Gaming machine

The gaming machine addresses the challenge of diverse notice provision in gaming machines by implementing multiple game states and interactive notifications, improving player engagement through tailored communication.

JP7838816B2Active Publication Date: 2026-04-01SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2026-04-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to provide appropriate notices based on diverse game functions and conditions, leading to ineffective communication with players and staff.

Method used

The gaming machine is designed to execute multiple game states and generate special game states based on specific conditions, display notifications to encourage certain actions, and provide indicative performances suggesting the likelihood of game outcomes, using a combination of visual and auditory cues and mechanical interactions.

Benefits of technology

This approach allows for tailored and effective communication with players, enhancing the gaming experience by providing relevant notifications and increasing player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To make a suitable announcement.SOLUTION: A game machine includes: a first constitution part (protruding part 15a) which can make an announcement with an announcement display (first announcement display 191, second announcement display 192), and can exert a first function (decorative function); and a second constitution part (performance button 25) which can exert a second function (protrusion function) different from the first function. The first announcement display 191 constituting the announcement display makes an announcement accompanied by the exertion of the first function. The second announcement display 192 constituting the announcement display makes an announcement accompanied by the exertion of the second function. The second announcement display 192 makes an announcement related to the second constitution part (performance button 25).SELECTED DRAWING: Figure 55
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Description

Technical Field

[0001] The present invention relates to a gaming machine

Background Art

[0002] In conventional gaming machines, there is known a gaming machine that displays a notice for prompting attention to a player or a hall staff in a game area (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, gaming machines have various functions, so the content of the notice has also become diverse, and it is required to give an appropriate notice as needed An object of the present invention is to give an appropriate notice

Means for Solving the Problems

[0005] To solve the above problems, the invention described in claim 1 is capable of executing a first game based on the fulfillment of a first starting condition and a second game based on the fulfillment of a second starting condition, capable of generating a first special game state or a second special game state based on the result of the first game or the result of the second game, capable of generating a specific game state in which the second starting condition is more likely to be fulfilled than in a normal game state, capable of generating a first special game state if the result of the second game is a first special result, capable of generating a second special game state if the result of the second game is a second special result, capable of generating a first special game state if a game ball enters a specific area in the second special game state, capable of displaying a notification that encourages a game ball to enter a specific area in the second special game state, and capable of generating a specific area after the end of the first special game state The game can generate game states, and in the first special game state, it is possible to perform an indicative performance that suggests whether or not to generate a specific game state after the end of the first special game state. The indicative performance suggests the generation of a specific game state in accordance with the result of a win / loss calculation that derives the win / loss between the first character and the second character, or between the first character and the third character. The win / loss calculation results in different reliability levels for the first character to win depending on the combination of the first character and the second character, or the combination of the first character and the third character. When the second character has a reliability level of 1 and the third character has a reliability level of 2, which is higher than the first reliability level, and the second character is selected as the combination for the first character, the combination for the first character can be changed from the second character to the third character. Furthermore, a third confidence level indicating the likelihood of the first character winning can be notified in a first suggestion mode corresponding to the order in which the first, second, and third characters are arranged in a predetermined order, and the third confidence level can be notified in a second suggestion mode corresponding to the order in which the first character is hidden and the second and third characters are arranged in a predetermined order. do. [Effects of the Invention]

[0006] According to the present invention, appropriate notification can be provided. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] This is a perspective view of a gaming machine according to one embodiment of the present invention, seen from the front. [Figure 3]This is a front view of the game board. [Figure 4] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 5] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 6] This diagram shows an example of the distribution rate of results in the special symbol variation display game, the distribution rate of the big win symbols and small win symbols, the probability of the normal symbols, and the number of games until the ceiling is reached. [Figure 7] This is a diagram to explain the transitions in the game state. [Figure 8] This is a flowchart explaining the main process. [Figure 9] This is a flowchart explaining the main process. [Figure 10] This is a flowchart explaining timer interrupt handling. [Figure 11] This is a flowchart explaining the special effects game processing. [Figure 12] This is a flowchart explaining the common processing for the special start port switch. [Figure 13] This is a flowchart explaining the process for determining special feature hold information. [Figure 14] This is a flowchart explaining the normal processing of special drawings. [Figure 15] This is a flowchart explaining the process for initiating the change in Special Figure 1 and the process for initiating the change in Special Figure 2. [Figure 16] This is a flowchart explaining the process for setting the stop symbol for Special Feature 1. [Figure 17] This is a flowchart explaining the process for setting the stop symbols in Special Feature 2. [Figure 18] This is a flowchart explaining the processing during special feature changes. [Figure 19] This is a flowchart explaining the process for setting up time-saving termination. [Figure 20] This is a flowchart explaining the processing during the display of special features. [Figure 21] This is a flowchart explaining the processing during the display of special features. [Figure 22]It is a flowchart for explaining the process transition setting process 1 during fanfare / interval. [Figure 23] It is a flowchart for explaining the support operation setting process. [Figure 24] It is a flowchart for explaining the jackpot end process. [Figure 25] It is a flowchart for explaining the jackpot end setting process 1 and the jackpot end setting process 2. [Figure 26] It is a flowchart for explaining the specific area switch monitoring process. [Figure 27] It is a flowchart for explaining the small win remaining balls process. [Figure 28] It is a flowchart for explaining the small win end process. [Figure 29] It is a flowchart for explaining the main process of the effect control device. [Figure 30] It is a flowchart for explaining the received command check process. [Figure 31] It is a flowchart for explaining the received command analysis process. [Figure 32] It is a figure for explaining an example of the effect. [Figure 33] It is a figure for explaining an example of the effect. [Figure 34] It is a figure for explaining an example of the effect. [Figure 35] It is a figure for explaining an example of the effect. [Figure 36] It is a figure for explaining the selectable patterns and the reliability. [Figure 37] It is a figure for explaining an example of the effect. [Figure 38] It is a figure for explaining an example of the effect. [Figure 39] It is a figure for explaining an example of the effect. [Figure 40] It is a figure for explaining an example of the effect. [Figure 41] It is a figure for explaining the selectable patterns and the reliability. [Figure 42] It is a figure for explaining an example of the effect. [Figure 43] This is a diagram illustrating an example of a production technique. [Figure 44] This is a diagram illustrating the arrangement of light-emitting elements. [Figure 45] This is a diagram illustrating an example of a light emission pattern. [Figure 46] This is a diagram illustrating an example of display on a display device. [Figure 47] This is a diagram illustrating an example of a light emission pattern. [Figure 48] This diagram illustrates the arrangement and emission patterns of light-emitting elements. [Figure 49] This is a diagram illustrating an example of display on a display device. [Figure 50] This is a diagram illustrating an example of a condition presentation presentation. [Figure 51] This is a diagram illustrating an example of a condition presentation presentation. [Figure 52] This diagram illustrates an example of a pattern for presenting conditions. [Figure 53] This diagram explains how to change the settings of a gaming machine and the content of the condition-presentation animations. [Figure 54] This diagram explains how to change the settings of a gaming machine and the content of the condition-presentation animations. [Figure 55] This is a diagram illustrating an example of a notice display. [Modes for carrying out the invention]

[0008] <First Embodiment> Figure 1 is a front view of the gaming machine 10 of this embodiment, and Figure 2 is a front view of the gaming machine 10 of this embodiment. This is a front perspective view. As shown in Figures 1 and 2, the gaming machine 10 of this embodiment is equipped with a front frame 12, and the front frame 12 It is assembled to the outer frame (support frame) 11 so as to be able to open and close and rotate. The game board 30 (see Figure 3) is It is housed in a storage compartment (not shown) formed on the front side of the front frame 12. The frame (12) is equipped with a glass cover glass (transparent component) 14 that covers the front of the game board 30. A frame (transparent plate holding frame) 15 is attached.

[0009] The glass frame 15 has a display that covers the front of the game board 30, located behind the cover glass 14. A panel 350 is provided. The display panel 350 is transparent to the game board 30 and, The display can be shown. In the gaming machine of this embodiment, light is introduced from the side edge. It consists of a light guide plate that makes the image appear, but is made of transparent liquid crystal display or EL display. It's fine if it's done that way. When the display panel 350 does not have the prescribed display, it is transparent and does not obstruct the view of the game board 30 behind it. It is designed so as not to hinder recognition. And when the prescribed display is shown on the display board 350, In the area where the designated display is located, the visibility of the game board 30 behind it will be reduced. The game board 30 at the rear may be visible through the designated display, or the designated display may be It is acceptable if the game board 30 at the rear is not visible.

[0010] A display unit 16 for displaying the model name of the gaming machine 10 is provided at the top of the glass frame 15. It is being done. Furthermore, the left and right sides of the glass frame 15 have built-in lamps or LEDs for decoration, presentation, and other purposes. Notifications when an error occurs (for example, if a payout error occurs, lamps or LEDs will be illuminated in an error notification color (example) For example, a frame decoration device 18 that emits light for lighting (flashing) in red, or sound (for example) Furthermore, a speaker (upper speaker) 19a that emits sound effects is provided. Speakers (lower speakers) 19b are also provided at the bottom of 12 and the glass frame 15. In the event of an abnormality, sound will be emitted from speaker (upper speaker) 19a and speaker (lower speaker) 19b. The abnormality will be reported. Furthermore, a dispensing abnormality report will be displayed on a designated part of the glass frame 15. You may also consider installing a lamp for observation. Furthermore, blowers 20 are provided on the upper part of the glass frame 15, to the left and right of the model name display section 16. This blower 20 is designed to blow air towards the player located in front of the gaming machine. It is capable of doing so and constitutes one of the presentation devices used to enhance the gameplay.

[0011] Furthermore, at the bottom of the glass frame 15 is an upper tray (storage) for supplying game balls to a ball launching device (not shown). (Retaining tray) 21, Game balls dispensed from the payout unit located on the back side of the game machine 10 An upper tray ball outlet 22, etc., is provided from which the balls flow out. Furthermore, the upper edge of the upper tray 21 is provided for the player It incorporates a built-in button switch 25a (see Figure 5) for receiving press input. An effect button 25 is provided. Furthermore, the effect button 25 is A drive source for vibration is also built in. In other words, the game machine 10 of this embodiment has a performance button. It is equipped with a vibration function that provides a predetermined notification by vibrating the 25. The output button 25 changes from its normal state (as shown in Figures 1 and 2) to a protruding state (above the performance button 25). The device may be configured to allow the surface (pressure surface) to be positioned higher than in the normal state.

[0012] The lower part of the front frame 12 stores the game balls that have been dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23, a handle 24 for the ball launching device, etc. are provided. Furthermore, a front frame 1 The lower right side of part 2 is where a key is inserted to open and lock the front frame 12 and the glass frame 15. A keyhole 26 is provided for this purpose.

[0013] Also, to the right of the performance button 25, when a player receives balls from an adjacent ball dispensing machine... The operation involves pressing the ball dispensing button (ball dispensing button) 27a, and then inserting a prepaid card from the ball dispensing machine's card unit. The return button (discharge button) 27b is operated to eject the card, and the remaining balance on the prepaid card... A balance indicator (balance display unit) 27c that displays the balance, and the game balls in the upper tray 21 flow down to the lower tray 23. The upper tray operating lever 27d is operated to control the game, and the player's mobile phone, such as a smartphone, is also used. A mobile device holder section 28 for placing the device is provided. Also, to the left of the performance button 25 It is equipped with volume control buttons 27e, a directional pad 29, etc. Performance button 25, rental Ball dispense button 27a, return button (discharge button) 27b, volume control button 2 7e and the directional pad 29 form the controls that the player can operate. In the gaming machine 10 of this embodiment, the player rotates the handle 24. The ball launching device directs the game balls supplied from the upper tray 21 towards the game area 32 on the front of the game board 30. It fires when the player operates the effect button 25 or the directional pad 29. In the display device 41 (see Figure 3), the variable display game (decorative special feature variable display game) This allows for the creation of effects and other features that involve the player's actions. Additionally, to the left and right of the upper tray operation lever 27d are the first notification display 19, which provides notification information. Notices 1 and 2, number 192, are provided.

[0014] Next, an example of the game board 30 will be described using Figure 3. Figure 3 shows the game board of this embodiment. This is a front view of the 30. As shown in Figure 3, the game board 30 has a flat plate-shaped game board body that serves as a mounting base for various components. The game board is made of wood or synthetic resin, and the front of the game board is equipped with Resin side cases 33 and outer walls (guide rails) 31 are provided at each of the four corners of 30. A game area 32 enclosed by a wall is provided. The game machine 10 is enclosed by an outer wall 31. The game is played by launching game balls from a ball launching device within area 32. Area 32 is equipped with components such as windmills and obstacle nails to change the direction of the flow of the game balls. The launched game balls move down the game area 32 while changing their direction of rolling due to these components.

[0015] Approximately in the center of the game area 32 is a center section that forms a window area for displaying the variable display game. Case 40 is attached. Behind the window formed in the center case 40, there are multiple A display device 41 is positioned as a performance display device (variable display device) that displays numerical identification information in a variable manner. It is being done.

[0016] The display device 41 (variable display device) is, for example, an LCD (liquid crystal display), a CRT (Cryptograph), etc. It consists of a device having a display screen such as a pipe. The display screen has a displayable area (display). The display area can display still images or videos as visual effects, for example, multiple identification information (Special symbols) and special symbol variation display characters and background images that enhance the game's effects, etc. Information regarding the game is displayed. On the display screen of the display device 41, identification information is displayed. Multiple assigned special symbols are displayed in a variable manner, and in the special symbol variable display game A special display game is played that corresponds to the changes in the decorative symbols. In addition, the display screen shows animations based on the progress of the game. Images for (for example, jackpot display image, fanfare display image, ending display image) Images, etc. will be displayed.

[0017] The center case 40 contains the game balls that flow down the game area 32 inside the center case 40 A warp channel forming member 614 that forms a warp channel to guide to, and a warp channel passing through A stage section 620 is provided on which the game balls can roll. Since the stage section 620 is located above the starting prize entry opening 36, on the stage section 620 The rolling game balls are more likely to enter the starting prize entry slot 36. Furthermore, the upper and lower parts of the center case 40 are designed to perform game-related effects through movement. A display device 44 is provided. A lower display device is provided at the bottom of the center case 40. 44a is located at the bottom of the center case 40 and is located on the central side of the display device 41. It is possible to operate between a given position and another position. The upper display device 44b, which is located on the top of the center case 40, It is operable between the position of the part and a position that is closer to the center of the display device 41 than this position. Furthermore, this performance device 44b includes a rotating moving member 44c that mimics a propeller. It has such a feature, and the performance can also be carried out by the movement of the operating member 44c. In other words, the lower display device 44a has a first movable component that has an operable first movable member, The upper display device 44b constitutes a second movable mechanism having a second movable member that can be operated.

[0018] In the game area 32 to the right of the center case 40, there is a regular symbol start gate (regular symbol start gate) A 34 is provided. Inside the 34 is a 34 through which the 34 passes. A gate switch 34a (see Figure 4) is provided to detect the discarded game ball. When a game ball that has been launched into the technique area 32 passes through the normal diagram start gate 34, the normal diagram variation display gate The program is executed.

[0019] In the lower left game area 32 of the center case 40, three general prize entry points 35 are arranged. In the game area 32 to the right of the center case 40, there is one general prize entry opening 35. The game balls that enter these general prize slots 35 are placed in the prize slots provided in the general prize slots 35. It is detected by switch 35a (see Figure 4).

[0020] In the game area 32 below the center case 40, there is a special feature 1 variation display game (1st special feature variation). A starting prize entry point 36 (first starting prize entry area) is provided to give the conditions for starting the displayed game. The game ball that enters the starting prize slot 36 is detected by the starting slot 1 switch 36a (see Figure 4). It will be released.

[0021] To the right of the center case 40 is the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game) A normal variable prize winning device 37 (second start prize winning area) is provided to give the starting conditions. Game balls that enter the prize-winning device 37 are detected by the start port 2 switch 37a (see Figure 4). It will be done. The normal variable prize winning device 37 is equipped with a movable member 37b, and this movable member 37b is normally It maintains a closed state (a disadvantageous state for the player) in which game balls cannot flow in. Then, if the result of the regular diagram fluctuation display game reaches the predetermined result, the regular electric solenoid as the drive device The noid 37c (see Figure 4) operates in an inverted "V" shape, and the normal variable prize winning device 37 The machine can be changed to an open state (a state advantageous to the player) that makes it easier for game balls to flow in. Yes, they are. Furthermore, the standard variable prize winning device 37 allows game balls to be awarded even when the movable member 37b is in the closed position. It is also acceptable to make it more difficult for the game balls to enter the winning area when the gate is closed compared to when it is open.

[0022] In the lower right gaming area 32 of the center case 40, the result of the special symbol variation display game A special variable prize-winning device that can switch between a state that does not accept game balls and a state that easily accepts them (Grand Prize) A special variable prize winning device 38 is provided. The special variable prize winning device 38 rotates in a direction in which the upper end tilts towards the front. It has an attacker-type opening and closing door 38c that can be moved and opened, and when opened, the upper part The prize entry opening is converted to a state in which game balls can flow in. The special variable prize entry device 38 is a special variable display gate Based on the results of the game, the large prize slot is changed from a closed state to an open state, allowing play into the large prize slot. By facilitating the flow of balls, a predetermined game value (prize balls) is awarded to the player. The game balls that enter the special variable prize winning device 38 are then switched to the big prize winning slot switch (count switch). It is detected by (C)38a (see Figure 4).

