 25. FIG. 25 is a diagram showing an example (part 5) of the game display screen of the first embodiment. FIG. 10 is a diagram showing an example (part 6) of the game display screen of the embodiment.
[0285] The display screen 530 shown in FIG. 24(1) is a display screen during the stop of the symbol, and is a special symbol 1 game ( After the variable display in the variable display game has ended, the pattern that is the result of the variable display game is set to a predetermined value. The display screen 530 displays a large symbol group 501, a small symbol group 502, and , Special chart 1 reservation number display 503, Special chart 2 reservation number display 504, reservation display 505, reservation consumption The display screen 530 shows a display in which the suggested operation has not yet been performed. Indicates the status.
[0286] The display screen 532 shown in FIG. 24(2) is the display screen after the variable display game has started. The display screen 532 displays a large symbol group 501, a small symbol group 502, a special symbol 1 reserved number display 503, and , special chart 2 reservation number display 504, reservation display 505, reservation consumption display 506 (reservation consumption icon The display screen 53 includes the operation suggestion guide displays 533 and 534. 2, along with the display of the suggestive operation performance guide display 533, 534, the large pattern group 501 and the hold display 505 and the pending consumption display 506 (including the pending consumption icon 508) are hidden, and the suggestion The guidance effect of the operation performance guidance displays 533 and 534 may be enhanced.
[0287] Display screen 532 is the screen after display screen 530, and is displaying a change (three symbols changing). On the display screen 532, the left, middle, and right symbols of the large symbol group 501 are displayed. This indicates that the special chart change display game is currently being changed. The left, middle and right patterns of the small pattern group 502 are changing, and the special pattern change display game is Indicates that a change is being displayed.
[0288] On the display screen 532, the special chart 1 reserved number display 503 shows that the reserved memory number of the special chart 1 game is "0". The special chart 2 reserved number display 504 indicates that the reserved memory number of the special chart 2 game is "0". The reserved display 505 indicates the number of reserved games in the special game. This indicates that the number of reserved memories for the figure change display game (special figure 1 game) is "0". On the screen 510, the pending consumption display 506 displays pending memory display during consumption, and the special chart change display Indicates that the game is displaying a change.
[0289] The display screen 500 and the display screen 510 may include a background display, character display, text display, etc. (not shown). The display elements may also include animations. It may be possible to produce a display with movement by using the above or similar means.
[0290] The suggested operation performance guide displays 533 and 534 are displays that guide the suggested operation performance. The production guide display 533 displays the outline of the option setting section 29 in an incomplete display mode, The central switch 29e is displayed in a complete display mode, and the operation unit to be operated (the central switch 29 The position, shape, and operation method of the The complete display mode of the central switch 29e is compared with the incomplete display mode. The display mode must be distinguishable between the two switches, and perfection in the strict sense is not required. The complete display aspect of 9e is dynamic display with effects and animations, display The suggested operation guidance display 534 is a guidance message and "Try pressing it!" is displayed to inform the player that a suggestive operation is being performed. The guidance message is displayed using not only text but also pictograms. A ram or the like may also be used.
[0291] A suggested operation is an operation that can provide a suggestion opportunity for a setting value, and is related to a specific operation part. In the gaming machine 10, the operation of pressing the central switch 29e is a predetermined input operation. The suggested operation is not limited to pressing, but also includes pulling, tilting, The suggested operation may be a single input operation (for example, It may be a one-shot operation) or multiple input operations (e.g., a two-shot operation) It may be a command that requires an input operation for a predetermined time (for example, a long press operation). It may require a combination of multiple input procedures (e.g., Morse code). The input operation may be a command such as:
[0292] The suggested operation presentation guide displays 533 and 534 are operation prompts that prompt the player to perform a predetermined input operation. This allows the gaming machine 10 to provide a player with a desirable image. This provides an opportunity to play games in a convenient manner, thereby increasing interest.
[0293] The display screen 536 shown in FIG. 24(3) is a display screen during the execution of the variable display game. The display screen 536 is a display screen after the display screen 532. The display screen 536 shows the large symbol group 501 and the small symbol group 502. 02, special drawing 1 reservation number display 503, special drawing 2 reservation number display 504, reservation display 505, and reservation The pending consumption display 506 (including the pending consumption icon 508) and the suggested operation display 537 are included. The suggestive operation presentation display 537 is a presentation that can suggest a setting value as a result of accepting a suggestive operation. The suggested operation display 537 may be, for example, a message such as "LUCKY DAY!" Displays a lion-like character. Messages such as "LUCKY DAY!" and lion A character like this is a message suggesting a high setting, for example.
[0294] In addition, the display opportunities for the suggested operation performance guide displays 533 and 534 are not limited to during the variable display. For example, as shown in FIG. 25(1), a display screen 538 may be displayed with a suggested operation instruction guide while the symbol is stopped. The display screen shown in FIG. 25(2) may be used to display the display screens 533 and 534. As in 540, there is an opportunity to display the suggested operation guidance display 533, 534 during the customer waiting performance. In addition, the display opportunity of the suggestive operation performance guide displays 533 and 534 may be It may also be set to any other gaming state.