[0023] Inside the main prize-winning area (winning zone), there is a specific area into which game balls can flow. Also, the lever solenoid 38f( A lever member is provided that operates as shown in Figure 4. The inflow of game balls is detected in a specific area. A specific area switch 38d (see Figure 4) is provided that can be turned on, and this specific area switch Based on the detection of the game ball in 38d, a favorable state is created for the player (actual In this configuration, a special game state is generated. It is discharged to the outside of the special variable prize winning device 38.

[0024] Furthermore, the contents of the large prize winning opening are discharged to the outside of the special variable prize winning device 38 without flowing into a specific area. A remaining ball discharge switch 38e (see Figure 4) is provided to detect the game balls that are being dispensed. The number of game balls detected by the large prize slot switch 38a located inside the prize slot (flow into the large prize slot) The number of game balls inserted, and the number detected by the specific area switch 38d and the remaining ball outlet switch 38e When the number of balls dispensed (the number of balls dispensed from the main prize slot) matches the number of balls dispensed from the main prize slot, Once it has been confirmed that all the game balls have been dispensed, basically until this confirmation is complete, new balls will be dispensed. The grand prize entrance will not be opened.

[0025] In the game area 32 below the starting prize entry opening 36, game balls that did not enter the prize entry openings are collected. An outlet 30a is provided. Also, outside the game area 32 and the game board body 80 In the lower right corner, there is a special feature display game (Special Feature 1 display game, Special Feature 2 display game). A batch display device 50 is provided for executing a game that displays the changes in the general diagram.

[0026] The integrated display device 50 is a special display unit (first special display unit) for the special display game special display game special display unit 1. 51 and Special Figure 2 display unit (second special figure variation display unit) 52 for special figure 2 variation display game, and Special Figure 1 Special Figure 1 Reserved Display Unit 53 and Special Figure 2 Variable Display Game for notifying the number of memories at the start of a variable display game It is equipped with a special display 2, a hold indicator 54 for notifying the number of start memory units.

[0027] Furthermore, the integrated display device 50 displays the number of rounds during a jackpot (the number of times the special variable prize winning device 38 is opened and closed). A round display unit 55 that displays the rounds, and a game status display unit 5 that displays the game status of the gaming machine 10. It is equipped with 6. This game status display unit 56 shows the game status of left-handed play (normal play) and right-handed play. First game state display unit 56a that notifies the player of a playing style that is advantageous to the player (a playing style corresponding to the game state) , a second game state display unit 56b that notifies that the game is in a time-saving state (when the variable time reduction function is activated). The game machine 10 is powered on, and it is announced that the probability of winning a jackpot is in a high-probability state. A third game state display unit 56c is provided. In this embodiment of the game machine, the special symbol probability Since this value is always constant, the third game state display unit 56c is not used. Furthermore, the integrated display device 50 includes a regular display unit 57 for the regular display variation display game, and a regular display variation display It is equipped with a general display indicator 58 for notifying the number of games to start.

[0028] Figure 4 is a block diagram of the control system of the pachinko game machine 10 according to this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which comprehensively controls the game. A main control device (main board) which is a game microcomputer (hereinafter referred to as a game microcomputer) A CPU unit 110 having a (called) 111, an input unit 120 having an input port, and Output unit 130 having power ports and drivers, CPU unit 110, input unit 120 and output It consists of a data bus 140 connecting to section 130, etc.

[0029] The CPU section 110 is a microcontroller for games called an amusement chip (IC). U)111 and an oscillator like a crystal oscillator are used to control the CPU's operating clock and timer interrupts. It includes an oscillator circuit (crystal oscillator) 113 that generates a clock that serves as the reference for the random number generation circuit. The game control device 100 and the solenoids and motors driven by the game control device 100. Electronic components such as [specific components] require DC32V, DC12V, DC5V generated by power supply unit 400. A predetermined DC voltage, such as V, is supplied to enable operation.

[0030] The power supply unit 400 is an AC-DC converter that generates a DC voltage of 32V from a 24V AC power supply. Converters and lower-level DC power supplies such as DC12V and DC5V from a DC32V voltage. A standard power supply unit 410 having a DC-DC converter that generates pressure, and a microcontroller 1 for gaming A backup power supply unit 420 that supplies power voltage to the internal RAM of 11 in the event of a power outage, It has a power outage monitoring circuit and sends a power outage monitoring signal to the game control device 100 to notify it of the occurrence and recovery of a power outage. It includes a control signal generation unit 430 that generates and outputs control signals such as reset signals.

[0031] In this embodiment, the power supply unit 400 is configured separately from the game control device 100. The backup power supply unit 420 and the control signal generation unit 430 are located on separate circuit boards or game systems The device 100 may be integrated with the main board, that is, it may be configured to be installed on the main board. Since the game control device 100 is subject to replacement when the model is changed, as in this embodiment, A backup power supply unit 420 and a control signal generator are located on a separate board from the power source unit 400 or the main board. By providing section 430, it is possible to exclude it from replacement and reduce costs.

[0032] The backup power supply unit 420 is composed of a single large-capacity capacitor, such as an electrolytic capacitor. This is possible. The backup power supply is provided by the game microcomputer 111 of the game control device 100. In particular, data stored in RAM is supplied to the built-in RAM, and even during a power outage or after the power is cut off, the data stored in RAM remains safe. It is designed to be held. In other words, if a power outage occurs, the game control device 100 will hold the game Even if the power supply to the machine is interrupted, it can retain information related to the game, and when the power outage is resolved... Later, it will serve as a means for storing game information that allows the game to be resumed based on the stored information. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410. For example, if the voltage drops below 17V, it detects a power outage and changes the power outage monitoring signal. Then, a reset signal is output after a predetermined time. Also, when the power is turned on or when a power outage is restored, at that time A reset signal is generated after a predetermined time has elapsed.

[0033] Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, The data is stored in the RAM 111C within the gaming microcontroller 111 and the RAM within the payout control device 200. A process is performed to forcibly initialize the information. While not specifically limited, initialization is performed. The switch signal is read when the power is turned on, and the power outage monitoring signal is executed by the gaming microcontroller 111. It is repeatedly read within the main loop of the main program. The reset signal is a forced interrupt. It is a type of mixed signal that resets the entire control system.

[0034] The gaming microcontroller 111 is a CPU (Central Processing Unit: Microprocessor) 111A , a read-only ROM (read-only memory) 111B and an RA that can be read and written at any time It is equipped with M (Random Access Memory) 111C.

[0035] ROM111B contains immutable information for game control (program, fixed data, various random numbers). The RAM 111C stores non-volatile values ​​(such as judgment values) and controls the CPU 111A's actions during game control. It is used as a storage area for data, various signals, and random values. ROM111B or RAM11 As 1C, electrically rewritable non-volatile memory such as EEPROM may be used. .

[0036] Furthermore, ROM111B can record, for example, the execution time of the special feature variation display game, the content of the effects, and the reach. A variation pattern for determining the variation pattern (variation mode) that defines whether or not a state occurs. It stores the pattern table. The variation pattern table is stored as startup memory. The CPU 111A refers to the random numbers 1-3 of the variation pattern to determine the variation pattern. It is a bull. Also, in the variation pattern table, the option selected when the result is a miss is The deviation variation pattern table, the jackpot variation pattern selected when the result is a jackpot. This includes tables, etc. Furthermore, these pattern tables include information on what happens after reaching a winning state. Table for determining the second-half variation pattern (second-half variation group table) (e.g., the selection table for the bullseye and the second half of the variation pattern), the variation pattern before reaching the reach state. Table for determining semi-variation patterns (e.g., first half variation group table or first half variation pattern) It includes (selection tables, etc.).

[0037] Here, "reach" (reach state) refers to a display device having a display state that can change, and said display device The system derives and displays multiple display results at different times, and these multiple display results are predetermined. In the event of a different outcome, the game state becomes a game state that is advantageous to the player (special game state). In the gaming machine 10, at a stage where some of the multiple display results have not yet been derived and displayed, A display state in which the already derived and displayed display result satisfies the conditions for a special result mode. In other words, the "reached" state is when the variable display control of the display device is progressing and the display is not showing. Even when the results have reached the stage before they are displayed, the display conditions for special result types are still... This refers to a display configuration that is not misaligned. And, for example, while maintaining a state in which the special result configurations are aligned. In addition, a state in which fluctuations are displayed using multiple fluctuation display areas (so-called full rotation reach) is also a reach state. It is included in [this]. Also, the "reached" state is when the display control of the display device has progressed and the display result has been derived and displayed. This is the display state at the stage before the process is completed, and before the display result is derived and displayed. A clause in which at least a portion of the display results of the multiple variable display areas that have been determined become a special result pattern. This refers to the display state when the conditions are met.

[0038] Therefore, for example, a decorative special feature variation table displayed on a display device in response to a special feature variation display game. The game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas of the display device. After displaying the information as it changes, the display stops in the order of left, right, and center, and the resulting pattern is displayed. In this case, the conditions for a special result are met in the left and right variable display areas (for example, the same The state in which the variable display stops (based on the identification information) is considered a "reach" state. In addition, all When the variable display in the variable display area is temporarily stopped, any two of the variable displays on the left, center, or right will be displayed. A state in which the conditions for a special result are met in the domain (for example, a state in which the identification information becomes the same, (However, excluding special result types) is considered a "reach" state, and from this reach state, the remaining one variation table The display area may be made to vary.

[0039] Furthermore, this reach state may include multiple reach animations, and a special outcome pattern may be derived. As reach animations with different possibilities (different expected values), there are normal reach (N reach) and special reach. Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach) and Premium Reach are set. Note that the expected value is for Reach. Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach The value increases in order of Premier Reach. Also, this reach state is at least Variation in a special symbol variation display game when a special result pattern is derived (when it results in a jackpot) It is included in the display modes. That is, in the special feature variation display game, the special result mode is It is included in the variation display method when it is determined that it cannot be derived (i.e., when it is a miss). There are also cases where a reach state occurs, and the state in which a reach state does not occur is larger. This is a state where there is a high probability of winning.

[0040] The CPU 111A executes the game control program in the ROM 111B and controls the payout system. It generates control signals (commands) for the 200 and the performance control device 300, and solenoids and It generates and outputs drive signals for the display device to control the entire gaming machine 10. However, the gaming microcomputer 111 generates a jackpot random number for determining a win in the special symbol variation display game and Special symbol random numbers used to determine the winning symbols, and the variation patterns in the special symbol variation display game (each This includes determining the execution time of the variable display game in the variable display for type reach and no reach. Random numbers are generated to create variable patterns, random numbers to determine wins in games with variable display, etc. A random number generation circuit for achieving this, and based on the oscillation signal (original clock signal) from the oscillation circuit 113 This generates timer interrupt signals and random number generators for the CPU111A at predetermined intervals (e.g., 4 milliseconds). It is equipped with a clock generator that generates a clock that provides the timing for updating the circuit. .

[0041] Furthermore, in processing related to the special feature variation display game, the CPU 111A uses ROM 111B From among the multiple variation pattern tables stored, select one variation pattern table To obtain the result. Specifically, CPU111A obtains the game result (jackpot) of the special feature variation display game. (minor win or loss), or the probability state of the special symbol variation game as the current game state (low probability) Based on the rate state or high probability state, the number of starting memories, etc., multiple fluctuation pattern tables Select and retrieve one of the variation pattern tables from among them. Here, CPU111A When executing the special feature variation display game, multiple variation patterns stored in ROM111B Obtaining fluctuation distribution information: Get one of the fluctuation pattern tables from the pattern tables. To take action.

[0042] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces, etc., it follows the prize ball payout commands (commands and data) from the game control device 100. This controls the dispensing motor of the dispensing unit to dispense the prize balls. The dispensing control device 200 controls the dispensing unit based on the ball loan request signal from the card unit. This controls the dispensing motor to drive and dispense the balls.

[0043] The input section 120 of the gaming microcomputer 111 is a panel power that detects the emission of radio waves to the gaming machine. Wave sensor 62, start port 1 switch 36a inside start prize port 36, inside normal variable prize device 37 Start port 2 switch 37a, prize port switch 35a inside general prize port 35, special variable prize device 38a, the main prize gate switch 38a inside 38, the gate switch 34a inside the regular starting gate 34, special A specific area switch 38d and a remaining ball outlet switch 38 are located within the variable prize winning device 38. e. All game balls (safe balls and out balls) that have been launched into the game area 32 and have finished playing are inspected. It is connected to the out-of-bounds ball detection switch 32a, and the high-voltage signal supplied from these switches A negative logic signal is input, such as a bell at 11V and a low level at 7V, and a positive logic signal of 0V-5V is input. An interface chip (proximity I / F) 121 is provided to convert the signal. The / F121 has an input range of 7V-11V, making it suitable for sensors and proximity switches. The lead wires may be improperly short-circuited, or sensors or switches may be disconnected from connectors, or lead wires may be damaged. It can detect abnormal conditions such as when a wire is cut and becomes floating, and detect abnormalities. It is configured to output a signal.

[0044] The output of the proximity interface 121 is the second input port 123, the third input port 124, or the fourth input port. Power is supplied to the power port 126 and read by the game microcontroller 111 via the data bus 140. Note that among the outputs of the proximity interface 121, start port 1 switch 36a and start port 2 switch 37a, prize slot switch 35a, large prize slot switch 38a and gate switch 34a The output signal is input to the second input port 123. Also, among the outputs of the proximity interface 121, The constant range switch 38d, the remaining bulb outlet switch 38e, and the out bulb detection switch 32a The detection signal is input to the fourth input port 126. Also, of the outputs of the proximity interface 121, The detection signal from the control panel radio wave sensor 62 and the abnormal output when an abnormality is detected in the sensor or switch are detected. The detection signal is input to the third input port 124.

[0045] Furthermore, the third input port 124 is connected to the front frame 12 of the gaming machine 10, etc. The detection signal from the magnetic sensor 61, the detection signal from the vibration sensor 65 that detects vibrations of the gaming machine 10, The detection signal from the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, Detection signal from the main frame open detection switch 64 provided on the front frame (main frame) 12 of the machine 10 This is also set to be input.

[0046] Furthermore, the third input port 124 is a setting key switch that detects operation of the setting key operation unit. A signal is input from Chi 152. The setting key operation section is equipped with a keyhole into which the setting key is inserted. The setting will only be changed from the first position to the second position (predetermined state) when the corresponding setting key is inserted. The key is configured to be able to be turned. The setting key switch 152 is in the second position This sensor can detect when the device is in a rotated state, and when it is rotated to the second position... It is in the ON state when rotated to the second position, and in the OFF state when not rotated to the second position.

[0047] The RAM initialization switch 112 and the setting key operation unit are used in the special feature variation display game and for special results. This is an operation unit for selecting from multiple probability setting values ​​to which a certain probability value has been assigned. By operating the control panel, a probability value for a special result is assigned in the special feature display game. You can select a probability setting value, and the probability value corresponding to the selected probability setting value will be used in the game. It is designed to be used. Here, there are six probability settings, from "Setting 1" to "Setting 6". It is available.

[0048] When selecting the probability setting value, turn the setting key on the setting key control unit to the second position and press R. The probability setting is determined by turning on the power to the gaming machine while operating (pressing) the AM initialization switch 112. This enters a probability setting change mode where a fixed value can be changed, and RAM initialization occurs during the probability setting change mode. By operating (pressing) switch 112, the probability setting value can be changed. The selected probability setting value is used to display the calculated base value and the payout ratio. The performance display device 153 displays the probability setting value. While performing operations related to this (such as in probability setting change mode or probability setting confirmation mode), The rate setting information is displayed, and otherwise, the calculated base value and bonus ratio are displayed. It's like this.

[0049] Also, with the setting key on the setting key operation unit turned to the second position (RAM initialization switch 11 (Do not operate step 2) By turning on the power to the gaming machine, the currently selected probability setting value will change. The display device 153 shows the probability setting value, but the probability setting value cannot be changed; this is a probability setting value confirmation mode. The RAM initialization switch 112 and the setting key operation section are accessed with the front frame 12 in the open position. It's designed so that it cannot be operated without it. The performance display device 153 is a 7-segment display, and the probability setting value is a number from 1 to 6. It is designed to display text. Of course, the display method is not limited to this, and the probability setting value is recognized. Any display method that is possible is acceptable. Furthermore, other types of display devices such as liquid crystal displays are also acceptable. The probability setting value may be indicated by the lighting pattern or light color of one or more LEDs.

[0050] Furthermore, among the outputs of the proximity interface 121, the output to the second input port 123 and the output to the fourth input port The output to the 126 (excluding the detection signal from the out-of-bounds bulb detection switch 32a) is from the main board 100. It is also supplied to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity interface 121, start port 1 switch 36a and start port 2 switch 37 The detection signal of a is input to the second input port 123 as well as to the gaming microcontroller 111. It is composed of.

[0051] As described above, the proximity interface 121 has a signal level conversion function. To enable the conversion function, the proximity interface 121 is connected to the power supply unit 400, which is used to power a normal IC. In addition to the voltage required for operation, such as 5V, a 12V voltage is also supplied. .

[0052] The data held by the second input port 123 is processed by the gaming microcontroller 111. The enable signal CE is activated by decoding the address assigned to 123. By asserting 2 (changing to the valid level), it can be read. Third input port The same applies to input 124, the fourth input port 126, and the first input port 122, which will be described later.

[0053] Furthermore, the input unit 120 receives frame radio wave signals from the payout control device 200 (located on the front frame 12). (A signal output based on the detection of radio waves by the framed radio wave sensor), payout busy signal (Signal indicating whether the dispensing control device 200 is in a state where it can accept commands), dispensing abnormality stay TAS signal (status signal indicating a payout abnormality), chute ball failure switch signal (before payout) (Signal indicating insufficient game balls), overflow switch signal (when the lower tray 23 contains a predetermined amount of game balls) A signal is output when it detects that the container is full (when it is being stored at the top), touch The switch signal (a signal based on the input of a touch switch located on the handle 24) is captured. Then, the first input port 122, which supplies data to the gaming microcontroller 111 via the data bus 140, It is provided.

[0054] Furthermore, the input unit 120 receives signals such as power outage monitoring signals and reset signals from the power supply unit 400. A Schmitt buffer 125 is provided for inputting the number to the game microcontroller 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. Power supply unit 400 provides a power outage monitoring signal, and RAM initialization switch 112 provides an initialization switch. The signal is first input to the first input port 122 and then transmitted via the data bus 140 to the game min It is taken into CON111. In other words, it is treated as a signal equivalent to the signals from the various switches mentioned above. It is handled. The number of terminals that receive external signals on the gaming microcontroller 111 is This is because there are constraints.

[0055] On the other hand, the reset signal RESET, which has been denoised by the Schmitt buffer 125, It is directly input to the reset terminal provided in the gaming microcontroller 111, and the output section It is supplied to each of the 130 ports. Also, the reset signal RESET does not go through the output unit 130. By outputting directly to the relay board 70, the relay board 70 outputs to the test firing device. The system is configured to turn off the test firing signal held in the (not shown) unit. The system is configured to output the RESET set signal to the test firing device via the relay board 70. This may be done. Note that the reset signal RESET is transmitted to each port 122, 123 of the input unit 120. Not supplied to 124 and 126. Immediately before the reset signal RESET is received, the gaming microcontroller The data set to each port of the output unit 130 by 111 prevents system malfunctions. Therefore, it is necessary to reset, but just before the reset signal RESET is received, the input section 120 The data read by the gaming microcontroller 111 from each port is used by the reset of the gaming microcontroller 111. This is because it will be discarded by the company.

[0056] The output unit 130 has a communication path from the gaming microcomputer 111 to the performance control device 300 and a game A Schmidt buffer located in the communication path from the technical microcontroller 111 to the payout control device 200. 132 is provided. From the game control device 100 to the performance control device 300 and the payout control device Data is transmitted to 200 via serial communication. Note that the performance control device 300 can also send data to the player. This is a one-way communication system that prevents signals from being input to the technical control device 100.

[0057] Furthermore, the output unit 130 is connected to the data bus 140 and is used for test firing by a certified organization (not shown). Data that informs the test device of the special symbols in the variable display game, and signals that indicate the probability state of a jackpot. A buffer 133 that outputs such information via the relay board 70 is configured to be mountable. Buffer 133 is a pachinko game machine intended for use in arcades as a mass-produced and sold product. This component is not mounted on the control unit (main board). It is output from proximity interface 121. Detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is then supplied to the test firing device via the relay board 70.

[0058] On the other hand, magnetic sensors 61, disc radio wave sensors 62, and vibration sensors 65 are not suitable for test firing as is. Detection signals that cannot be supplied to the test device are first taken into the game microcontroller 111 and then sent to other signals Alternatively, the information may be processed to indicate, for example, an error indicating that the gaming machine is in a state where it cannot be controlled. - The signal is transmitted from the data bus 140 to the test firing device via buffer 133 and relay board 70. It is supplied to the relay board 70. The ports that supply power to the test firing device, and the signal lines for the detection signals of switches that do not go through a buffer. Connectors for relaying and transmitting signals are provided. The ports on the relay board 70 are for gaming The chip enable signal CE output from the microcontroller 111 is also supplied, and this signal CE The signal from the selected and controlled port is supplied to the test firing device.

[0059] Furthermore, the output unit 130 is provided with a second output port 134 connected to the data bus 140. It is being used. The second output port 134 opens the large prize slot that activates the special variable prize winning device 38. The solenoid (large prize slot solenoid 1) 38b operates the lever member inside the special variable prize device 38. The lever solenoid 38f and the ordinary variable prize winning device 37 are opened by the ordinary electric solenoid 37. Performance display that outputs operation data for c and shows the currently selected probability setting value. This is a port for outputting display data from device 153. Furthermore, the output unit 130 has LED anodes that correspond to the content to be displayed on the integrated display device 50. A third output port for outputting on / off data of the segment line to which the terminal is connected. 135. The digit wire to which the cathode terminal of the LED of the batch display device 50 is connected is ON / A fourth output port 136 is provided for outputting off-data.

[0060] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, from the external information terminal board 7. A fifth output port 137 is provided for outputting to 1. The external information terminal board 71 has Photorelay is provided, for example, in external devices installed in amusement parlors (information gathering terminals and inside the amusement parlor). It can be connected to a management device (such as a hall computer), and information regarding the gaming machine 10 can be accessed. It is designed to be able to supply power to the sub-device. Also, from the 5th output port 137, A firing permission signal is also output to the dispensing control device 200 via the mit buffer 132.

[0061] Furthermore, the output unit 130 has a large prize solenoid output from the second output port 134. The solenoid 38b, lever solenoid 38f, and general-purpose solenoid 37c receive the operation data signals from the solenoid. A first driver (drive circuit) 138a generates and outputs a noid drive signal, and a third output port 1 On / off drive signals for the segment lines on the current supply side of the batch display device 50 output from 35 The second driver 138b outputs, and the integrated display device 5 outputs from the fourth output port 136. Third driver 138c outputs an on / off drive signal for the digit line on the current draw side of 0. External information signals supplied from the 5th output port 137 to external devices such as management devices are sent to the external information terminal. The fourth driver 138d outputs to the sub-board 71, and the performance table is output from the second output port 134. The fifth driver 138e receives the display data signal from the display device 153, generates a drive signal, and outputs it. A serial port is provided. Furthermore, the second output port 134 is connected to the fifth driver 138e. Data is transmitted via wireless communication.

[0062] The first driver 138a is designed to drive a solenoid that operates at 32V. DC32V is supplied as the power supply voltage from power supply unit 400. 5th driver 138e This is to enable the performance display device 153, which operates at 5V, to be driven by the power supply voltage D C5V is supplied from power supply unit 400. Furthermore, the second driver 138b that drives the segment lines of the integrated display device 50 has DC1 2V is supplied. The third driver 138c that drives the digit line responds to the display data. Since it is used to extract the digit wire with current, the power supply voltage is either 12V or 5V. That's fine.

[0063] The second driver 138b, which outputs 12V, connects the LED anode via the segment wire. The third driver 138c, which supplies current to the terminal and outputs the ground potential, is connected to the cathode terminal. By drawing current through the segment wire, the selected components are sequentially selected using a dynamic drive method. The LED lights up when power supply voltage flows through it. The fourth driver 138d outputs external information signals to the external information terminal board 71. To provide a 12V level, DC12V is supplied. Note that buffer 133, second output port 134, first driver 138a, etc. are used for game control. The output section 130 of the device 100 is provided on the relay board 70 side, not on the main board. You may do so.

[0064] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as [information]. 9 indicates that the gaming microcomputer 111 sends data to the inspection device 500 via serial communication. It is configured to allow two-way communication so that reception is possible. Similar to a typical general-purpose microprocessor, the serial communication terminal of the gaming microcontroller 111 is Since this is done using ports such as input ports 122, 123, 124, and 126 are not provided. It wasn't kicked.

[0065] Although not particularly limited, the start port 1 switch 36a inside the start port 36, The start port 2 switch 37a, prize port switch 35a, and large prize port switch inside the normal variable prize winning device 37. The switch 38a and gate switch 34a are equipped with a coil for magnetic detection, and the coil is made of metal. A non-contact magnetic proximity sensor that detects game balls by utilizing the phenomenon where the magnetic field changes when objects are close together. A proximity switch (hereinafter referred to as a proximity switch) is used. Also, the glass frame 15 of the gaming machine 10 The glass frame opening detection switch 63 and the main frame provided on the front frame (main frame) 12, etc. A microswitch with mechanical contacts can be used for the open detection switch 64. ru.

[0066] Next, the configuration of the performance control device 300 will be explained using Figure 5. The performance control device 300, like the gaming microcontroller 111, uses an amusement chip (IC). ) consists of a main control microcontroller (CPU) 311 and commands from the main control microcontroller 311 A graphics processor performs image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as a processor, and various melodies and sound effects are also included. The sound source LSI314 controls the output of sound so that it can be played back from speakers 19a and 19b. It is equipped with.

[0067] The main control microcontroller 311 stores the program executed by the CPU and various data. Program ROM 321 consisting of ROM (Programmable Read-Only Memory), working area RAM322 provides memory, and Fe can retain stored data even when power is not supplied during a power outage. RAM323 is a timing means that generates information indicating the current date and time (year, month, day, day of the week, time, etc.). The Eggplant RTC (Real-Time Clock) 338 is connected. Note that the main control microcontroller... The 311 also has RAM inside to provide a workspace. Furthermore, the main control microcontroller... The WDT (Watchdog Timer) circuit 324 is connected to 311. Main control Icon 311 analyzes commands from the game microcomputer 111 and determines the content of the presentation. It instructs the DP312 on the content of the output video, instructs the sound source LSI314 on the playback sound, and modifies the sound. It performs tasks such as turning on the lamps, controlling the operation of motors and solenoids, and managing the duration of the effects.

[0068] The VDP312 includes RAM312a, which provides a workspace, and a component for scaling images. A scaler 312b is provided for this purpose. In addition, the VDP312 is used for character images and video. Image ROM 325 where image data is stored, and character data read from Image ROM 325 VRAM (video) is an ultra-high-speed memory used to expand and process image data such as video. ORAM)326 is connected.

[0069] Although not particularly limited, the connection between the main control microcontroller 311 and the VDP312 is It is configured to send and receive data using the parallel method. By sending and receiving, commands and data can be transmitted in a shorter time than with serial communication. Cut.

[0070] From the VDP312 to the main control microcontroller 311, the video from the display device 41 and the glass frame 15 and Vertical synchronization signal VSYN for synchronizing the illumination of decorative lamps on the game board 30. C, the synchronization signal STS, which indicates the timing of data transmission, is input. Note that VDP312 The main control microcontroller 311 receives a signal to inform it of the processing status, such as the completion of drawing to VRAM. Waiting for the reception of the combined signals INT0~n and commands and data from the main control microcontroller 311. Wait signals such as WAIT, which indicate that the system is in a certain state, are also input.

[0071] The performance control device 300 transmits to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. A signal conversion circuit 313 is provided to generate a video signal. Video data, horizontal sync signal HSYNC, and vertical sync signal VSYNC are input to channel 313. The video generated by VDP312 is then processed via the signal conversion circuit 313. It is then displayed on the display device 41.

[0072] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It is also done so. Furthermore, an interrupt signal INT is sent from the sound source LSI314 to the main control microcontroller 311. The input is set to be received. The performance control device 300 is provided with the glass frame 15 Audio drivers for the upper speaker 19a and the lower speaker 19b located on the front frame 12 An amplifier circuit 337 consisting of a power amplifier and the like is provided, and the sound is generated by the sound source LSI 314. The generated audio is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. It can be done.

[0073] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. A communication interface chip (command I / F) 331 is provided. The special effects transmitted from the game control device 100 to the performance control device 300 via I / F331 Controlling the animation using commands such as the number of held figures command, decorative special figure command, variation command, stop information command, etc. It is received as a command signal (performance command). (Game control device 100's game microcontroller 111) It operates on DC 5V, and the main control microcontroller 311 of the performance control device 300 operates on DC 3.3V. To achieve this, the command I / F331 is equipped with a signal level conversion function.

[0074] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light-emitting diodes). Circuit 332, frame decoration with LED (light-emitting diode) installed in glass frame 15 Frame decoration LED control circuit that drives and controls the device (e.g., frame decoration device 18 including display board 350) The board display device 44 is located on the road 333, game board 30 (including the center case 40). For example, a movable mechanism (such as a display device 41) that works in conjunction with the display to enhance the visual effect is driven A control circuit 334 for the control panel and movable parts is provided. Lamps, motors and solenoids are provided. These control circuits 332-334, which drive and control the devices, are accessed via the address / data bus 340. It is connected to the main control microcontroller 311. Although not shown in the diagram, the glass frame 15 A movable frame display system that drives and controls a frame display device equipped with a drive source such as a blower 20 installed therein. It also has a circuit that connects to the main control microcontroller 311 via the address / data bus 340. This connection allows the performance control device 300 to be controlled.

[0075] Furthermore, the performance control device 300 has built-in performance buttons 25 provided on the glass frame 15. The display features a button switch 25a, a cross key 29 on the glass frame 15, and a control panel display mechanism. A performance device switch 47 (performance motor switch) detects the initial position of the motor inside the unit 44. This function detects the on / off state and inputs a detection signal to the main control microcontroller 311, as well as the performance The control device 300 detects the state of the volume control switch 335 and controls the main control microcontroller A switch input circuit 336 is provided, which has the function of inputting a detection signal to 311.

[0076] The normal power supply unit 410 of the power supply unit 400 is a performance control device 300 having the above configuration. To supply a desired level of DC voltage to the electronic components controlled by it, DC32V for driving motors and solenoids, a display device 41 consisting of an LCD panel, and a motor DC12V for driving lights and LEDs, and DC5V which is the power supply voltage for the command I / F331. In addition to V, it generates a DC 15V voltage to drive motors, LEDs, and speakers. It is configured as follows. Furthermore, the main control microcontroller 311 is 3.3V or 1.2V When using an LSI that operates at a low voltage, such as DC5V, use DC3.3V. A DC-DC converter for generating DC1.2V is provided in the performance control device 300. The DC-DC converter may also be provided in the power supply unit 410.

[0077] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is used for the main control It is supplied to ICON 311 and resets the device. Also, the main control microcontroller The output from 311 is VDP312 (VDPRESET signal) and sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives the speaker, lamps and motors, etc. These are supplied to control circuits 332-334 (IORESET signal) that drive and control the motors, and these are then used to Set to the set state. In addition, the performance control device 300 is equipped with cooling FAs to cool various parts of the gaming machine 10. When N45 is connected and the power to the performance control device 300 is turned on, the cooling FAN45 is driven It is designed to move.

[0078] In the following explanation, we will not distinguish between the Special Feature 1 variable display game and the Special Feature 2 variable display game. This is simply called a special feature variation display game. Also, there are decorative special feature 1 variation display games and decorative special feature 2 variation If no distinction is made between dynamic display games, they are simply called decorative special feature variation display games. Also, jackpot If there is no distinction between (First Special Result) and Minor Win (Second Special Result), it is simply referred to as a Win (Special Result). It is called the first special game state, which is a special game state based on a big win, and the second special game state, which is based on a small win. If there is no distinction between the second special game state, which is a special game state, and the first special game state, it is simply referred to as the special game state. do.

[0079] Note that a big win is a special result (first special result) that involves the activation of a conditional device, while a small win is a conditional result. This is a special result (second special result) that does not involve the operation of the device in question. The condition device is the special figure variation display. This is activated when a jackpot occurs in the game (the jackpot symbols stop on the display), and the conditional device is Activation means, for example, when a jackpot state occurs, the special variable prize winning device 38 acts as a special electric mechanism. A specific flag is set to activate the mechanism continuously (the mechanism is activated) This means that the condition device does not activate, for example, in cases where you have won a minor prize in a lottery. This means that the aforementioned flag will not be set, as in the case of "combined". Note that the "condition device" is as described above. It could even be a software-based method, such as a flag that is turned on or off in software. Furthermore, it may be a hardware means such as an electrically switched on / off mechanism. A "condition device" is a device whose operation is a necessary condition for the continuous operation of an electric mechanism, such as a pachinko machine. This term is commonly used in the field of amusement machines, and the same applies in this specification. It is used as a term with that meaning.

[0080] In the gaming machine 10 of this embodiment, game balls are launched from the ball launching device toward the game area 32 (pachinko). The game is played when a ball is launched. The launched game ball is in the game area 3 The vehicle changes its direction of rolling while playing, using obstacle nails and windmills and other direction-changing members placed at various points within the vehicle. The technique area 32 flows down, the normal starting gate 34, the general prize entry point 35, the starting prize entry point 36, and the normal variation. If a prize is won in the prize winning device 37 or the special variable prize winning device 38, or if it is located at the bottom of the game area 32 It flows into the outlet 30a and is discharged from the game area 32. Then, the general prize entry opening 35 starts. When a game ball enters the prize slot 36, the regular variable prize device 37, or the special variable prize device 38, The number of prize balls corresponding to the type of prize slot won is controlled by the payout control device 200 (see Figure 4). The contents are discharged from the dispensing unit into the upper tray 21 or lower tray 23 of the glass frame 15.

[0081] In the gaming machine 10 of this embodiment, the player adjusts the launch force to launch the game ball into the left-side gaming area. By firing (so-called left-handed shot), the starting prize entry point 36 and the area to the left of the starting prize entry point 36 are Players can aim to win prizes by entering the designated general prize slots 35 and launching game balls into the right-hand game area (iwa (Slight right-handed hit) This activates the regular starting gate 34, the regular variable prize winning device 37, and the special variable prize winning device 38. This makes it possible to aim for a prize in the general prize category (35).

[0082] Inside the regular starting gate 34, there is a mechanism for detecting game balls that have passed through the regular starting gate 34. A gate switch 34a consisting of a non-contact type switch is provided, and the game area 32 When the game ball that has been driven inside passes through the normal starting gate 34, the gate switch 34a It is detected more. In the CPU 111A of the game microcomputer 111 of the game control device 100, ordinary Based on the input of the detection signal of the game ball from the gate switch 34a provided in the general start gate 34 If the general start memory number is less than the upper limit number (for example, 4), the general start memory number is added (+1 ) and one general start memory is stored in the RAM 111C. The stored number of general start winnings is Displayed on the general hold display 58 of the integrated display device 50. Also, in the general start memory, A random number value for hit determination (hit random number value) for determining the result of the general variation display game extracted based on the input of the detection signal of the game ball from the gate switch 34a is stored.