[0295] Also, the suggestive operation display 537 may be, for example, a message "BAD DAY!" and a zebra. It may be possible to display a character like a mascot to suggest a low setting. The suggested operation display 537 indicates a setting value by using either a message or a character. It may be either one of these, or both, or a combination of these to suggest a set value. The suggested operation presentation display 537 may be displayed on the display screen 54 shown in FIG. As in 2, messages and characters are not displayed randomly, and the setting value is not necessarily displayed. It is also acceptable for the act not to involve any suggestion.
[0296] The display screen 538 includes a large symbol group 501, a small symbol group 502, and a special symbol 1 reserved number display 5. 03, special chart 2 reserved number display 504, reserved display 505, reserved consumption display 506, and suggested operation The display contents include the production guide display 533, 534, but the large pattern group 501 and the hold display 505 Then, the hold consumption display 506 is hidden, and the suggestion operation direction guide display 533, 534 is displayed. The effect may be improved.
[0297] In addition, the display screen 540 displays a small pattern group 502, a special pattern 1 reserved number display 503, and a special pattern 2 reserved Number display 504, performance display (customer waiting performance) 515, and suggested operation performance guide display 533, 53 4 is included in the display contents, but the small pattern group 502, the special chart 1 reserved number display 503, and the special chart 2 reserved number table At least one of the display 504 and the performance display 515 is selectively hidden to perform the suggested operation performance. The guidance effect of the exit guidance displays 533 and 534 may be enhanced.
[0298] Next, an example of a trigger for executing the suggestive operation presentation will be described with reference to FIG. 26. FIG. 1 is a diagram showing an example (part 1) of a timing chart of the suggested operation presentation according to the first embodiment. The suggestive operation can be performed beyond one change display. In other words, the suggestive operation is Among the variable display patterns notified by the game control device 100 to the performance control device 300, The suggestive operation effect is not limited to the execution of the following. For example, the effect control device 300 may The timing of the execution can be determined without any instruction from the user. Also, the suggestive operation performance can be used to By commands that indicate the skill state or commands that trigger events such as starting a winning combination The performance control device 300 may be instructed to execute the process.
[0299] For example, the gaming machine 10 may be configured to display the (n-1)th variable display from the start of the suggested operation reception trigger. The suggestive operation performance that started in the (n-1)th change display is If the nth fluctuation display does not end during the nth fluctuation display, the (n+1)th fluctuation The suggested operation presentation ends when the suggested operation reception ends. The performance can be performed over two or more variable displays, exceeding one variable display. The operation of the suggestion performance may include a customer waiting performance when executing more than one variable display. good.
[0300] The performance control device 300 can determine the trigger for starting and ending the acceptance of suggested operations. The timing for starting and ending the suggested operation reception will be explained later using Figure 33. Reveal.
[0301] The suggested operation performance is a guidance performance (for example, a suggested operation performance guidance) for a specified suggested operation performance period. The guidance performance is performed during the suggested operation acceptance period. If the suggested operation (for example, pressing the central switch 29e) is not detected immediately, the process proceeds to (A). As shown, the process ends when the suggested operation acceptance period expires.
[0302] If a suggestive operation is detected during the suggestive operation reception period, the suggestive operation will be displayed as shown in (B). When a suggestive operation is detected, the suggestive operation acceptance period ends, and the trigger is displayed for a predetermined trigger performance period. A performance (for example, a performance involving the display of the suggested operation performance display 537) is performed.
[0303] In addition, unlike the intervention operation, the suggestion operation is performed after the guidance operation. This allows the suggestion performance to be performed on a wider variety of occasions than the intervention performance. In addition, the suggestive operation performance can also be performed after the suggestive operation performance is performed in the same way as the intervention operation performance. It is also possible to provide guidance from the information.
[0304] Next, another example of the trigger for executing the suggestive operation presentation will be described with reference to FIG. 27. FIG. 10 is a diagram showing an example (part 2) of a timing chart of the suggested operation presentation according to the first embodiment. For example, the gaming machine 10 starts accepting the suggested operation from the timing when the suggested operation is accepted during the (n-1)th variable display. The suggested operation performance that started in the (n-1)th change display is During the change display, it does not end, and after the nth change display, there is a winning performance. The suggested operation presentation ends when the suggested operation reception ends during the first change display. In addition, the suggested operation performance can be performed over two or more variable displays, not just one variable display. In addition, when the suggested operation performance is performed beyond one change display, a winning performance is inserted. may be.
[0305] Next, an example of a sound effect accompanying the suggested operation effect will be described with reference to FIG. 28. 1. An example of a timing chart of a sound effect accompanying a suggested operation effect of the first embodiment (part 1) A suggested operation is detected during the suggested operation reception period. The display performance includes guidance displays within the guidance performance, and the opportunity performance An opportunity display will be displayed.
[0306] The audio effects associated with the suggested operation effects can be performed on multiple channels. For example, Audio direction 1 and 2 are assigned to the channel. Audio direction 1 is responsible for the base sound. For example, the background music during the variable display period, customer waiting period, winning period, and guidance performance period and trigger performance period. Voice performance 2 is in charge of guidance performance, and is output during the guidance performance period. The voice guidance is output during this period, and is not output during the remaining period.