[0083] And when there is a general start memory and the general variation display game can be started, that is, when the general variation display game is not being executed and the general variation display game is not in a hit state that converts the ordinary variation winning device 37 to an open state, Compare the random number value for hit determination stored in the earliest stored general start memory with the determination value stored in the ROM 111B, determine the hit or miss of the general variation display game, and perform the process of starting the general variation display game. When this random number value for hit determination Matches the determination value, the general variation display game is a hit and a specific result pattern (general Diagram specific result) will be derived.

[0084] Also, as a process of executing the general variation display game, the game control device 100 performs a general variation display in which a plurality of lighting patterns determined in advance are repeatedly displayed in a predetermined order for a predetermined variation time on the general display 57 provided in the integrated display device 50, and then performs a process of displaying a general variation display game in which the lighting pattern (result pattern) corresponding to the result is stopped and displayed. ​​​​​Furthermore, the general diagram display unit 57 is configured with the display device 41, and the general identification information is, for example, numbers, symbols, Using character images and the like, these are displayed in a variable manner for a predetermined time, and then stopped to show the result. It may be configured to show

[0085] If the result of the regular display game is a win, the regular display unit 57 will show a special result pattern. The light pattern is stopped, and the standard electric solenoid 37c is activated, and the standard variable prize mechanism Control is performed to release the movable member of position 37 for a predetermined time (for example, 1648 ms). That is, The game control device 100 constitutes a conversion control execution means that performs conversion control of the conversion member (movable member). If the result of the regular display game is a loss, the regular display unit 57 will show a loss. This controls the display of various lighting patterns.

[0086] Furthermore, the balls that enter the starting prize slot 36 and the balls that enter the normal variable prize device 37 are each internal It is detected by the start port 1 switch 36a and start port 2 switch 37a located in the section. In the game control device 100, the CPU 111A of the game microcomputer 111 processes the starting prize entry opening 36. Based on the winning entries, the first start memory (special start memory) is set to a predetermined upper limit (for example, 4 It stores up to the limit of (number of) and also stores start memory (special figure) based on winning in the normal variable prize winning device 37. A second start memory (start memory) is stored up to a predetermined upper limit (for example, 1). Based on winnings into the prize slot 36 and the regular variable prize device 37, the start memory information is recorded for each, and the jackpot Random values, special symbol random values, and random values ​​for each variation pattern are extracted. The extracted random values ​​are stored in RAM111C as the first and second start memory. The number of memories in this start memory is the special symbol 1 reserve for the start prize number notification of the batch display device 50. The display is shown on the display unit 53 and the special figure 2 hold display unit 54, as well as the display on the center case 40. Even in position 41, it is displayed as a decorative special feature start memory display.

[0087] The game control device 100, based on the first start memory, displays the special figure 1 display 51 (first variable display device) ) plays the Special Feature 1 variation display game, and based on the second start memory, the Special Feature 2 display 52 (second variation) The display device plays the Special Feature 2 variable display game. Then, both the first start memory and the second start memory are used. If the latter is remembered, the Special Feature 2 variable display game takes priority over the Special Feature 1 variable display game. Then execute it.

[0088] In other words, the game control device (game control means) 100 is a starting prize entry area 36 (first starting prize entry area) The special display game is based on the first start memory, which is stored according to the winning entry of the game ball into the area. (First Special Feature Variable Display Game) execution control is performed, and the normal variable prize winning device 37 (Second Start Based on the second start memory stored in response to the entry of a game ball into the (moving prize area), the special figure 2 fluctuation table It constitutes an execution control means that controls the execution of the display game (second special display game). The row control means, with the first start memory and the second start memory stored, in the second start memory The Special Feature 2 variable display game based on the first start memory is given priority over the Special Feature 1 variable display game based on the first start memory. It is configured to be executed in this way.

[0089] In the display unit 51 in Figure 1 and the display unit 52 in Figure 2, after displaying the fluctuations, a predetermined result pattern is displayed. Stop display. If the result of the special feature variation display game is a jackpot, Special Feature 1 display 51 or the display mode of the special figure 2 display unit 52 corresponds to the special result mode (Big Win) It becomes a big win and enters the first special game state (so-called big win state). Also, when the result of the special figure variable display game is a small win, the display mode of the special figure 1 display 51 or the special figure 2 display 52 becomes a special result mode (small win result mode) corresponding to the second special result, resulting in a small win and entering the second special game state (so-called small win state). That is, the special figure 1 display 51 constitutes the first variable display means capable of displaying the first variable display game (special figure 1 variable display game) based on the winning of the game ball into the start winning port 36. Also, the special figure 2 display 52 is a normal variable display means capable of displaying the second variable display game (special figure 2 variable display game ) based on the winning of the game ball into the normal variable winning device 37.

[0090] Also, the game control device (game control means) 100 can perform control to generate a game state (specific game state) in which the game can be advanced in a situation more advantageous to the player than the normal game state (higher winning probability and presence of general power support) after the end of the big win game state (first special game state). That is, the game control device (game control means) 100 constitutes the specific game state generation means. Also, corresponding to the execution of the special figure 1 variable display game and the special figure 2 variable display game, a decoration special figure variable display game for variably displaying a plurality of types of decoration identification information (numbers, symbols, character patterns, etc.) on the display device 41 is executed. The decoration special figure variable display game on the display device 41 includes a decoration special figure 1 variable display game corresponding to the special figure 1 variable display game and a decoration special figure 2 variable display game corresponding to the special figure 2 variable display game. And, variable display is performed along with the variation of the corresponding special figure variable display game, and the derivation of the result mode in the corresponding special figure variable display game is carried out.

[0091] Accordingly, a display corresponding to the result will be shown.

[0092] In other words, the display device 41 displays the first variable display game (special figure 1 variable display game) and the second variable Decorative variation: Decorative identification information is displayed in a variable manner in accordance with the dynamic display game (Special Figure 2 variable display game). It provides a means for displaying decorative variations that can display a display game (a decorative special pattern variation display game). Assuming that separate display devices are used for the special feature 1 variable display game and the decorative special feature 2 variable display game. It's fine to display only the special display game for one of the decorative features. Also, the game machine 1 Without providing the special figure 1 display 51 and special figure 2 display 52, the special figure fluctuation table is displayed using only the display device 41. You may also run the game shown.

[0093] Figure 6 shows an example of the distribution rate in this embodiment. Figure 6(a) shows an example of the distribution rate of results in the special feature variation display game. The results include, for example, as shown in Figure 6(a), four categories: big win, small win, support win, and loss. There are different types. In this embodiment, the distribution rate for big wins is the same for both Special Figure 1 and Special Figure 2. However, it is acceptable for them to be different in Special Figure 1 and Special Figure 2. Also, in Figure 6(a), the distribution rate of the jackpot The probability settings are "Setting 1", "Setting 2", and "Setting 3". In the case they are the same, but they may be different. Also, in Figure 6(a), the jackpot The distribution rates are as follows: when the probability setting is "Setting 4", when it is "Setting 5", and when it is "Setting 6 This is the same as the case where it is ", but they can be different.

[0094] Furthermore, in Figure 6(a), the distribution rates for minor wins and support wins are regardless of the probability setting value. They are the same, but they may be different. In other words, in this embodiment, the probability setting value can be changed. Furthermore, only the probability of winning a big prize is changed; the probabilities of winning small prizes and support prizes remain unchanged. It is designed that way. Furthermore, regarding minor wins, the distribution rate is higher for Special Feature 2 than for Special Feature 1. Therefore, the probability of a minor win is higher in Special Feature 2, and if a minor win occurs, it will lead to a specific area. Because the inflow makes it highly likely to enter the first special game state (jackpot), special feature 2 is better for gameplay. This is a special feature display game that is advantageous to the player.

[0095] Figure 6(b) shows an example of the distribution rate of jackpot types. Jackpots include, for example, those shown in Figure 6(b). As such, the 10R jackpot A symbol is displayed as the winning symbol (the result of the jackpot). There are two types of 10R jackpots: 10R jackpot A and 10R jackpot B, where the symbols stop and are displayed. . 10R Big Win A means that the number of rounds in the special game state is 10 rounds, and the special game state After completion, it enters a normal support state with a limit of 250 games. 10R jackpot B is a special play The special game state lasts for 10 rounds, and there is no regular support after the special game state ends. This is the state it is in. In Figure 6(b), the distribution rate of the types of jackpots differs between Special Figure 1 and Special Figure 2. Whether the game state in which the picture variation display game is executed is a normal game state or a specific game state Therefore, it is acceptable to make them different.

[0096] Figure 6(c) shows the distribution rate of the types of minor wins. Regarding jackpots that occur when game balls flow into a specific area of ​​the variable prize-winning device 38, The type of big win is selected based on the type of small win. In the second special game state based on small win A, If a game ball enters a designated area (V-win), 250 games will be played after the end of the first special game state. The system enters a normal support state with the upper limit. In the second special game state based on minor win B, play in a specific area. If a skill ball is played, the normal power support will be unavailable after the end of the first special game state. The distribution rates may be the same in both Figure 1 and Figure 2. In other words, 10R Big Win A and Small Win A are supported by normal power after the end of the special game state. A specific special result is achieved in the state (second state), and 10R Big Win B and Small Win B are special game states. After the state ends, it will result in a non-specific special outcome where it is in a state that does not support normal operation (first state).

[0097] Figure 6(d) shows the winning probability for the regular display variation game. The probability is low when the regular electric support state is not active. This is a probability, and the probability is high when the train is in normal support mode. Furthermore, the state with regular train support (the second state) is better than the state without regular train support (the first state). ) It would be good if it were easier to win prizes in the normally variable prize winning device 37, probability, variation time, opening time Alternatively, it may involve changing one or more of the maximum counts for regular trains.

[0098] Furthermore, the gaming machine of this embodiment is equipped with a so-called ceiling function, as shown in Figure 6(e). In other words, when the number of times the game is played reaches the maximum number of times (959 in this case), special The system will enter a normal power support state with a maximum limit of 250 games without creating a separate game state. The number of times the game is played is always calculated, regardless of whether or not there is normal power support, when the probability is low. The counting is performed, and the counting is interrupted when the probability state is high. In the gaming machine of this embodiment, the special symbol probability is always Since it is constant, it is counted at all times. Also, the number of times the game is executed is calculated by executing the variable display game in Special Figure 1. This is the sum of the number of times the game was played and the number of times the special feature 2 variation display game was executed.

[0099] The timing for clearing the count of game plays is triggered by reaching the maximum number of plays. When the system enters the normal support state, the condition device is activated (first special game state). The timing for clearing the count of game executions can be changed as needed. Yes, for example, when operating the RAM initialization switch 112, you can select to clear the game execution count. You could also change the timing to power-on instead of when you select an option or when the RAM is cleared.

[0100] Additionally, when clearing RAM without changing settings, the number of game executions is... The measurement is cleared, and when a RAM clear occurs due to a setting change, the game execution count is also cleared. You can choose not to do this. A RAM clear without changing settings is, for example, when setting keys are used. When the power is turned on with the RAM initialization switch 112 turned on but switch 152 is not turned on. Therefore, when clearing RAM with setting changes, the game execution count is reset. By preventing this, it becomes difficult to determine that a setting change has been made. ru.

[0101] [Game State Transition Diagram (Game Flow)] First, we will explain the transitions (changes) in game states caused by the game control of the game control device 100. Figure 7 shows a game state transition diagram (game flow) illustrating the transitions between game states in this embodiment. This is an illustrative diagram. The game state includes the normal game state ST1, and the first special game state based on the first special result (jackpot). ST2, ST3 (Second Special Game State) based on the Second Special Result (Minor Win), Specific Game State ST 4. There is a state called ST5 where remaining reserved balls are consumed. In each game state, the performance control device 300 controls the performance mode that determines the type of performance the game is given. , the main starting area which is the starting area that should be targeted in the game state, and the main area to be executed The type of special feature display game, the main variable special feature, and the direction in which the game balls are launched are defined.

[0102] In the gaming machine 10 of this embodiment, the aim is to enter the starting prize entry point 36 by shooting to the left. This allows you to aim for a win in the normal variable prize winning device 37 by shooting to the right. In other words, the player can select the starting area to aim at according to their will. In this state, either the Special Feature 1 variable display game or the Special Feature 2 variable display game will be the primary mode. It is designed with the assumption that the game will proceed in this manner, and the player will proceed with the game in accordance with this design. In order to do so, the game will primarily proceed with one of the special feature display games that was designated as the main feature in the design. The game is designed to be advantageous to the player. The special feature variation display game designated as the primary feature is called the main variation, and the other special feature variation display is called the main variation. The game is sometimes referred to as having irregular fluctuations.

[0103] Normal game state ST1 increases the opening time per unit of time of the normal variable prize winning device 37. There is no support for regular trains that makes it easier to win prizes, and the special figure fluctuation display game and the regular figure fluctuation display game have changed There is no way to shorten the operating time. The main variable special feature is a special feature 1 variable display game, The starting area is the starting prize entry opening 36, and in order to aim for this starting prize entry opening 36, the firing direction is left-handed. It is set as such. Furthermore, the performance mode that defines the performance style is set to "Normal Stage".

[0104] The first special game state, ST2, is a state without normal power support and no time reduction. The performance mode that defines the outcome is called the jackpot mode. In this first special game state ST2, Since the separate variable prize winning device 38 is opened, the firing direction is set to right. In the second special game state ST3, the normal electric support and time reduction depend on the situation when a small win is generated. There are cases where this occurs and cases where it does not. Basically, it inherits the state at the time of the small win, but in certain game states When the conditions for ending state ST4 are met and a minor win is derived, the special symbol variation display game that results in a minor win ends. As a result of this, regular train support and reduced operating hours will be discontinued. In this case, regular train support and reduced operating hours will be discontinued. It will be in a state of not having it. Also, the performance mode that defines the performance style is called the minor win mode. In the special game state ST3, the special variable prize winning device 38 is opened, so the firing direction is to the right. It is being done.

[0105] The special game state ST4 is a state that remains for a specified number of games after the first special game state ST2. This is the state in which the opening time per unit time of the normally variable prize winning device 37 is improved to make it easier to win prizes. This means that there is support available for regular train services. If there is regular train support, it is also possible to shorten the time of the special feature variation display game to reduce the variation time. Furthermore, the main variable special feature is a special feature 2 variable display game, and the main starting area is a normal variable prize winning device 37 Therefore, the firing direction is set to right in order to aim for this normal variable prize winning device 37. The ST4 technique state has normal electric support and the special feature 2 variable display game where small wins occur frequently. Since it primarily executes the game, it is a more advantageous state for the player than the normal game state ST1. This puts one in a favorable position.

[0106] The remaining reserved state ST5 is the second start memory that remains when the specific game state ST4 ends. The game based on the special feature 2 variable display is in a playable state. In this remaining reserve consumption state ST5, there is no regular electric support, but the special feature variation display game variation time Shortening the time required is acceptable. Since there is no regular electric support, aim for the starting prize entry point 36 when firing. The direction is specified as left-handed, but since it is a short period following the specific game state ST4, left-handed It is not necessary to give clear instructions. The remaining reserved state ST5 is based on the second start memory that mainly occurs in the specific game state ST4. Since the game mainly involves displaying the 2nd special feature, it is more for the player than the normal game state ST1. It is a situation that is advantageous to the other party, and it creates an advantageous situation.

[0107] The transition in game state is determined by the deriving of the first special result (jackpot), the deriving of the second special result (minor win), Derivation of support bonus, end of the first special game state, end of the second special game state, deletion of the specified number of games. This is achieved by transforming and reaching the ceiling. When a jackpot is hit in the normal game state ST1, the game transitions to the first special game state ST2. After the end of the special game state ST2, the first special result is a 10R jackpot A with normal electric support state. If this is the case, the regular electric train support will continue for the period until the termination conditions for the regular electric train support state are met. And a time-saving state is entered, and the game transitions to the specific game state ST4. Also, the first special result is normal If it was a 10R jackpot B without support, and there is no second start memory, it will return to the normal game state. The game transitions to ST1, and if there is a second start memory, it transitions to ST5, which is the state where remaining reserved balls are consumed. Even if a jackpot is won in the specific game state ST4 or the remaining reserve consumption state ST5, the first special game The game transitions to Skill State ST2, and then to Specific Game State ST4. Also, if you hit a support bonus or reach the ceiling, you will skip the first special game state ST2. This will result in the specific game state ST4.

[0108] In the specific game state ST4, the game ball enters the normal variable prize winning device 37 with the support of normal power. This makes it possible to generate a second start memory and execute the special figure 2 variable display game. This is what happens. If the conditions for ending the normal support state are met in this specific game state ST4, , when the regular electric support ends, the remaining reserved balls, which are the second start memory that occurred in the specific game state ST4, If there are no remaining reserved balls, the game will enter ST5 mode, and if there are no remaining reserved balls, it will return to normal gameplay mode ST1.

[0109] In the remaining reserved state ST5, the special feature 2 variation display game is based on the remaining reserved 2 start memory. You can stay until it ends. In this remaining reserve consumption state ST5, it is a specific game state ST A series of consecutive effects are performed, starting with number 4. After the end of this remaining reserved state ST5 The game transitions to normal gameplay state ST1.

[0110] In normal game state ST1, specific game state ST4, or remaining reserve consumption state ST5, a small win If this happens, the game will transition to the second special game state, ST3. In the second special game state ST3, if a game ball enters a specific area (V-win), then the first The game transitions to special game state ST2. If a game ball enters the special variable prize winning device 38, a specific There is a possibility of entering the area, and many Special Feature 2 variable display games with a high probability of small wins are executed. Doing so would be advantageous for the players. The high probability of entering a specific area is particularly beneficial. A lever member is provided inside the variable prize winning device 38 and is capable of controlling the inflow of game balls into a specific area. The lever solenoid 38f operates this to allow the game balls to flow into a specific area. The system is controlled by switching between a state that prevents game balls from entering a specific area and a state that prevents them from entering that area. ru.

[0111] Furthermore, if no game balls flow into a specific area during the second special game state ST3, The game transitions to either the regular game state (ST4), the remaining reserved ball consumption state (ST5), or the normal game state (ST1). If the termination conditions for the specific game state ST4 are not met, the game will transition to the specific game state ST4. Furthermore, the termination conditions for the specific game state ST4 have been met, and the events that occurred in the specific game state ST4 If there are remaining reserved spins, which are the second starting memory, the system will transition to ST5, the state where the remaining reserved spins are consumed. If the termination conditions for the specific game state ST4 are met and there are no remaining reserved spins, the game returns to the normal game state. Transition to ST1.

[0112] The following describes the control of a gaming machine that performs this type of game. First, the game control device 10 Control performed by the game microcomputer (game microcontroller) 111 of 0 Let me explain. The control processing by the gaming microcontroller 111 is mainly as shown in Figures 8 and 9. From the processing and the timer interrupt processing shown in Figure 10, which is performed at a predetermined time interval (for example, 4 milliseconds) Yes.

[0113] [Main process] First, let's explain the main process. The main process starts when the power is turned on. In this main process, as shown in Figures 8 and 9, first, interrupts are disabled. After performing the process (step X1), when an interrupt occurs, the values ​​of registers etc. are saved. The stack pointer setting process sets the stack pointer, which is the starting address of the area. Perform step X2). Next, specify register bank 0 (step X3) and the predetermined register ( For example, set the higher address of the RAM start address in register D (step X4). In this embodiment, the address range of RAM is 0000h to 01FFh, and the upper range is Take either 00h or 01h, and in step X4, set the first one, 00h. Next, stop the launch. The signal is output and the launch permission signal is set to the disabled state (step X5). At least one of the game control device 100 and the payout control device 200 outputs a signal to stop firing. If present, the system is set to a prohibited state, and the launch of game balls is prohibited.

[0114] After that, the state of the RAM initialization switch 112 and the setting key switch 152 is read ( Step X6) The process of setting the power-on delay timer is performed (Step X7). In the processing of P X7, by setting predetermined initial values, the game control device 1 which constitutes the main control means Subordinate control means that perform various controls according to instructions from 00 (for example, a payout control device 200 and a performance control device) A waiting time (e.g., 3 seconds) to wait for the program of the control device 300) to start up normally. This is set. As a result, when the power is turned on, the game control device 100 will start up first. Before the subordinate control device (for example, the payout control device 200 or the performance control device 300) starts up, command This prevents the command from being sent to the slave control unit, which could cause the slave control unit to miss the command. Yes, it is possible. That is, when the game control device 100 is powered on, the main control means (game control The startup of device 100) is delayed to allow the subordinate control devices (dispensing control device 200, performance control device 300, etc.) to start up. This constitutes a waiting means for setting a predetermined waiting time to wait for the startup of ).

[0115] Furthermore, the timing of the power-on delay timer is used for RAM validity check (checksum calculation). This is performed using memory areas that are not subject to the validation (such as RAM areas or registers that are not subject to validation). This means that when calculating check data such as checksums for the RAM area, some parts This prevents the control process from becoming complicated when powering on, as it eliminates the need to exclude the RAM area from calculations. It can be stopped.

[0116] After the process of setting the power-on delay timer (step X7) is performed, a power outage occurs. Determine if there are any (step X8), and if a power outage has occurred (step X8; Y), play Wait for the power to the machine to be shut off. Specifically, in step X8, for example, power outage monitoring input from power supply unit 400 is performed. Set the number of times (e.g., 2 times) to read and check the signal via the port and data bus. Then, it determines whether the power outage monitoring signal is on. This determines whether the power outage monitoring signal remains ON for the set number of checks. If the power outage monitoring signal has not remained on for the number of checks, the power outage monitoring signal will turn on. The process returns to determining whether this is the case. Also, if the power outage monitoring signal remains ON for the number of checks, In the event of a power outage, it is determined that a power outage has occurred. The same applies to steps X34 and X54 described later. It appears that a power outage occurs when a power outage monitoring signal is continuously received for a predetermined period. By making this determination, it is possible to prevent false detection of power outages due to noise, etc., when the power is turned on. It can appropriately address problems in the situation.

[0117] In other words, the game control device 100 monitors for the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the activation of the game control device 100, which serves as the main control means. This will enable us to respond to power outages that occur during the period, and to address malfunctions when the power is turned on. It can be dealt with appropriately. Note that access to RAM is permitted until the waiting period ends. It has not been changed, and the memory contents from the previous power outage are still retained, therefore here During a power outage, there is no need to perform backup processes, etc. Therefore, if a power outage occurs during the standby period... Even if an error occurs, there is no need to back up the RAM, reducing the burden on the control system. .

[0118] On the other hand, if no power outage occurs (step X8;N), the power-on delay timer Update the value by -1 (step X9), and determine if the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), i.e., the waiting time has not ended. If not, the process returns to determining whether a power outage has occurred (step X8). Also, the timer If the value of is 0 (step X10;Y), that is, if the waiting time has ended, Access to read / write memory (RWM) such as RAM and EEPROM. Grant permission (step X11) and output off data to all output ports (set to a state where there is no output). ) (Step X12).

[0119] Next, the serial port (a port pre-installed on the gaming microcontroller 111) is used for this implementation. In this configuration, it is used for communication with the performance control device 300 and the payout control device 200) and is set (step (P X13), timer interrupt signal in the game microcontroller 111 (clock generator) and Activates the CTC (Counter / Timer Circuit) circuit to generate a random number update trigger signal (CTC). The process (step X14) is performed. Note that the CTC circuit is located within the microcontroller 111 for gaming. It is located in the clock generator. The clock generator is located in the oscillator circuit 113. A frequency divider circuit divides the oscillation signal (original clock signal), and CPU1 operates based on the divided signal. A timer interrupt signal with a predetermined period (e.g., 4 milliseconds) and a random number generation circuit are supplied to 11A. It includes a CTC circuit that generates a CTC signal that triggers the random number update to be supplied. Next, the RAM error flag is set (step X15). Here, if there is a RAM error... Assuming there is a problem with the RAM regardless of whether or not there is one, first, the RAM error flag Set the value to the designated register.

[0120] Next, the value of the power outage test area 1 in RWM is normal power outage test area check data 1 (for example) Determine if it is 5Ah (step X16), and if it is normal (step X16; Y), The value of the power outage test area 2 in the RWM is normal power outage test area check data 2 (e.g., A5h). Determine if it is (step X17). Then, if the value in the power outage test area 2 is normal (S Step X17;Y), checksum calculation process calculates the checksum of a predetermined area within the RWM. Perform the calculation (step X18) and check if the calculated checksum matches the checksum at the time of power failure. Determine if they match (step X19). If the checksums match (step X19; Y) Since there is no abnormality in the RAM, the RAM abnormality flag is cleared (step X20), We will be migrating to the X21.

[0121] Furthermore, if the check data in the power outage inspection area is determined to be abnormal, (step If step X16;N or step X17;N) determines that the checksum does not match, In step X19 (N), the setting key switch is determined based on the state read in step X6. Determine whether both the switch 152 and the RAM initialization switch 112 are in the ON state (step X21). And at least the setting key switch 152 and the RAM initialization switch 112 If one of them is in the OFF state (step X21;N), the RAM abnormality flag is set. Determine if (step X22). If the RAM abnormality flag is set (step The game control device 100 is malfunctioning because there is an abnormality in the RAM (X22;Y). A command for the main abnormal error notification is sent to the performance control board (performance control device 300) to notify the error. I believe (Step X24).

[0122] On the other hand, if the RAM abnormality flag is not set (step X22; N), the probability Check if the setting change flag is set (step X23). Then, set the probability. If the "Changing" flag is set (step X23;Y), the main abnormal error report will be issued. The command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the same as the probability setting flag set before the power outage occurred. That is, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, Since the operation of the game control device 100 stops, the process of step X24 is performed. Next, the 7-segment display data at the time of game stoppage is sent to the 5th drive via the 2nd output port 134. Output to B138e (step X25). Then output the ON data for the security signal. In addition to applying force, it outputs off data for signals other than security signals (step X26). Return to step X25.

[0123] Furthermore, both the setting key switch 152 and the RAM initialization switch 112 are in the ON state. In the case of (step X21; Y), determine if the RAM abnormality flag is set (S Step X27). And if the RAM error flag is not set (Step X27) ;N) sets the probability setting change flag (step X29). This sets the probability setting The system switches to fixed value change mode. After that, the command during the probability setting change is sent to the performance control board (performance control Send to device 300) (step X30), and proceed to step X31. Performance control device In unit 300, based on receiving a command during probability setting change, the display on the display device 41 displays , illumination of LEDs in frame decoration device 18 and panel decoration device 46, operation of panel display device 44, speaker 1 The system uses audio output from 9a and 19b to indicate that the probability setting is being changed. cormorant. On the other hand, if the RAM abnormality flag is set (step X27;Y), the probability setting The process of clearing the fixed value (step X28) is performed. This clears the probability setting value in RWM. The area is set to 0, and the probability setting value becomes "setting 1". Then, step X29, After processing X30, proceed to step X31.

[0124] Also, at least one of the setting key switch 152 and the RAM initialization switch 112 is turned off. The state is (step X21; N), and both the RAM abnormality flag and the probability setting change flag are set. If not (steps X22;N and X23;N), read in step X6. Based on the embedded state, determine whether the setting key switch 152 is in the ON state (step X35). And if the setting key switch 152 is not in the ON state (step X35;N ) In step X6, the RAM initialization switch 112 is turned ON based on the state read in step X6. Determine if it is in that state (step X43).

[0125] If it is determined that the RAM initialization switch 112 is not in the ON state (step X43; N) That is, both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state. If necessary, proceed to step X41 to perform the processing for when power is restored normally after a power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the ON state (step X43) ;Y) proceeds to step X44 to perform initialization. That is, RAM initialization Switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 is initially Initialization means for initializing data stored in RAM based on the operation of the initialization operation unit. To accomplish.

[0126] Furthermore, if the setting key switch 152 is in the ON state (step X35; Y), The flag indicating that the rate setting is being checked is set (step X36). This activates the probability setting value confirmation mode. The process then transitions to the next step. After that, the command during the probability setting confirmation is sent to the performance control board (performance control device 300). Send to (step X37). The performance control device 300 receives the command during probability setting confirmation. Based on the reception, the display on the display device 41, the frame decoration device 18, and the LEDs of the panel decoration device 46 are activated. The illumination of the display, the operation of the display panel 44, and the output of sound from speakers 19a and 19b, A notification will be issued indicating that the probability settings are being checked.

[0127] Furthermore, in order to guarantee the output of a security signal for more than 50 milliseconds, Save a value corresponding to 128ms in the control timer area (step X31). The Tee signal triggers a timer interrupt in the probability setting value change mode or probability setting value confirmation mode. This is output during the process of changing / confirming the probability setting of the process (step X122), and otherwise it is a tie. It is output during the external information editing process (step X120) of the interrupt processing. Therefore, 12 If the probability setting change mode or probability setting confirmation mode ends in less than 8 milliseconds, The security signal continues due to the external information editing process (step X120) of the interrupt processing. The output is generated in less than 128 milliseconds. In other words, the probability setting value change mode and probability setting value confirmation are enabled. Even when the mode ends, it will transition to the probability setting change mode or the probability setting confirmation mode. A security signal is output for 128 milliseconds after that. The value saved in the security signal control timer area is limited to a value corresponding to 128 milliseconds. However, at least 5 Since a security signal needs to be output for 0 milliseconds, set a value corresponding to 50 milliseconds or more. It needs to be moved.

[0128] Then, interrupts are enabled (step X32), and the setting key switch 152 is in the OFF state. Determine if it is true (step X33). In step X33, the state read in step X6 is determined. Instead of making a decision based on (the state when the power is turned on), the timer interrupt processing (Figure 10) is used. The determination is made based on the state (current state) read in the force processing (step X103). If step X33 determines that the setting key switch 152 is in the off state, the probability setting value This is confirmed. If the setting key switch 152 is not in the off state (step X33;N), a power outage will occur. Determine if it is alive (step X34), and if no power outage has occurred (step X34; If N), return to step X33, and if a power outage has occurred (step X34; Y), Then, proceed to step X55. With the probability setting change flag set, step If X34 detects a power outage, the main process after power is restored will be... In step X23 of the logic (Figures 8 and 9), the probability setting change flag is set. It is determined that...

[0129] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), Perform the process to prohibit interrupts (step X38). Perform the process to allow interrupts (step X32 Between the time the interrupt is disabled (steps X38, X55) after the above operation is performed, The current interrupt processing (Figure 10) is performed at a predetermined time interval (for example, 4 milliseconds). In the processing, the probability setting change / confirmation process (step X122) is a process related to the probability setting value. ) will be performed. In other words, until the change or confirmation of the probability setting value is completed (or until a power outage occurs) The main process will remain in a waiting state until (this is done). Next, a command to terminate the notification is sent to the performance control board (performance control device 300) (Ste (X39). The performance control device 300 receives a notification termination command, Notification during execution (a notification indicating that the probability setting value is being changed or that the probability setting value is being checked) (The announcement) will be terminated.

[0130] Next, it is determined whether the probability setting change flag is set (step X40), and the probability If the flag is not set during setting change (step X40; N), i.e., probability setting If the "Checking" flag is set, the area to be initialized (for example, the power outage test area, The initial values ​​after a power outage are saved in the checksum area and the area related to error monitoring. Perform power outage recovery processing (step X41) including the necessary procedures. The probability setting confirmation flag is in this state. It can be cleared with X41. After that, the command for power restoration corresponding to the special game processing number is sent to the performance control board (performance control The data is sent to device 300) (step X42), and the process proceeds to step X47. In this case, step X42 is used for the machine specification command, probability setting information command, and special feature 1 hold count command. Command, Special Feature 2 Reserve Count Command, Probability Information Command, Performance Count Information Command, Screen Specification Sends multiple commands, such as commands. Screen-specified commands include Special Figure 1 and Special Figure Regarding point 2, in all cases, the normal processing described later is in progress, i.e., the special feature variation display game is running. If you are neither in a special game state nor in a special game state, and you are waiting for customers, then the command on the customer waiting demo screen will appear. It sends this, and otherwise sends the recovery screen command. Also, depending on the model, In addition to these commands, commands such as high-probability count information commands are also sent.

[0131] On the other hand, if the probability setting change flag is set (step X40;Y), Clear the RAM area other than the rate setting value to 0 (step X44). In step X44, RAM area for rate setting value (work area (1-byte area for probability setting value)) and performance display ( The RAM area (work area and stack area) used for displaying the value and payout ratio is not cleared. The RAM area for skill control (work area and stack area) is cleared to zero. Therefore, probability The setting change flag is cleared in step X44. Note that in step X44, You can choose to clear the stack area and unused areas or not.

[0132] Then, the initial values ​​from the RAM initialization are saved in the area to be initialized (step X45). The areas to be initialized here are the customer waiting demo area and the area related to the settings of the performance mode. Then, the command for RAM initialization is sent to the performance control board (performance control device 300). (Step X46). In this embodiment, step X46 is used to specify the model, confirm Rate setting information command, Special Feature 1 Reserved Count command, Special Feature 2 Reserved Count command, Probability information command Commands for displaying performance count information and RAM initialization (along with displaying the customer waiting demo screen) A command to notify the system of RAM initialization with light and sound for a predetermined period of time (e.g., 30 seconds). It sends multiple commands such as ). Depending on the model, in addition to these commands, Information on the number of times the special feature variation display game has been executed, including the command for the number of performances and the support for regular trains. It also sends commands that include information about the number of support sessions.

[0133] Next, the process of starting up the random number generation circuit is performed (step X47). Specifically, The random number generation circuit is activated by a designated register (CTC update enable register) within the number generation circuit. The CPU111A performs tasks such as setting the code (specified value) for random number generation. Bit transpose pattern of hardware random numbers (in this case, jackpot random numbers) generated by the circuit's hardware. The settings are also configured. The bit transposition pattern refers to the bit arrangement of the extracted random numbers (the upper bit row). The bits (before transposition) are swapped in a predetermined order to create a different bit arrangement (the bit transposition of the lower row). This is a pattern that defines how to rearrange bits when storing them as (the arrangement after placement). By swapping bits of random numbers according to the turn order, it is possible to disrupt the regularity of the random numbers. This can enhance the confidentiality of random numbers. Note that the bit transposition pattern is a fixed single It could be any pattern, or you could choose from several pre-prepared patterns. That's good. It would also be good to allow users to configure it as they wish.

[0134] Subsequently, a predetermined register (soft random number register 1 to n) in the random number generation circuit when the power is turned on. The values ​​are extracted, and the corresponding random initial values ​​(in this embodiment, the winning symbols of the special feature are determined) are generated. As the initial value (start value) of the special symbol random number and the random number that determines the win of the regular symbol (win random number) Save to the designated area of ​​RWM (step X48), then enable interrupts (step X 49) In the random number generation circuit within the CPU 111A used in this embodiment, every time the power is turned on The initial value of the software random number register changes accordingly, so this value is used for various initial values By setting it as the initial value (start value) for random numbers, the regularity of the random numbers generated by the software is disrupted. This makes it difficult for players to obtain random numbers fraudulently.