[0307] In addition, the gaming machine 10 has a movable part that can perform a moving effect, but the trigger effect in the suggestive operation effect In this case, the moving part trigger effect that operates the moving part is not executed. This can prevent inconsistencies between other effects caused by suggestive operation effects that are not timely. Cut.
[0308] Next, an example of a sound effect accompanying a suggested operation effect during a customer waiting effect will be explained using FIG. 29. FIG. 29 is a timing chart of the sound effect accompanying the suggested operation effect of the first embodiment. This is a diagram showing an example (part 2). The customer waiting effect is executed only once immediately after the transition to the customer waiting state. There is a customer waiting performance A and a customer waiting performance B which is repeatedly executed after the execution of customer waiting performance A.
[0309] Suggested operation effects that detect suggested operations during the suggested operation acceptance period are guidance effects and opportunity effects. The display performance includes a guidance display within the guidance performance, and an opportunity display within the opportunity performance. Display.
[0310] The audio effects associated with the suggested operation effects can be performed on multiple channels. For example, Audio effects 1 and 2 are assigned to the channel. Audio effect 1 is the base sound for customer waiting effect A. Audio performance 2 is in charge of the guidance audio and is not output during the customer waiting performance B period. During the guidance performance period, voice guidance is output during customer waiting performance A, and during customer waiting performance B, voice guidance is output. As a result, the gaming machine 10 can detect the game being played by the other gaming machine. This can prevent situations that dampen the interest of users.
[0311] In addition, the gaming machine 10 has a movable part that can perform a moving effect, but the trigger effect in the suggestive operation effect In this case, the moving part trigger effect that operates the moving part is not executed. This can prevent inconsistencies between other effects caused by suggestive operation effects that are not timely. Cut.
[0312] Next, an example of a sound effect accompanying a suggestive operation effect that goes beyond the customer waiting effect will be explained using Figure 30. FIG. 30 shows a timing chart of the sound effect accompanying the suggested operation effect of the first embodiment. This is a diagram showing an example (part 3) of the operation suggestion performed during the customer waiting performance. This can be done even after the output has finished and the change display has started.
[0313] The audio effects associated with the suggested operation effects can be performed on multiple channels. For example, Audio effects 1 and 2 are assigned to the channel. Audio effect 1 is the base sound for customer waiting effect A. Audio performance 2 is in charge of the guidance audio and is not output during the customer waiting performance B period. , during the guidance performance period, a voice guidance is output during a predetermined customer waiting output guarantee period, and The output will be turned off after the guaranteed output period has expired. This period is longer than the period A. In this way, the gaming machine 10 can prevent a gaming machine that is not playing a game from playing another game. This can prevent the game machine 10 from losing interest in the game. It is possible to set a period during which voice guidance can be output during the non-output period, and to achieve a certain level of guidance effectiveness. can be obtained.
[0314] In addition, the gaming machine 10 has a movable part that can perform a moving effect, but the trigger effect in the suggestive operation effect In this case, the moving part trigger effect that operates the moving part is not executed. This can prevent inconsistencies between other effects caused by suggestive operation effects that are not timely. Cut.
[0315] Furthermore, the gaming machine 10 resumes audio output when it detects that the player has started playing. The start of the game is detected by the end of the customer waiting performance, the start of the variable display, touch detection, etc. Good too.
[0316] Next, using Figure 31, we will explain another example of audio effects accompanying suggestive operation effects that go beyond customer waiting effects. FIG. 31 shows a timing chart of the sound effect accompanying the suggested operation effect of the first embodiment. This is a diagram showing an example (part 4) of the operation suggestion performed during the customer waiting performance. This can be done even after the output has finished and the change display has started.
[0317] The audio effects associated with the suggested operation effects can be performed on multiple channels. For example, Audio effects 1 and 2 are assigned to the channel. Audio effect 1 is the base sound for customer waiting effect A. Audio performance 2 is in charge of the guidance audio and is not output during the customer waiting performance B period. , during the guidance performance period, a voice guidance is output during a predetermined customer waiting output guarantee period, and The output will be turned off after the guaranteed output period has expired. The period is set to be shorter than the period A. In this way, the gaming machine 10 can prevent a gaming machine not in play from playing another game. This can prevent a situation that would ruin the interest of a player playing a game on the gaming machine. It is possible to set the period during which the base sound can be output during the non-output period, and it is possible to prevent the occurrence of a customer waiting state. It is possible to obtain a certain guidance effect.
[0318] In addition, the gaming machine 10 has a movable part that can perform a moving effect, but the trigger effect in the suggestive operation effect In this case, the moving part trigger effect that operates the moving part is not executed. This can prevent inconsistencies between other effects caused by suggestive operation effects that are not timely. Cut.
[0319] Furthermore, the gaming machine 10 resumes audio output when it detects that the player has started playing. The start of the game is detected by the end of the customer waiting performance, the start of the variable display, touch detection, etc. Good too.