[0135] Next, an initial random number update process is performed to update the values ​​of various initial random numbers and break the regularity of the random numbers. (Step X50) is performed. Note that, although not particularly limited, in this embodiment... The jackpot random numbers, special symbol random numbers, and winning random numbers use random numbers generated by a random number generation circuit. It is configured to generate the jackpot random numbers at the same speed as the CPU's operating clock. This is a so-called "high-speed counter" that is updated based on a clock of the above speed, and special symbol random numbers The random number is a CTC output with the same period as the timer interrupt processing, which is the processing unit of the program. The timer interrupt handler is updated based on a different CTC (CTC2) than CTC (CTC0). It is a "slow counter". Also, in the case of special symbol random numbers and winning random numbers, the random numbers cycle through once. Each time, the starting value is changed using a random initial value (generated by software), which is what is known as "initial The "period value change method" is employed. Furthermore, each of the aforementioned random numbers is countered by +1 or -1. It could be an update, or it could be a random occurrence where all values ​​within the range appear differently without repetition until a full cycle is completed. Formula update is also acceptable. In other words, the jackpot random number is a random number that is updated only by hardware, and the special symbol The random numbers for the patterns and the winning numbers are random numbers that are updated by both hardware and software. In this embodiment, however, a random number generator (winning symbol random number generator) is not provided to determine the winning symbols in the regular display. Therefore, although there is only one type of winning symbol in the regular game, a random number generator for winning symbols is provided to allow for multiple types of winning symbols in the regular game. You could also offer a selection of several options.

[0136] After the initial random number update process in step X50, the process to disable interrupts is performed (step X51). This is followed by the performance display editing process (step X52). Then, the process to enable interrupts is performed. After performing (step X53), determine if a power outage has occurred (step X54), power outage If this does not occur (step X54; N), then the initial value random number update process (step X5 Return to 0). In other words, if no power outage has occurred, the initial random number update process and performance display will be performed. The editing process and power outage monitoring are performed repeatedly. An interrupt occurs before the initial random number update process (step X50). By allowing (step X49), a timer interrupt occurs during the initial random number update process. When this occurs, interrupt handling takes priority, and the timer interrupt updates the initial random number. This prevents interrupt handling from being overwhelmed by delays caused by processing.

[0137] Note that the initial random number update process in step X50 is performed not only by the main process but also by timer interrupt processing. Even within the logic, there is a method of performing an initial value random number update process, and if such a method is adopted... To avoid the initial random number update process being executed in both, the initial random number is generated in the main process. When performing an update operation, it is necessary to disable interrupts, perform the update, and then release the interrupts, Unlike this embodiment, the initial random number update process is not performed within the timer interrupt processing, but within the main processing. If only that is done, there is no problem in canceling the interrupt before the initial random number update process, This has the advantage of simplifying the main processing.

[0138] On the other hand, if a power outage occurs (step X54;Y), interrupts are temporarily disabled. The process (step X55) outputs off-data to all output ports (step X56). conduct. Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step X57). ), save the power outage inspection area check data 2 to power outage inspection area 2 (step X58). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. X59), after performing the process of saving the calculated checksum (step X60), RW After performing the process to prohibit access to M (step X61), the power to the gaming machine is shut off. Wait for it to finish. In this way, the check data is saved in the power outage test area, and the power By calculating the checksum at the time of power cutoff, the information stored in the RWM before the power cutoff can be determined. It is possible to determine whether the data has been properly backed up when the power is turned on again.

[0139] Based on the above, the main control means (game control device 100) that comprehensively controls the game, and the main Subordinate control means (dispensing control device 200, performance control) that perform various controls according to instructions from the control means. In a gaming machine equipped with a device 300, etc., the main control means, when the power is turned on, Set a predetermined waiting time to delay the activation of the main control means and wait for the activation of the subordinate control device. The device (game control device 100) and the stop device that monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with an electrical monitoring means (game control device 100). Furthermore, it is equipped with a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is powered during a power outage. The system is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control The device 100) determines that a power outage has occurred if it continues to receive a power outage monitoring signal for a predetermined period of time. This means that it will be fixed.

[0140] Furthermore, 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 Initialization means that initializes the data stored in RAM111C based on the operation performed. The system includes a game control device 100) and reads the operating state of the initialization means before the start of the waiting time. This will result in it becoming crowded. Furthermore, the main control means (game control device 100) will, after the waiting time has elapsed, send data to the RAM 111C. This means you are granting access.

[0141] [Timer interrupt handling] Next, we will explain timer interrupt handling. Timer interrupt handling is performed by the clock generator The periodic timer interrupt signal generated by the internal CTC circuit is input to the CPU 111A. It is started by [this]. In other words, it is an interrupt routine that is started at a predetermined interval. When a timer interrupt occurs in n111, it automatically enters an interrupt-disabled state, as shown in Figure 10. The timer interrupt processing starts.

[0142] When timer interrupt processing starts, first, register bank 1 is specified (step X1). 01). By switching to register bank 1, the designated register (for example, used in the main process) The register save process was performed to transfer the value held in the register to the RWM. They become equivalent. Next, the upper part of the RAM starting address is entered into a designated register (for example, register D). Set the dress (step X102). In step X102, in the main process The same process as in step X4 is performed, but the register bank is different. Next, various sensors and Inputs from switches and signal acquisition, that is, input processing that reads the status of each input port. Perform the procedure (step X103).

[0143] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set. (Step X104) The probability setting change flag or the probability setting confirmation flag is set. If present (step X104; Y), the probability setting change / confirmation process (step X122) is performed. This completes the timer interrupt processing. On the other hand, if neither the probability setting change flag nor the probability setting confirmation flag is set: (Step X104;N) is performed based on the output data set in various processes. (Large prize slot solenoid 38b, lever solenoid 38f, general-purpose solenoid 37c, etc.) Output processing (step X105) is performed for controlling the drive of the actuator, etc. When a launch stop signal is output in step X5 of the main processing, this output processing is performed. This triggers a launch permission signal, and the launch permission signal is set to a state where it can be authorized. This launch permission signal is output to the launch control device via the payout control device. No modifications or alterations are made to the numbers. Furthermore, the firing permission signal is the firing permission status as seen from the game control device. The first signal indicates the state, and the second signal indicates the firing permission status as seen by the dispensing control device ( The launch authorization signal is also generated within the payout control unit and output to the launch control unit. In other words, two When a launch authorization signal is output to the launch control system, and both systems are authorized to launch: The system is configured to allow the game balls to be launched.

[0144] Next, the commands set in the transmission buffer during various processes are output to the dispensing control device 200. Disbursement command transmission process (step X106), random number update process 1 (step X107), Random number update process 2 (step X108) is performed. Random number update process 1 (step X107) , the initial value (start value) of the special symbol random numbers and winning random numbers that are subject to the initial value random number update process ) will be updated. After that, start port 1 switch 36a, start port 2 switch 37a, prize port S Switch 35a monitors whether there is a normal signal input from the large prize slot switch 38a, and awards Ball settings, opening of the front frame and glass frame, and the normal variable prize winning device 37 and special variable prize winning device 38. The prize slot switch / status monitoring process (step X109) monitors for errors such as fraudulent prize entry. )

[0145] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge is a special type of discharge. In the moving prize winning device 38, the number of game balls discharged from the special variable prize winning device 38 (specific area sweet The number of game balls detected by the switch 38d and the remaining ball outlet switch 38e is used in the special variable prize winning mechanism. The number of game balls that flowed into slot 38 (the number of game balls detected by the big prize slot switch 38a) exceeds this number. And so on. Furthermore, if an abnormal discharge is occurring, the abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), proceed to step X116. To stop the game from progressing.

[0146] On the other hand, if no abnormal discharge is occurring (step X110;N), the special feature variation display game will be played. Special game processing (step X112) that performs processing related to the regular figure variation display game The general game processing (step X114) is performed to configure the game machine 10, and special figures are provided. A segment LED that displays various information related to the display of a variable display game and gameplay, according to the desired content. Perform segment LED editing processing (step X115) to drive the LED to display the desired result.

[0147] Next, the detection signal from the magnetic sensor 61 is checked to determine if there are any abnormalities. Magnet fraud monitoring process (step X116): Check the detection signal from the panel radio wave sensor 62. The panel radio wave interference monitoring process (step X117) performs a process to determine if there are any abnormalities, and vibration sensors The vibration monitoring unit checks the detection signal from the NSA65 and processes it to determine if there are any abnormalities. Step X118: Abnormal discharge monitoring, which performs a process to determine if an abnormal discharge has occurred. The process (step X119) is performed. Furthermore, the signals to be output to various external devices are output buffered. External information editing process to set (step X120), related to the control of the performance display device 153 The performance display monitor control process (step X121) is performed, and the timer interrupt process is terminated. ru.

[0148] In this embodiment, the process of restoring the interrupt-disabled state (i.e., enabling interrupts) is performed. Processes such as (a process to do something) or a process to restore the register bank specification (i.e., specifying register bank 0) The process described above is performed automatically when the interrupt returns (at the end of the timer interrupt processing). Depending on the CPU used, the process of restoring the interrupt-disabled state and specifying the register bank may be required. Some gaming machines require an instruction to execute a restoration process.

[0149] [Special Picture Game Processing] Next, we will detail the special game processing (step X112) in the timer interrupt processing described above. Let me explain. In the special game processing, start port 1 switch 36a and start port 2 switch 3 Monitoring of input 7a, overall control of processing related to the special feature variation display game, and setting of the special feature display. conduct.

[0150] As shown in Figure 11, in the special game processing, first, the start port 1 switch 36a and the start port The start switch monitoring process (step A1) is performed to monitor the winning status of switch 37a. In the motion port switch monitoring process, the normal variable prize device 3 forms the starting prize port 36 and the second starting prize port. When a game ball enters the 7 slot, various random numbers (such as jackpot random numbers) are extracted, and based on that entry... The game results are determined in advance based on winnings at the stage before the start of the special feature variation display game. A preliminary assessment will be conducted.

[0151] Next, the large prize slot switch monitoring process (step A2) is performed. During the process, the game balls are inspected at the large prize slot switch 38a located inside the special variable prize winning device 38. The process monitors the output. Then, it monitors the detection of game balls in a specific area 38h. Perform switch monitoring (Step A3).

[0152] Next, if the special feature game processing timer is not "0", update it by -1 (step A4). The minimum value of the special feature game processing timer is set to "0". Determine if the current value is "0" (Step A5). The value of the special game processing timer is If the value is 0 (step A5; Y), that is, time has run out or time has already run out. If it is selected, the special feature is referenced in order to branch to the process corresponding to the special feature game processing number. Set the game sequence branch table in a register (step A6), and use the table Then, obtain the branch destination address of the process corresponding to the special game processing number (Step A7). Then, a subroutine call is made according to the special game processing number (step A8).

[0153] In step A8, if the special feature game processing number is "0", then the special feature variation display game variation. It monitors the start and sets the start of the special feature variation display game, the settings for the effects, and the processing during the special feature variation. Perform the necessary information settings and other configurations in the special drawing routine processing (Step A9). In step A8, if the special feature game processing number is "1", set the stop display time for the special feature. Or, special feature display processing (Step A) which involves setting information necessary for processing while the special feature is displayed. 10) Perform this.

[0154] In step A8, if the special feature game processing number is "2", play the special feature variation display game. If the result is a jackpot, the fanfare command will be set according to the type of jackpot, and each jackpot The fanfare timing can be set according to the opening pattern of the grand prize slot, and the fanfare / in Special display processing (Step A11) involves setting the necessary information for performing the intermediate processing of the display. )

[0155] In step A8, if the special game processing number is "3", the opening time of the grand prize slot is set. Fanf Perform the vale / interval processing (step A12). In step A8, if the special game processing number is "4", the jackpot round is the final round. If it's not the end, set the interval command, while if it's the final round, end This process involves setting commands and configuring information necessary for handling remaining balls in the main prize area. Perform the process of opening the large prize slot (Step A13).

[0156] In step A8, if the special game processing number is "5", the jackpot round is the final round. If it's a jackpot, the process involves setting the time required for any remaining balls in the jackpot pocket to be ejected, and the jackpot Processing of remaining balls in the main prize slot (Step A14): Setting the necessary information for the termination process. To do so. In step A8, if the special feature game processing number is "6", then in order to perform the regular special feature processing... The game ends with a big win (step A15), which involves setting necessary information.

[0157] In step A8, if the special game processing number is "7", then when a small win occurs, the big win Setting the opening time and pattern of the prize slot, setting the fanfare command, and processing during minor wins. The process during the mini-win fanfare (step A16) involves setting the necessary information to perform the action. conduct. In step A8, if the special game processing number is "8", the ending command is set. Small win processing (Step A) involves setting information necessary for determining the status and processing remaining balls after a small win. 17) Perform this. In step A8, if the special game processing number is "9", a big win occurs during the minor win processing. This process sets the time required for any remaining balls that have entered the mouth to be ejected, and also performs the process of ending a minor win. The process of handling remaining balls after a minor win (step A18) is performed, which involves setting the necessary information. In step A8, if the special feature game processing number is "10", the special feature normal processing will be performed. The minor win termination process (step A19) is performed to set the necessary information.

[0158] After that, a table is prepared to control the fluctuations of the display unit 51 in special figure 1 (Step A 20) Symbol variation control processing (step) related to the control of the variation of special symbols by the special symbol display 51 Perform step A21). Then, prepare a table to control the fluctuations of the display unit 52 in special figure 2. After that (step A22), the symbol variation related to the control of the variation of special symbols by the special symbol display 52. The control process (step A23) is performed. After that, the operation of the lever solenoid 38f is controlled. The lever solenoid control process (step A24) is performed, and the special feature game process is terminated. On the other hand, in step A5, if the value of the special game processing timer is not "0" (step A5; N), that is, if time has not run out, proceed to step A20, and The following steps will be performed.

[0159] [Common processing for start port switches in special drawings] Next, the special design start switch common processing performed in the start switch monitoring process described above I will explain in detail. The special drawing common processing for the start port switch is for the start port 1 switch 36a and start port 1. When there is input to switch 37a, the following processing is performed in common for each input: be.

[0160] As shown in Figure 12, in the special diagram common processing of the start port switch, first, start port 1 switch 36 Regarding the number of times the start port switch to be monitored is activated among a and the start port 2 switch 37a The number of times the information is output to the external management device of the gaming machine 10 is the number of start port signal output counts. Load (step A131), update the loaded value by +1 (step A132), output Determine if the number of force cycles overflows (step A133). If the number of output cycles overflows If not set to low (step A133;N), the updated value is set to the number of RWM start signal outputs. Save to the area (step A134), then proceed to the process in step A135. Meanwhile, output If the number of force cycles overflows (step A133; Y), process step A135. The process then transitions to the next step. In this embodiment, the starting signal output count range is set to a value from "0" to "255". It can store this value. And if the loaded value is "255", it will be updated by +1. Therefore, the updated value becomes "0", and the system is configured to determine that the number of output counts has overflowed. It is being done.

[0161] Next, among the start port 1 switch 36a and start port 2 switch 37a, the start port to be monitored Determine if the number of special feature hold (start memory) to be updated corresponding to the switch is below the upper limit (stat Step A135). If the number of special symbols to be updated is not less than the upper limit (Step A135; N ) terminates the common processing for the special start port switch.

[0162] Furthermore, if the number of special symbols to be updated is less than the upper limit (step A135; Y), The number of special feature reserves for the new target (number of special feature 1 reserves or number of special feature 2 reserves) is updated by +1 (Step A13) 6) Save the target starting gate winning flag (step A137). Then, the monitored target Calculate the address of the random number storage area corresponding to the start switch and the number of special symbols held (step A138) The jackpot random numbers prepared by the hardware random number acquisition process are stored in the RWM jackpot random number storage area. Save (Step A139).

[0163] Next, extract the special symbol random numbers from the start switch to be monitored and prepare them (Step A1 40) Save to the RWM's special symbol random number storage area (Step A141). Next, random number variables 1 to 3 are stored in the corresponding random number variable area of ​​the RWM. Step A145 is performed, followed by the special feature hold information determination process (Step A146). Next, the start switch and special feature retention count command corresponding to the monitored special feature retention count command. Prepare (step A147), perform the performance command setting process (step A148), The common processing for the special start port switch is terminated.

[0164] Here, the game control device 100 (RAM111C) controls the start prize entry port 36 and the normal variable prize entry port Based on the detection of game balls in the starting area of ​​position 37, a predetermined random number is extracted and the variable display game It is a start memory means that stores up to a predetermined number of start memories that will be execution rights. The memory means (game control device 100) records the entry of game balls into the first starting prize entry opening (starting prize entry opening 36). Based on the award, various random values ​​are extracted and stored as the first starting memory, up to a predetermined number, and the second starting memory Based on the entry of game balls into the prize-winning slot (normal variable prize-winning device 37), various random values ​​are extracted. A predetermined number of items are stored as a second start memory.

[0165] [Special Feature Hold Information Determination Processing] Next, the special feature hold information determination process in the common processing of the start port switch described above (step A14 6) Details will be explained. The special feature hold information determination process is performed based on the corresponding start memory. Before the start of the variable display game, determine the result-related information corresponding to the start memory. This is a look-ahead process.

[0166] As shown in Figure 13, first, the jackpot is determined by whether or not the jackpot random number matches the jackpot determination value. A jackpot determination process (step A154) is performed to determine whether or not it is a jackpot. If the result is a jackpot (step A155; Y), the jackpot corresponding to the target start switch Set the special symbol random number check table for winning (step A156), and the special symbol start gate switch In step A140 of the common processing, the stop symbol information corresponding to the special symbol random numbers prepared is obtained. Then (step A157), proceed to step A168.