[0320] Next, the execution opportunities of the intervening operation presentation and the suggestive operation presentation will be described with reference to FIG. 32. 2 is a diagram showing an example of an execution opportunity of the intervening operation presentation and the suggesting operation presentation of the first embodiment. First, an example of an opportunity to execute the intervention operation effect and the suggestion operation effect is shown in FIG. 32(1). The game state is divided into six types: waiting state, game state A, B, C, D, and winning state. For each state type, you can set whether or not to display intervention operation effects and suggested operation effects. There are four game states A, B, C, and D, and there are two game states: waiting for customers and winning. There is no opportunity to execute in these two states. The suggested operation is performed in the waiting state, game state A, B. ,C,D, ,The six state types of hit states have execution opportunities, and ,the state types that do not have execution opportunities. In this way, the gaming machine 10 has a wider range of suggestive operation effects compared to the intervention operation effects. It offers a wide range of playing opportunities and aims to diversify the opportunities for players to gain interest.
[0321] Next, another example of the execution opportunity of the intervening operation presentation and the suggesting operation presentation is shown in FIG. 32(2). The performance has two types of state: game state A and winning state, and there are two types of state: waiting for customers and playing state A. There is no opportunity to execute the four status types of B, C, and D. The suggested operation performance is in game status B, C ,D, there are four types of winning states with execution opportunities, and there are two states: waiting for customers and playing state A. In this way, the gaming machine 10 can provide various game modes according to the game characteristics. In this manner, the player can obtain an opportunity to execute an intervention operation effect. Execution opportunities can be set in a state where a certain level of operation is expected.
[0322] Another example of the execution opportunity of the intervening operation presentation and the suggesting operation presentation is shown in FIG. 32(3). The execution opportunity of the performance and the suggested operation performance is not limited to being set according to the state type, but Instead of or in addition to being set according to the game type, The intervention operation performance is performed by the execution machine for two game types: special game 1 and special game 2. There is no game type that has no opportunity to execute. The suggested operation performance is executed in the special game. In this way, the gaming machine 10 has a variety of In addition, the gaming machine 10 can provide an opportunity to execute a suggested operation presentation. Execution opportunities can be set in a state where a certain level of operation is expected.
[0323] Next, the trigger for starting and ending the reception of a suggested operation will be described with reference to FIG. 33. FIG. 33 shows the timing for starting operation acceptance and the timing for ending operation acceptance in the suggested operation presentation of the first embodiment. FIG. 1 is a diagram illustrating an example of a machine.
[0324] The gaming machine 10 has one or more suggestive operation reception start triggers and suggestive operation reception end triggers. For example, the gaming machine 10 can set the trigger types A, B, C, and D. The gaming machine 10 can provide various suggestion operation reception start triggers and suggestion operation reception end triggers. This can increase the interest of the operation presentation.
[0325] The gaming machine 10 is configured to receive an operation to start the reception of a signal indicating the occurrence of a specific gaming state (for example, gaming state B). The end of a specific game state (for example, game state B) is set as the trigger for ending the acceptance of suggestive operations. This is possible (trigger type A).
[0326] In addition, the gaming machine 10 is in a specific gaming state (for example, gaming state A) and a specific operation amount is detected (for example, For example, the occurrence of 100 games is used as a trigger to start accepting suggestive operations, and a specific game state (for example, For example, the end of a game state A) or the detection of a predetermined operation amount after the detection of a specific operation amount (for example, 4 games) The expiration of the time slot can be used as the trigger for ending the acceptance of suggested operations (Trigger type B).
[0327] In addition, the gaming machine 10 receives a suggestive operation in response to the detection of a specific RTC value (for example, 7 p.m. every day). The trigger for the start of the operation is the time to start the operation, and the time for the end of the operation is the time to end the operation after a certain period of time (for example, 3 minutes). Yes (Trigger type C).
[0328] In addition, the gaming machine 10 may be configured to determine whether or not a winning lottery result (for example, 1 in 500 for each game run) has been obtained. The touch signal detection is the trigger to start accepting suggestive operations, and the game end lottery (for example, every 4 minutes) 1) When the winning number is reached and the touch signal is not detected, the acceptance of the suggestion operation can be terminated (the trigger model Separate D).
[0329] Next, we will use Figures 34 and 35 to explain display examples when intervening operation presentation and suggestive operation presentation are executed at the same time. FIG. 34 is a diagram showing an example (part 7) of the game display screen of the first embodiment. 35 is a diagram showing an example (part 8) of the game display screen of the first embodiment.
[0330] The display screen 544 shown in FIG. 34(1) is a display when the intervening operation presentation and the suggestive operation presentation are executed at the same time. The display screen 544 is a display screen. The display screen 544 displays the large symbol group 501, the small symbol group 502, and the number of reserved symbols for special symbol 1. Display 503, special chart 2 reservation number display 504, reservation display 505, reservation consumption display 506 (reservation (including the withdrawal icon 508), intervention operation performance suggestion displays 519, 520, and suggested operation performance The display screen 544 includes the exit guidance displays 533 and 534. 9, 520 and the indication operation performance guide display 533, 534 are displayed, and the large pattern group 501 and the The hold display 505 and the hold digest display 506 (including the hold digest icon 508) are hidden. The guidance effects of the intervention operation suggestion displays 519 and 520 and the suggestion operation guidance displays 533 and 534 The effect may be improved.
[0331] The suggested operation guidance displays 533 and 534 are guide images arranged on the display layer L4. A, and the intervention operation performance suggestion displays 519 and 520 are arranged on the display layer L5. In other words, the suggested operation presentation guide displays 533 and 534 are a form of the guide image B. This is displayed in priority to the production suggestion displays 519 and 520.
[0332] The display screen 546 shown in FIG. 34(2) is a display when the intervening operation presentation and the suggesting operation presentation are executed at the same time. The display screen 546 is a display screen subsequent to the display screen 544. 501, a small pattern group 502, a special chart 1 reserved number display 503, a special chart 2 reserved number display 504, Hold display 505, hold completion display 506 (including hold completion icon 508), and intervention operation It includes performance guide displays 523, 524, and 525 and suggested operation performance guide displays 533 and 534. The display screen 546 includes the intervention operation guidance displays 523, 524, and 525 and the suggested operation display. Along with the display of the guide displays 533 and 534, the large pattern group 501, the reserved display 505, and the reserved consumption The display 506 (including the hold digestion icon 508) is hidden, and the intervention operation performance guide display 5 Improve the guidance effect of 23, 524, 525 and the suggested operation guidance display 533, 534 You may do so.
[0333] The suggested operation guidance displays 533 and 534 are guide images arranged on the display layer L4. A, and the intervention operation performance guide displays 523, 524, and 525 are displayed on the display layer L5. This is one form of the guide image B to be placed. , and is displayed in priority to the intervention operation performance guide displays 523, 524, and 525.
[0334] The display screen 548 shown in FIG. 34(3) is a display when the intervening operation presentation and the suggesting operation presentation are executed at the same time. Display screen 548 is a display screen after display screen 546. 501, a small pattern group 502, a special chart 1 reserved number display 503, a special chart 2 reserved number display 504, Hold display 505, hold completion display 506 (including hold completion icon 508), and intervention operation The display screen 548 includes a performance display 527 and suggested operation performance guide displays 533 and 534. With the display of the intervention operation display 5275 and the suggested operation display guide displays 533 and 534, A group of symbols 501, a reserved display 505, and a reserved consumption display 506 (including a reserved consumption icon 508) (including the above) is hidden, and the intervention operation presentation display 527 and the suggested operation presentation guide displays 533 and 534 are The guidance effect may be enhanced.
[0335] The suggested operation guidance displays 533 and 534 are guide images arranged on the display layer L4. A, and the intervention operation performance display 527 is a guide image B arranged on the display layer L5. In other words, the suggested operation presentation guide displays 533 and 534 are the intervening operation presentation displays 5 It will be displayed in priority to 27.
[0336] The display screen 550 shown in FIG. 35(1) is a display when the intervening operation presentation and the suggestive operation presentation are executed at the same time. The display screen 550 is a display screen. The display screen 550 includes a large symbol group 501, a small symbol group 502, and a special symbol 1 reserved number. Display 503, special chart 2 reservation number display 504, reservation display 505, reservation consumption display 506 (reservation (including the withdrawal icon 508), intervention operation performance suggestion displays 519, 520, and suggested operation performance The display screen 550 includes the intervening operation suggestion displays 519 and 520. With the display of the suggestive operation display 537, the large pattern group 501, the hold display 505, and the hold consumption The display 506 (including the pending digestion icon 508) is hidden, and the intervention operation suggestion display 5 19, 520 and the suggestive operation display 537 may be configured to enhance the guidance effect.
[0337] The suggested operation display 537 is a form of the guide image A arranged on the display layer L4. The intervention operation suggestion displays 519 and 520 are displayed on the display layer L5. That is, the suggested operation display 537 is a form of the intervening operation display suggestion display 519, 5 It will be displayed in priority to 20.
[0338] The display screen 552 shown in FIG. 35(2) is a display when the intervening operation presentation and the suggestive operation presentation are executed at the same time. The display screen 552 is a display screen subsequent to the display screen 550. 501, a small pattern group 502, a special chart 1 reserved number display 503, a special chart 2 reserved number display 504, Hold display 505, hold completion display 506 (including hold completion icon 508), and intervention operation It includes the performance guide display 523, 524, 525 and the suggested operation performance display 537. The screen 552 includes the intervention operation guidance displays 523, 524, and 525 and the suggested operation display 537. Along with the display, a large pattern group 501, a reserved display 505, and a reserved consumption display 506 (reserved consumption icon) The control 508 is hidden and the intervention operation direction guide displays 523, 524, and 525 are displayed. The guidance effect of the suggestive operation presentation display 537 may be enhanced.
[0339] The suggested operation display 537 is a form of the guide image A arranged on the display layer L4. The intervention operation guidance displays 523, 524, and 525 are arranged on the display layer L5. In other words, the suggested operation presentation display 537 is a form of the intervening operation presentation guide display 5 It will be displayed in priority over 23, 524, and 525.