[0167] On the other hand, if the result of the judgment is not a jackpot (step A155; N), the jackpot random number is a minor win. The minor win determination process determines whether or not it is a minor win based on whether or not it matches the judgment value (step Perform step A159). If the result of the judgment is a minor win (step A160; Y) This involves setting a random number check table for small wins (step A161), and the special symbol start opening Stop symbol information corresponding to the special symbol random numbers prepared in step A140 of the common switch processing. Obtain the data (step A162) and proceed to the process in step A168.

[0168] On the other hand, if the result of the judgment is not a minor win (step A160; N), the jackpot random number is support Support hit determination process that determines whether or not it is a support hit based on whether or not it matches the hit determination value. Perform step A163). If the result is not a support hit (step A164). ;N) sets the information for the losing stop symbols (step A167), and step A168 Proceed to processing. Furthermore, if the judgment result is a support win (step A164; Y), a special diagram for support wins is displayed. Set the pattern random number check table (Step A165), and perform the common processing for the special feature start port switch. In step A140, obtain the stop symbol information corresponding to the special symbol random number prepared (step Step A166), proceed to step A168.

[0169] Then, the pre-read stop symbol command corresponding to the target start switch and stop symbol information is Prepare (Step A168), and perform the performance command setting process (Step A169). Next Special Picture Information Setting Process: Sets special picture information, which is a parameter for setting the variation pattern. (Step A170) is performed to set the variation pattern for the special feature variation display game. Perform the standard processing (Step A171). Subsequently, the first half variation number indicates the variation pattern in the variation mode of the special feature variation display game. And prepare a look-ahead variation pattern command corresponding to the second-half variation number that indicates the second-half variation pattern. Then (Step A172), perform the performance command setting process (Step A173), and save the special feature The retention information determination process is terminated. Note that the special drawing information setting process in step A170 and step The variable pattern setting process in P171 is performed during the normal special feature processing, and then the special feature variable display game starts. This is similar to the process that is executed at certain times.

[0170] The above process will result in the special feature variation display game, which includes the result of the pre-read target's start memory. The reading symbol command and information on the variation pattern in the special variation display game based on the start memory. A pre-read variation pattern command including this is prepared and sent to the performance control device 300. This determines the result-related information corresponding to the start memory (whether it's a jackpot or not, and the type of variation pattern). The result (pre-read result) is used to display the start timing of the special feature variation game based on the corresponding start memory. This can be communicated to the performance control device 300 in advance, and especially displayed on the display device 41. The special display changes the start timing of the special display variation game, for example. This makes it possible to inform players of result-related information before the game ends.

[0171] In other words, the game control device 100 stores the start memory means (game control device 100) and The random numbers stored in this way are judged before the execution of the variable display game based on the start memory (for example) (This determines whether or not a special result will occur, etc.) and serves as a pre-determination means. In addition, it is stored in the starting memory. The timing for pre-determining the generated random value is not only at the time of the start-up win when the start memory is generated, but also This can be done at any time before the variable display game based on the startup memory is played.

[0172] [Special Illustrated Normal Processing] Next, we will explain the details of the special feature normal processing (step A9) in the special feature game processing described above. To clarify, as shown in Figure 14, in the normal processing of the special figure, first, the number of special figure 2 reserves (second start memory number) Determine if ) is "0" (Step A301). Special Feature 2 Reserved Count is "0" (S If it is determined to be step A301;Y), then the number of reserved symbols in Special Feature 1 (number of first start memories) is "0". Determine this (Step A305). And, the number of reserved symbols in Special Feature 1 is "0" (Step A3 If it is determined to be 05;Y), then it is determined whether the customer waiting demo has already started (step A309). If the customer waiting demo has not been started (step A309;N), the customer waiting demo flag area Set the flag to indicate that the demo is in progress and waiting for customers (step A310).

[0173] Next, prepare the customer waiting demo command (step A311), and then perform the performance command setting process. (Step A312) is performed. Next, "0" is set as the processing number for the special drawing normal processing. Then (Step A313), save the processing number in the special game processing number area (Step Step A314). Then, clear the variable symbol discrimination flag area (Step A315), Save the fraud monitoring period flag in the prize entry fraud monitoring period flag area (step A316) ), the special feature normal processing ends. In other words, the special feature variation display game is ready to start. If the startup conditions are not met, the control device 300 displays a customer waiting demo command that indicates standby information. This means it is set to send to [a specific address / platform]. On the other hand, if the customer waiting demo has already started in step A309 (step A309; Y) proceeds to step A313 without performing steps A310 to A312. do.

[0174] Also, in step A301, if the number of reserved symbols in special feature 2 is not "0" (step A301; N) prepares a decorative special feature hold count command corresponding to the special feature 2 hold count (step A302). ). Next, the performance command setting process (step A303) is performed, and the special feature 2 variation start process ( Perform step A304) to terminate the special drawing normal processing. Also, in step A305, if the number of reserved symbols in special feature 1 is not "0" (step A305; N) prepares a decorative special feature hold count command corresponding to the number of special feature 1 holds (Step A306) ). Next, the performance command setting process (step A307) is performed, and the special feature 1 variation start process ( Perform step A308) to terminate the special drawing normal processing.

[0175] [Special Figure 1: Start of Variation Process] Next, we will detail the process of starting the change in Special Figure 1 (step A308) in the normal processing of the Special Figure as described above. Let me explain. The Special Feature 1 variation start process is a process performed at the start of the first Special Feature variation display game. Yes. As shown in Figure 15(a), first, the type of special feature variation display game to be executed (here The special figure 1 variation flag, which indicates special figure 1), is saved in the variation symbol discrimination flag area (Step A3). 21) Next, determine the winning random number to determine whether the first special symbol variation display game is a jackpot. In order to distinguish between big wins, the big win flag 1 is set with information about losing or winning, and the first special symbol change The small win flag is used to determine whether the moving display game is a small win or not, and also provides information about misses and small wins. This process involves setting information and determining whether the first special feature variation display game is a support win or not. The process of setting the support win flag to either miss or win information is called the Big Win Flag 1 setting. Perform the process (step A322).

[0176] Next, the special figure 1 stop symbol setting process (step A) related to the setting of the special figure 1 stop symbol (symbol information) After performing step 323), set the special pattern information, which is a parameter for setting the variation pattern. The special feature information setting process (step A324) is performed. The parameters include the game state and the number of reserved balls. The stop symbol pattern number and the remaining number of regular train support rounds are used. Next, the first special figure Information is set to refer to various information regarding the settings of the fluctuation patterns in the variable display game. Prepare the table, which is the variable pattern setting information table for Special Figure 1 (Step A325) ). After that, the change is set to set the variation pattern, which is the variation mode in the first special feature variation display game. The motion pattern setting process (step A326) is performed, and the start of the variation in the first special feature variation display game is set. The process of setting information to start of changes (step A327) is performed to set the information.

[0177] Next, set "1" as the processing number for the special feature change processing (Step A328) The processing number is saved in the special game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and the variation of Special Feature 1 begins. The relevant signals (for example, the signal to turn ON while special symbol 1 is changing) are saved to the test signal output data area. (Step A331). Then, save the variable flag to the variable control flag area in Figure 1. (Step A332), the flashing control timer (Display Unit 5 in Figure 1) is set to the flashing control timer area in Figure 1. Set the initial value (100ms in this case) of the timer for the blinking cycle (Step A33) 3). Next, save the initial value (in this case, "0") in the Special Feature 1 variable symbol number area (Ste (A334), the process for starting the variation in Special Feature 1 is terminated.

[0178] [Special Figure 2: Start of Variation Process] Next, we will detail the process of starting the change in Special Feature 2 (step A304) in the normal processing of the Special Feature as described above. Let me explain. The Special Feature 2 variation start process is a process performed at the start of the second Special Feature variation display game. And, the same process as the process in the variation start process shown in Figure 15(a) is performed in the second start-up process. This is intended for memory.

[0179] As shown in Figure 15(b), first, the type of special feature variation display game to be executed (here, special feature 2) Save the special figure 2 variation flag indicating this to the variation symbol discrimination flag area (Step A341 Next, determine the winning random number to decide whether the second special symbol variation display game is a jackpot or not. In order to set the jackpot flag 2, information about misses and jackpots is set, and the second special symbol variation table The minor win flag is used to determine whether the displayed game is a minor win or not, and it contains information about misses and minor wins. This process involves setting up the settings and determining whether the second special feature variation display game is a support win or not. The process of setting the winning flag 2 is called the "Big Win Flag 2 Setting Process". (Step A342) is performed.

[0180] Next, the setting process for the stop symbols (symbol information) of the stop symbols in the special figure 2 (Step A After performing step 343), set the special diagram information, which is a parameter for setting the variation pattern. The special feature information setting process (step A344) is performed. The parameters include the game state and the number of reserved balls. The stop symbol pattern number and the remaining number of regular train support rounds are used. Next, the second special figure Information is set to refer to various information regarding the settings of the fluctuation patterns in the variable display game. Prepare the table for setting the variable pattern in Special Feature 2 (Step A345). ). After that, the change is set to the variation pattern, which is the variation mode in the second special feature variation display game. The motion pattern setting process (step A346) is performed, and the start of the variation in the second special feature variation display game is set. The process of setting information to start of changes (step A347) is performed to set the information.

[0181] Next, set "1" as the processing number for the special feature change processing (Step A348) The processing number is saved in the special game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and the variation of Special Feature 2 begins. The relevant signals (for example, the signal to turn ON during the variation of special symbol 2) are saved to the test signal output data area. (Step A351). Then, save the variable flag to the variable control flag area in Figure 2. (Step A352), the flashing control timer (Display 5 in Figure 2) is set to the flashing control timer area in Figure 2. Set the initial value (100ms in this case) of the timer for the blinking cycle of step A35. 3). Next, save the initial value (in this case, "0") in the Special Feature 2 variable symbol number area (Ste (A354), the special figure 2 variation start process is terminated.

[0182] In other words, the game control device 100 changes the special symbols based on the start memory stored in the start memory means. It constitutes a special feature variation display game execution control means for executing a dynamic display game. The execution control means, based on the first start memory, displays the first special feature variation as a special feature variation display game. The game is executed, and based on the second start memory, the second special feature variation display game is executed. This will involve carrying out the action.

[0183] [Special Feature 1 Stop Symbol Setting Process] Figure 16 shows the stop symbol setting process for Special Figure 1 in the variation start process of Special Figure 1 in this embodiment (step This indicates (P323). In this special feature 1 stop symbol setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step Step A431) If it is a jackpot (Step A431; Y), Special Symbol 1 Special Symbol Random Number Storage Load the special symbol random number from the area (for 1 reserved) (step A432). Next, special symbol 1 Set the jackpot symbol table (step A433) and the loaded special symbol random numbers correspond The stop symbol number is obtained and saved in the Special Feature 1 stop symbol number area (Step A434). The type of jackpot is selected through this process.

[0184] After that, the special feature 1 jackpot stop symbol information table is set (step A435), stop symbols Get the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step (A436). The stop symbol pattern refers to the stop on the special symbol indicator (in this case, special symbol 1 indicator 51). This is for setting the stop symbol and the stop symbol on the display device 41. Next, the stop symbol number The corresponding upper limit information for the number of rounds is obtained and saved in the upper limit information area for the number of rounds (step (P437), obtain time reduction judgment data corresponding to the stop symbol number and time reduction judgment data Save to area A438, and display corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A439). This information is used to save the actual special game state. Gameplay mode, performance mode after the end of the special game state, and selection table for variations after the end of the special game state. This is for setting up variation pattern scenarios, which are information regarding the transition of the group. Next, prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A455).

[0185] On the other hand, if the big win flag 1 is not a big win (step A431;N), then the minor win flag is used. 1 determines if it is a minor win (step A440), and if it is a minor win (step A44 0;Y) loads the random number for the special symbol from the special symbol random number storage area (for 1 reserved number) of Special Symbol 1. (Step A441). Next, set the special feature 1 small win symbol table (Step A442). Then, obtain the stop symbol number corresponding to the loaded special symbol random number and place it in the special symbol 1 stop symbol number area. Save (Step A443). This process selects the type of minor win. Then stop The stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (S Step A444), save the performance mode transition information corresponding to the stop symbol pattern (Ste Step A445), prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A 455).

[0186] Also, if minor win flag 1 is not a minor win (step A440;N), then support win flag Determine if G1 is a support hit (step A446), and if it is a support hit (step A44 6;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 1. (Step A447). Next, set the special feature 1 support winning symbol table (Step A448). ), obtain the stop symbol number corresponding to the loaded special symbol random number and enter the special symbol 1 stop symbol number area Save to (Step A449). This process selects the type of support.

[0187] After that, the stop symbol pattern corresponding to the stop symbol number is obtained and placed in the stop symbol pattern area. Save (Step A450), and obtain the time reduction judgment data corresponding to the stop symbol number. Save the data to the time reduction determination data area (step A451) and the corresponding stop symbol pattern. Save the performance mode transition information (step A452), and the decoration corresponding to the stop symbol pattern Prepare the special drawing command (Step A455). Also, if support hit flag 1 is not a support hit (step A446; N), then it is a miss. The stop symbol number is saved in the Special Feature 1 stop symbol number area (step A453), and it stops as a miss. Save the pattern to the stop pattern area (step A454), stop pattern Prepare the decorative special drawing command corresponding to the line (step A455). Through the above process, The stopping symbols are set according to the result of the special symbol variation display game.

[0188] After that, save the decorative special effect command to the decorative special effect command area (step A456), Perform the performance command setting process (step A457). This decorative special effect command will be used later in the performance. The signal is transmitted to the control device 300. Then, the symbol data corresponding to the stop symbol number is output as a test signal. Save to the power data area (Step A458), Special Feature 1 Special Feature Symbol Random Number Storage Area (Number of Reserves) Clear (for 1) to 0 (step A459) and end the special feature 1 stop symbol setting process.

[0189] [Special Feature 2 Stop Symbol Setting Process] Figure 17 shows the process of setting the stop symbol for special figure 2 in the special figure 2 variation start process of this embodiment (step This indicates P343). Note that the stop symbol setting process for Special Feature 2 is the same as the stop symbol setting process for Special Feature 1. The processing will be carried out with reference to Figure 2. In this special feature 2 stop symbol setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step If it is a jackpot (step A471;Y), store the random number for the special symbol 2. Load the special symbol random number from the area (for 1 reserved) (step A472). Next, special symbol 2 Set the jackpot symbol table (step A473) and the loaded special symbol random numbers The stop symbol number is obtained and saved in the Special Feature 2 stop symbol number area (Step A474). The type of jackpot is selected through this process.

[0190] After that, the special feature 2 jackpot stop symbol information table is set (step A475), stop symbols Get the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step (P476). The stop symbol pattern refers to the stop on the special symbol indicator (in this case, special symbol 2 indicator 52). This is for setting the stop symbol and the stop symbol on the display device 41. Next, the stop symbol number The corresponding upper limit information for the number of rounds is obtained and saved in the upper limit information area for the number of rounds (step (P477), obtain time reduction judgment data corresponding to the stop symbol number and time reduction judgment data Save to area A478, and display corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A479). This information is used to save the actual special game state. Gameplay mode, performance mode after the end of the special game state, and selection table for variations after the end of the special game state. This is for setting up variation pattern scenarios, which are information regarding the transition of the group. Next, prepare the special decorative symbol command corresponding to the stop symbol pattern (Step A495).

[0191] On the other hand, if the big win flag 2 is not a big win (step A471;N), then the minor win flag is used. 2 determines if it is a minor win (step A480), and if it is a minor win (step A48 0;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 2. (Step A481). Next, set the special feature 2 small win symbol table (Step A482). Then, obtain the stop symbol number corresponding to the loaded special symbol random number and put it into the special symbol 2 stop symbol number area. Save (Step A483). This process selects the type of minor win. Then stop The stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (S Step A484) Saves the performance mode transition information corresponding to the stop symbol pattern (Ste Step A485), prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A 495).

[0192] Also, if minor win flag 2 is not a minor win (step A480;N), then support win flag Determine if G2 is a support hit (step A486), and if it is a support hit (step A48 6;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 2. (Step A487). Next, set the Special Feature 2 support winning symbol table (Step A488). ), obtain the stop symbol number corresponding to the loaded special symbol random number and enter the special symbol 2 stop symbol number area Save to (Step A489). This process selects the type of support.

[0193] After that, the stop symbol pattern corresponding to the stop symbol number is obtained and placed in the stop symbol pattern area. Save (Step A490), and obtain the time reduction judgment data corresponding to the stop symbol number. Save the data to the time reduction determination data area (step A491) and the corresponding stop symbol pattern. Save the performance mode transition information (step A492), and the decoration corresponding to the stop symbol pattern Prepare the special drawing command (Step A495). Also, if support hit flag 2 is not a support hit (step A486;N), then it is a miss. The stop symbol number is saved in the Special Feature 2 stop symbol number area (step A493), and it stops as a miss. Save the pattern to the stop pattern area (step A494), stop pattern Prepare the decorative special drawing command corresponding to the line (step A495). Through the above process, The stopping symbols are set according to the result of the special symbol variation display game.

[0194] After that, save the decorative special effect command to the decorative special effect command area (step A496), Perform the performance command setting process (step A497). This decorative special effect command will be used later in the performance. The signal is transmitted to the control device 300. Then, the symbol data corresponding to the stop symbol number is output as a test signal. Save to the power data area (Step A498), Special Feature 2 Special Feature Symbol Random Number Storage Area (Number of Reserves) Clear (for 1) to 0 (step A499) and end the special symbol 2 stop symbol setting process. In this way, when setting the stopping symbols for each result, a common special symbol random number is used regardless of the result. By using this method, the number of types of random numbers required can be reduced, simplifying the specifications and programs of the gaming machine. This allows for a reduction in the burden of control.