[0340] The display screen 554 shown in FIG. 35(3) is a display when the intervening operation presentation and the suggesting operation presentation are executed at the same time. The display screen 554 is a display screen subsequent to the display screen 552. 501, a small pattern group 502, a special chart 1 reserved number display 503, a special chart 2 reserved number display 504, Hold display 505, hold completion display 506 (including hold completion icon 508), and intervention operation The display screen 554 includes a performance display 527 and a suggested operation performance display 537. With the display of the performance display 527 and the suggestive operation performance display 537, the large pattern group 501 and the hold display 5 05 and the hold digestion display 506 (including the hold digestion icon 508) are hidden, and the intervention operation is The guidance effect of the operation presentation display 527 and the suggested operation presentation display 537 may be enhanced.
[0341] The suggested operation display 537 is a form of the guide image A arranged on the display layer L4. The intervention operation presentation display 527 is a form of the guide image B arranged on the display layer L5. That is, the suggestive operation presentation display 537 is displayed in priority to the intervening operation presentation display 527. .
[0342] In this way, in the gaming machine 10, the suggestive operation effect is more profitable for the player than the intervention operation effect. Therefore, when the intervention operation and the suggestion operation are executed at the same time, the suggestion operation takes priority over the intervention operation. Displays the operation instructions.
[0343] The gaming machine 10 of the first embodiment described above (including the modified examples) has the following features in one aspect. The first embodiment has the following features: In the conventional gaming machines, the promotion effects are not sufficiently interesting. The gaming machine 10 provides a gaming machine that can increase the interest of promotional effects.
[0344] (1) A gaming machine (for example, gaming machine 10) displays a game data on a display device (for example, display device 41). Identification information (for example, large symbol group 501, small symbol group 502) can be displayed variably, A first operation unit (for example, a performance button) capable of accepting a first player operation (for example, a pressing operation) and a second operation unit (center switch 25) that can accept a second player operation (for example, a pressing operation). switch 29e), and a first prompting image (for example, an intervention operation presentation guide) that prompts the first player operation. display 523, 524, 525) and a second prompting image (e.g., display A control means (for example, a game device) capable of displaying the suggested operation performance guide display 533, 534) on the display device. The control means includes a technique control device 100, a performance control device 300, and a technique control device 100. One promotional image can be displayed (see, for example, FIG. 22), and a second promotional image can be displayed beyond the first variable display. 26 and 27), and the second promotion image is displayed in preference to the first promotion image. The image can be displayed (see, for example, Figure 34(2)).
[0345] In addition, the gaming machine 10 of the first embodiment (including the modified examples) described above has the following features in one aspect: It has the following characteristics. However, conventional gaming machines do not have enough interest in promotional effects. The gaming machine 10 of the first embodiment provides a gaming machine that can enhance the interest of the promotion performance. The gaming machine 10 in this form can create an interest in the player guessing the setting value that cannot be observed.
[0346] (1) The gaming machine (e.g., gaming machine 10) is set to a setting value (e.g., setting 1 to setting 6). It is possible to set the gaming performance (for example, the probability of winning) (see FIG. 14 for example) and improve the gaming experience. The setting value is displayed on a setting display device (e.g., probability setting value display device 136) that is not observable by the user. and a variable display device (for example, display device 41) that can be observed by the player. ) can variably display identification information (for example, large symbol group 501, small symbol group 502). A first operation unit (for example, a player) that can accept a first player operation (for example, a pressing operation) is provided. button 25) and a second operation unit ( A central switch 29e) and a first prompting image (for example, an intervention operation) that prompts a first player operation. Exit guide display 523, 524, 525) and a second prompting image (for example, For example, a control means (e.g., a control means for displaying a suggested operation performance guide display 533, 534) on the variable display device. For example, the control means includes a game control device 100 and a performance control device 300. During the display, the first promotion image can be displayed (see, for example, FIG. 22), and the display can be changed beyond one. A second promotional image can be displayed (see, for example, Figures 26 and 27) in preference to the first promotional image. The second promotion image is made displayable (see, for example, FIG. 34(2)).
[0347] In addition, the gaming machine 10 of the first embodiment (including the modified examples) described above has the following features in one aspect: It has the following characteristics. However, conventional gaming machines do not have enough interest in promotional effects. The gaming machine 10 of the first embodiment provides a gaming machine that can enhance the interest of the promotion performance. The gaming machine 10 of this type can create an interest in guessing information about the game that is difficult for the player to understand. To perform Noh.
[0348] (1) A gaming machine (e.g., gaming machine 10) stores identification information (e.g., a symbol of a special game) The game machine can display a variety of game symbols (such as the special game symbol, the regular game symbol, and the special game symbol). The information about the game (for example, A first display device (for example, a performance display device 135 or a probability setting device) that can display game performance and setting values. A fixed value display device 136) and identification information (for example, a large pattern) are provided on the front side of the gaming machine. A second display device (for example, display device 41) capable of variably displaying the group 501, the small pattern group 502) and a first operation unit (for example, a display) that can accept a first player operation (for example, a pressing operation). button 25) and a second operation unit (middle a central switch 29e), and a first prompting image (for example, an intervention operation effect) that prompts a first player operation. Guidance displays 523, 524, 525) and a second prompting image (for example, , suggestive operation performance guide displays 533, 534) on the second display device. For example, the control means includes a game control device 100 and a performance control device 300. The first promotion image can be displayed during the display (see, for example, FIG. 22), and the second promotion image can be displayed beyond the first variable display. The second promotion image can be displayed (see, for example, Figures 26 and 27), and the second promotion image can be displayed in preference to the first promotion image. 2. A promotion image can be displayed (see, for example, FIG. 34(2)).
[0349] In addition, the gaming machine 10 (including the modified examples) of the first embodiment described above has the following features in one aspect: It has the following characteristics. However, conventional gaming machines do not have enough interest in promotional effects. The gaming machine 10 of the embodiment provides a gaming machine that can enhance the interest of the promotion performance. The gaming machine 10 of the embodiment can prevent the first player from missing an operation opportunity.
[0350] (1) A gaming machine (for example, gaming machine 10) displays a game data on a display device (for example, display device 41). Identification information (for example, large symbol group 501, small symbol group 502) can be displayed variably, A first operation unit (for example, a performance button) capable of accepting a first player operation (for example, a pressing operation) and a second operation unit (center switch 25) that can accept a second player operation (for example, a pressing operation). switch 29e), and a first prompting image (for example, an intervention operation presentation guide) that prompts the first player operation. display 523, 524) and a period during which a first player operation can be accepted (for example, an intervention operation acceptance period A guide image (for example, an intervention operation presentation guide display 525) that guides the second player A second prompting image (for example, a suggested operation guidance display 533, 534) that prompts the operation is displayed. and a control means (for example, a game control device 100, a performance control device 300) that can be displayed on the device. The control means enables the first promotion image to be displayed during the variable display of the first promotion image (for example, see FIG. 22). (See Figs. 26 and 27) and enable the display of a second promotion image beyond the first variable display. ), the second promotion image can be displayed in preference to the first promotion image (for example, see FIG. 34(2)). see).
[0351] In addition, the gaming machine 10 (including the modified examples) of the first embodiment described above has the following features in one aspect: It has the following characteristics. However, conventional gaming machines do not have enough interest in promotional effects. The gaming machine 10 of the embodiment provides a gaming machine that can enhance the interest of the promotion performance. The gaming machine 10 of the embodiment can create excitement in cooperation with the moving parts.
[0352] (1) A gaming machine (for example, gaming machine 10) displays a game data on a display device (for example, display device 41). Identification information (for example, large symbol group 501, small symbol group 502) can be displayed variably, A first operation unit (for example, a performance button) capable of accepting a first player operation (for example, a pressing operation) and a second operation unit (center switch 25) that can accept a second player operation (for example, a pressing operation). switch 29e), and a movable part (for example, a board effect) that can be operated based on the first player's operation. device 44), and a first prompting image (for example, an intervention operation presentation guide display) that prompts a first player operation. 523, 524, 525), and a second prompting image (for example, a suggestive operation) that prompts a second player operation. A control means (for example, a game system) that can display the game performance guide display 533, 534) on the display device. The control means includes a first prompt during the first varying display. 22, and a second promotion image beyond the first promotion image. (See, for example, Figures 26 and 27) and display the second promotion image in preference to the first promotion image. Make it visible (see, for example, Figure 34(2)).
[0353] In addition, the gaming machine 10 (including the modified examples) of the first embodiment described above has the following features in one aspect: It has the following characteristics. However, conventional gaming machines do not have enough interest in promotional effects. The gaming machine 10 of the embodiment provides a gaming machine that can enhance the interest of the promotion performance. The gaming machine 10 of the embodiment can create excitement in conjunction with the game guide.
[0354] (1) A gaming machine (for example, gaming machine 10) displays a game data on a display device (for example, display device 41). Identification information (for example, large symbol group 501, small symbol group 502) can be displayed variably, A first operation unit (for example, a performance button) capable of accepting a first player operation (for example, a pressing operation) and a second operation unit (center switch 25) that can accept a second player operation (for example, a pressing operation). switch 29e) and play in the first play area (e.g., the left play area), or A second play area (for example, a right play area) in which a player can play more advantageously than the first play area. A game guide unit (for example, a display device 41, a play guide display 51) that can guide the game in 6), and a first prompting image (for example, an intervention operation presentation guide display 523) that prompts the first player operation. , 524, 525), and a second promotion image (for example, a suggestive operation) that encourages a second player operation. The display device can display the guide display 533, 534) and a control means (for example, a game control device The control means includes a first game area (a game area control unit 100, a game area control unit 300). In the state where the game in the area is being guided (for example, game state A, see Figure 32 (1)), The first promotion image can be displayed during the first variation display (see, for example, FIG. 22), and the first variation A second promotional image can be displayed beyond the first promotional image (see, for example, Figures 26 and 27). A second promotion image can be displayed in preference to the first promotion image (see, for example, FIG. 34(2)).
[0355] In addition, the gaming machine 10 (including the modified examples) of the first embodiment described above has the following features in one aspect: It has the following characteristics. However, conventional gaming machines do not have enough interest in promotional effects. The gaming machine 10 of the embodiment provides a gaming machine that can enhance the interest of the promotion performance. The gaming machine 10 of the embodiment can increase the interest during the winning period.
[0356] (1) A gaming machine (for example, gaming machine 10) displays a game data on a display device (for example, display device 41). The game ( For example, a win (for example, a special 1 game, a special 2 game) results in a win (for example, a special 1 win, a special 2) and can accept a first player operation (for example, a pressing operation). A first operation unit (for example, a performance button 25) and a second player operation (for example, a pressing operation) a second operation unit (central switch 29e) that can receive a first player operation; and a first prompting screen that prompts a first player operation. (for example, intervention operation presentation guide displays 523, 524, 525) and the second player operation A second prompting image (for example, a suggested operation guidance display 533, 534) is displayed on the display device. and a control means (for example, a game control device 100, a performance control device 300) that can display the game. The control means enables the first promotion image to be displayed during the variable display of the first image (see, for example, FIG. 22 ); A second promotion image can be displayed during the period exceeding the first variation display (for example, FIG. 26, 2 7), the second promotion image can be displayed in preference to the first promotion image (for example, see FIG. 27, See Figure 34(2).
[0357] The above processing functions can be realized by a computer. A program is provided that describes the processing contents of the functions that the gaming machine of the embodiment should have. By executing the program on a computer, the above processing functions are realized on the computer. The program that describes the processing contents is recorded on a computer-readable recording medium. Examples of computer-readable recording media include magnetic storage devices, There are optical disks, magneto-optical recording media, semiconductor memories, etc. Magnetic storage devices include hard disks. There are hard disk drives (HDD), flexible disks (FD), magnetic tapes, etc. DVD (Digital Versatile Disk), DVD-RAM, CD (Compact Disk)-RO M / RW (ReWritable), etc. Magneto-optical recording media include MO (Magneto-Optical disk) etc.
[0358] When distributing a program, for example, DVDs, CDs, etc. on which the program is recorded Portable recording media such as DVD-ROMs are sold. The data is stored in a storage device and is then transmitted from a server computer to other computers via a network. You can also transfer the program to the computer.
[0359] The computer that executes the program may, for example, read the program recorded on a portable recording medium. The program transferred from the RAM or server computer is stored in its own storage device. Then, the computer reads the program from its own storage device and executes the program. The computer executes the process according to the program. It can also read the program and execute the process according to the program. The data is transferred from a server computer connected via a network. Each time a program is received, processing can be executed in accordance with the received program.
[0360] In addition, at least a part of the above processing functions is implemented by a DSP (Digital Signal Processor), A SIC (Application Specific Integrated Circuit), PLD (Programmable Logic De It can also be realized by an electronic circuit such as a gyroscope.
[0361] The gaming machine of the present invention is a pachinko machine as shown in the disclosed embodiment. It is not limited to gaming machines, but also includes other pachinko gaming machines, arrange ball gaming machines, etc. All gaming machines that use gaming balls, such as mahjong ball gaming machines, and gaming machines that use medals The present invention is applicable to slot machines in which:
[0362] Furthermore, the disclosed embodiments are illustrative in all respects and are not restrictive. It should be considered that the respective configurations of the above-described embodiments and modifications can be combined and applied. The scope of the invention is indicated by the claims rather than by the foregoing description, All modifications that come within the meaning and range of equivalency of the claims are intended to be included. . [Explanation of symbols]
[0363] 10 Gaming machines 30 Game Board 41 Display device 100 Game control device 300 Production control device
Claims
[Claim 1] A gaming machine capable of variably displaying identification information, a first operation unit capable of accepting a first player operation; a second operation unit capable of accepting a second player operation; a control means for displaying on a display device a first prompting image for prompting the first player operation and a second prompting image for prompting the second player operation; The control means The first promotion image can be displayed during the variable display of the first image, and the second promotion image can be displayed on multiple occasions including during the customer waiting performance. When the first prompting image is displayed during the first variable display, an image image imitating the shape of the first operation unit that is the object of the first player operation, a guide message image that prompts the player to operate the first operation unit, and an operation acceptance period guide image that guides the player during a period during which the operation of the first operation unit can be accepted can be displayed, and the operation acceptance period guide image is fixed at a first position, and an image image transition effect can be executed that can transition from a first state in which the image image is displayed at the first position to a second state in which the image image is displayed at a second position different from the first position, When the second promotion image is displayed on a plurality of occasions including during the customer waiting performance, a guide message image informing that operation of the second operation unit can be accepted is displayed without an operation acceptance period guide image informing that a period during which operation of the second operation unit can be accepted, and an image image imitating the shape of the second operation unit are displayed in a third position different from both the first position and the second position in preference to the image image imitating the shape of the first operation unit, When the first prompt image is displayed during the display of the first variation and the first player operation is accepted, a first operation trigger effect can be executed that can display information regarding the variation of the first variation; When the second prompt image is displayed and the second player operation is accepted on any of a plurality of occasions including during the customer waiting effect, a second operation trigger effect can be executed that can suggest the state of the gaming machine to the player, The first operation trigger performance and the second operation trigger performance can be executed in an overlapping manner, The display related to the second operation trigger performance is prioritized over the display related to the first operation trigger performance, and the operation acceptance period guide image is not superimposed on either the second promotion image or the second operation trigger performance. Gaming machine.
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