[0195] [Special Feature Fluctuation Processing] Figure 18 shows the special feature variation processing (step A10) in the special feature game processing of this embodiment. show. In this special feature variation processing, first, the symbol stop command corresponding to the variation symbol discrimination flag is prepared. After preparing (step A601), perform the performance command setting process (step A602). Next Then, set the display time corresponding to the stop symbol pattern (step A603), and the set table The displayed time is saved in the special game processing timer area (step A604). That is, the game The control device 100 sets a stop display time to display the stop result of the variable display game. This constitutes a means for setting the stop display time.

[0196] Next, determine if regular train support is in operation (step A605), and if regular train support is not in operation In case (step A605;N), proceed to step A612. Also, during regular power support In some cases (step A605; Y), the number of time reduction variations in the time reduction variation count range is -1 Update (Step A609) and determine if the number of time reduction fluctuations has become 0 (Step A 610). If the number of time reduction fluctuations is 0 (step A610; Y), the regular power support will be terminated. The process to set up a time-saving termination is performed (step A611), and the process proceeds to step A612. Also, if the number of time reduction variations is not zero (step A610; N), then step A612 It will transition to [this].

[0197] After the performance mode information check process (step A612) is completed, the remaining reserved ball consumption state ends. Determine if it has been done (Step A613). The remaining reserved state being finished here means that the remaining reserved In addition to the termination conditions for the remaining game state ST5 being met, the remaining game will also be available when the specific game state ST4 ends. This includes cases where no record exists. If the remaining pending state has not been completed (step A613;N), then step A616 The process will then proceed. Also, if the remaining pending state is completed (step A613; Y), the result will be Determine if it is a miss (Step A614). If the result is not incorrect (step A614; N), proceed to step A616. If the result is incorrect (step A614; Y), a signal regarding the termination of the time-saving process is issued (for example, The jackpot signal 2 is turned OFF and saved to the external information output data area (step A615), We will now move on to step A616.

[0198] In step A616, set "2" as the processing number for processing while displaying the special drawing (step Step A616), save that processing number in the special game processing number area (Step A61 7) Furthermore, signals related to the end of the variation of Special Symbol 1 (for example, the signal indicating that Special Symbol 1 is still varying is turned OFF) ) is saved to the test signal output data area (step A618), and the change termination in Figure 2 is The signal (for example, the signal for special symbol 2 variation being turned OFF) is saved to the test signal output data area. (Step A619) The number of times the special feature variation display game is executed is related to output to the external information terminal. The initial value of the control timer (for example, 256 milliseconds) is saved in the control timer area for the pattern confirmation count signal. (Step A620). Subsequently, the control of the Special Feature 1 Variable Display Game in the Special Feature 1 Display Unit 51 As information for your use, the stop flag related to the stop of fluctuations on the display unit 51 in Figure 1 is set in the fluctuation control unit 51 in Figure 1. Save to the lag area (step A621), and the variable display of special figure 2 in special figure 2 display 52 As information for controlling the system, the stop flag related to the stop of fluctuations on the display unit 52 in Figure 2 is set in Figure 2 The data is saved to the dynamic control flag area (step A622), and the special feature variation processing is terminated.

[0199] [Time-saving termination setting process] Figure 19 shows the time-saving termination setting process (step A611) during the special feature variation processing. In the time-saving termination setting process, first, a signal related to the termination of the time-saving feature (for example, the special symbol 1 variation time) is issued. Shortened state signal OFF, Special symbol 2 variation time shortened state signal OFF, Normal symbol 1 high probability state State signal OFF, normal pattern 1 variation time shortened state signal OFF, normal electric mechanism 1 open extended state The state signal (OFF) is saved to the test signal output data area (step A632).

[0200] Next, the number for no time reduction is saved in the game status display number area (step A633), Save the "Normal Low Probability & No Time Reduction" flag in the Game Mode Flag Area (Step A63) 4) Save the low probability and no time reduction flag for the special feature game mode flag area (step (P635). Then, clearing the time reduction variation count area (step A636), regarding left-handed hitting instructions The signal (for example, turning off launch position designation signal 1) is saved to the test signal output data area ( Step A638) turns off the indicator LED during right-hand play (for example, the first game state indicator unit 56a). To do this, save the number for the left-handed shooting state in the game state display number 2 area (Step A6) 39) Save the normal base state information to the normal base state determination area (step A640 ), terminate the time reduction variation count update process.

[0201] [Processing during special display] Figures 20 and 21 show the special feature display processing in the special feature game processing of this embodiment (step A11) is shown. In this special display processing, first, the support win flag set in the big win flag 1 setting process Load the first flag and the second support win flag set in the second big win flag setting process (S Step A701) Clear the support flag area 1 and support flag area 2 of the RWM. (Step A702). Next, the minor win flag 1 set in the big win flag 1 setting process and the big win flag 2 setting process The small win flag 2 set in the regular processing is loaded (step A703), and the RWM Clear the minor win flag area 1 and minor win flag area 2 (Step A704).

[0202] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting process The jackpot flag 2 set in the regular processing is loaded (step A705), and the RWM Clear the jackpot flag area 1 and the jackpot flag area 2 (step A706). Next, determine if the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot In this case (Step A707;Y), it is a jackpot in the second special feature variation display game (Special Feature 2 Jackpot). Test signals related to the start of (for example, the condition device operation signal ON, the continuous operation device for special features operation) The signal (ON, special symbol 2 win signal ON) is saved to the RWM test signal output data area. Then (step A710), set the round number upper limit table (step A711).

[0203] On the other hand, if the jackpot flag 2 is not a jackpot (step A707;N), the loaded Determine if the jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step P708;Y) relates to the start of a jackpot (Special Symbol 1 jackpot) in the first special symbol variation display game. Test signals (for example, the condition device operation signal is ON, the continuous operation device for special features is ON, special Save the signal (ON for each separate symbol 1) to the RWM test signal output data area (Step A 709) Set the round number limit table (step A711).

[0204] Next, the round number limit corresponding to the round number limit information is obtained, and the round of RWM Save to the upper limit range for the number of rounds (step A712). Then, for the upper limit information for the number of rounds... Obtain the corresponding round LED pointer and save it to the round LED pointer area of ​​the RWM. Do (Step A713).

[0205] Next, load the decorative special effect command from the RWM decorative special effect command area and prepare (S Step A714) and the performance command setting process (Step A715) are performed. After that, the general diagram changes. In the dynamic display game and the special symbol variation display game, the probability of a winning result is the normal probability state (low probability state). Prepare a probability information command related to the information (state) (step A716), and perform command Perform the setting process (step A717). Then, perform the special figure 1 or special figure 2 stop symbol setting process. Fanfare record corresponding to the set symbol information (stop symbol number or stop symbol pattern) Prepare the command (step A718), then perform the performance command setting process (step A719) This fanfare command is transmitted to the performance control device 300 at the start of the special game state. This provides information about the start of a special game state.

[0206] Next, information on the opening of the grand prize slot, and the winning results in the regular and special symbol variation display games. The signal corresponding to the probability state is saved to the RWM's external information output data area. Step A720). In this embodiment, in step A720, the information about the opening of the large prize slot is confirmed. As signals corresponding to the rate state, the jackpot 2 signal and jackpot 3 signal are saved. The ON / OFF status of each is determined by the information on the opening of the big prize slot and the probability state. For example, the Big Win 2 signal If it is a jackpot with payouts (the information about opening the jackpot opening is other than jackpot opening information 1), then O N, a jackpot without payout (so-called sudden jackpot, etc.). Information on the opening of the large prize slot 1 If this is the case, it will be ON during a jackpot while in a time-saving state, and OFF otherwise. Furthermore, the jackpot signal 3 is ON if it is a jackpot with payouts, and ON if it is a jackpot without payouts. In this case, it will be turned OFF. Note that in the gaming machine of this embodiment, all are jackpots that result in payouts. .

[0207] After that, information about the opening of the grand prize slot was displayed, and a win was achieved in the regular and special symbol variation display games. Set the jackpot fanfare time corresponding to the probability state of the result (Step A721) ), save the set jackpot fanfare time to the special feature game processing timer area ( (A722). Then, load the special feature game mode flag, and load the loaded flag into the special feature Save to the game mode flag backup area (step A723). This will result in special outcomes. The probability state of the special feature and the time-saving state at the time of occurrence are stored. And later, the stored information Based on the information gathered, the performance mode after the special game state ends is determined.

[0208] Then, clear the area of ​​fraudulent winnings in the grand prize slot corresponding to the grand prize slot opening information ( Step A724) The monitoring period for fraudulent activity at the big prize gate corresponding to the information on opening the big prize gate. Save the "out of monitoring period" flag to the area (step A725). Then, FanFa - Fanfare / Interval processing transition setting for transitioning to interval processing The regular process 1 (step A726) is performed, and the special display processing ends. In other words, game control. If the result of the device 100 is special in either the first special symbol variation display game or the second special symbol variation display game Based on the results, a special game state is generated in which the special variable prize winning device 38 is converted to an open state. This constitutes a means of generating a special game state.

[0209] On the other hand, if the jackpot flag 1 is not a jackpot (step A708;N), the special symbol variation display will appear. It is determined whether the game's probability state is a high probability state (step A727). In gaming machines, the probability of special symbols is always constant, so it is determined that it is not always in a high probability state (Step A 727;N), determine if there is a flag indicating that the ceiling has been reached (step A728). If there is a flag indicating that the ceiling has been reached (step A728; Y), then the ceiling will be reached. The process for starting the regular train support will not be performed, and the system will proceed to step A732. Ceiling reached. The completed flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. This is designed so that when the ceiling is reached, regular electricity support will be activated. If this occurs, regular support based on reaching a new ceiling will be provided unless a big win has occurred. It is possible to prevent it from starting.

[0210] If there is no flag indicating that the ceiling has been reached (step A728; N), the value in the ceiling counter area is not set. Increment by 1 (step A729) and determine whether the top is reached (step A730). If the top has not been reached (step A730; N), proceed to step A732. Also, if the top is reached (step A730; Y), set the top-time reduction activation flag and the reached flag (step A731) and proceed to step A732.

[0211] In step A732, determine whether the loaded small hit flag 2 is a small hit (step A732). If it is a small hit (step A732; Y), save a test signal regarding the start of the small hit (special figure 2 small hit) of the second special figure variable display game (for example, turn on the special symbol 2 small hit signal) in the test signal output data area of the RWM (step A735) and proceed to step A7 36. ) and proceed to step A7 36. Also, if the small hit flag 2 is not a small hit (step A732; N), determine whether the loaded small hit flag 1 is a small hit (step A733). If it is a small hit (step A733; Y), save a test signal regarding the start of the small hit (special figure 1 small hit) of the first special figure variable display game (for example, turn on the special symbol 1 small hit signal) in the test signal output data area of the RWM (step A734) and proceed to step A736. and proceed to step A736.

[0212] Next, determine whether the probability state of the special figure variable display game is a high probability state (step A 736). In the gaming machine of this embodiment, since the special figure probability is always constant, it is always determined that it is not in the high probability state (step A736; N), load a decoration special figure command from the decoration special figure command area, prepare (step A737), and perform an effect command setting process (step A738). Perform the action. Next, prepare the small win fanfare command (step A739), and the animation frame Perform the setting process (step A740). This small win fanfare command is also special play This represents the special game state start information that is transmitted to the performance control device 300 at the start of the special game state. Then, to transition to the mini-win fanfare processing, The row setting process (step A741) is performed, and the special drawing display process is terminated.

[0213] On the other hand, if minor win flag 1 is not a minor win (step A733;N), the ceiling time reduction is activated. Determine if the flag exists (step A751). If the ceiling time reduction activation flag exists (step The A751;Y) saves the initial value of the number of time reductions at the ceiling to the time reduction variation range (stat Step A752) and proceed to the support operation setting process (step A756). Here, in the time reduction variation count range, the actual values ​​of the Special Figure 1 variation display game and the Special Figure 2 variation display game are used. Save 250 as the termination condition based on the total number of rows.

[0214] Also, if there is no flag for ceiling time reduction activation (step A751;N), the loaded support Determine if hit flag 2 is a support hit (step A753). If it is not a support hit (step Step A753;N) determines whether the loaded support flag 1 is a support hit (step (Step A754). If support is not found (Step A754; N), proceed to the normal special feature processing. Perform the special drawing normal processing transition setting process (step A757) to end the special drawing display process. I'm done.

[0215] On the other hand, if support hit flag 2 is a support hit (step A753; Y) or support hit If Flag 1 is correct (Step A754; Y), it corresponds to the time reduction judgment data. The initial value is saved in the time reduction variation count area (step A755), and the support operation setting process is performed. Proceed to (Step A756). Here, in the time reduction variation count range, the actual values ​​of the Special Figure 1 variation display game and the Special Figure 2 variation display game are used. Save 250 as the termination condition based on the total number of rows. After performing the support operation setting process (step A756), the process transitions to the special drawing normal processing. The system performs the normal processing transition setting process (step A757) and then terminates the special display processing.

[0216] In the above process, the determination of whether or not the ceiling has been reached is made at the end of the special symbol variation display game. Ori (Steps A727~A731), the special symbol variation where the support win and reaching the ceiling are the same If this occurs in the displayed game, the termination conditions for the specific game state ST4 based on reaching the ceiling will be I'm setting it up (steps A751~A756).

[0217] It is rare for reaching the ceiling and winning a support bonus to occur in the same special symbol variation display game. Checking this at the start of a special feature variation display game would be a waste of control. Therefore, by using the method described in this embodiment, such unnecessary processing becomes unnecessary, and the special drawing changes This makes it possible to simplify the control at the start of a dynamic display game.

[0218] Furthermore, specific fluctuation patterns and result types are set based on the number of support units and the reaching of the ceiling. If this is fixed, the win for the support and the reaching of the ceiling will occur in the same special symbol variation display game. If this occurs, the special feature variation display game will start with a variation pattern based on the support win and A result mode is selected, but a specific game state ST4 is granted at the end of the special feature variation display game. The termination condition is not based on the number of support points, but rather on reaching the ceiling. . While the variation patterns and result types are selected to correspond to each support, the granting The termination condition for the specific game state ST4 is based on reaching the ceiling, which is a contradiction. Although this occurs, the transition to the specific game state ST4 remains unchanged, which may cause dissatisfaction among players. No, that's not the case. In particular, the termination conditions based on reaching the ceiling are designed to be more advantageous to the player. If this is done correctly, players will not have any complaints.

[0219] If there is sufficient control capacity at the start of the special feature variation display game, the special feature variation display game At the start of the game, it is determined whether reaching the ceiling and winning a support bonus occur in the same special symbol variation display game. It may be fixed. In the same special feature variation display game, reaching the ceiling and winning a support bonus occur. If this occurs, the variation pattern and result type of the special feature variation display game will be changed to correspond to the result. By making it something that corresponds to reaching the ceiling, inconsistencies can be avoided. In the gaming machine of this embodiment, specific fluctuation patterns are determined based on support wins and reaching the ceiling. Since the resulting behavior is not specified, such contradictions do not occur.

[0220] [Fanfare / Interval Processing Transition Setting Process 1] Figure 22 shows the transition settings for the fanfare / interval processing during the special display processing described above. This shows the regular process 1 (step A726). This fanfare / interval processing transition setting In fixed process 1, first, the process number related to the fanfare / interval processing is "3". Set (step A791) and save the processing number in the special feature game processing number area (step (A792)

[0221] Next, the signal related to the start of a jackpot (special game state) (for example, the jackpot 1 signal is turned ON (jackpot) (Output for win + minor win), 4 big win signals ON (Output for big win)) in the external information output data area Save in the area (step A793), signal regarding the end of high probability & time reduction (for example, special diagram) Pattern 1 high probability state signal OFF, Special symbol 2 high probability state signal OFF, Special symbol 1 variation time Shortened state signal OFF, Special symbol 2 variation time shortened state signal OFF, Normal symbol 1 high probability state State signal OFF, normal pattern 1 variation time shortened state signal OFF, normal electric mechanism 1 open extended state The state signal (OFF) is saved to the test signal output data area (step A794). , clear the round count area for managing the number of rounds played in special game mode (stat Step A795), save the number for no time reduction in the game status display number area (Step A79 6) Save the normal low probability & no time reduction flag in the normal game mode flag area (step (Pu A797).

[0222] Then, the variable symbol discrimination flag area is cleared (step A798), and the high probability state is displayed. The game state indicator LED (for example, the third game state indicator unit 56c) provided on the game board 30 is To turn off the lights, clear the high-probability notification flag area (step A799), and play the special game. Save the low probability special feature & no time-saving flag in the mode flag area (Step A800). Next This includes saving the commands output to the performance control device 300 when the power is restored. The probability information command (low probability) is saved to the command area (step A801), and the time-saving state is activated. Clear the time-saving variation count area to manage the number of times the special feature variation display game can be played. (Step A803). This terminates the normal power support and time-saving state. Furthermore, Clear the ceiling counter area (step A804), and clear the ceiling time reduction activation flag area. Then (Step A805), clear the area where the ceiling has been reached (Step A806).

[0223] After that, save the number for performance mode 1 in the performance mode number area (step A807), The remaining spin count area for the performance is cleared (step A808), and the next mode transition information area is updated. Save the code (step A809). Then, the signal regarding the right-hand stroke instruction (for example) (Turn launch position designation signal 1 ON) save to the test signal output data area (Step A810) ), in order to light up the display LED (for example, the first game state display unit 56a) during right-handed play, Save the number for the right-handed hit state in the second area of ​​the technique status display (step A811), fan Fare / Interval Processing Transition Setting Process 1 is terminated.

[0224] [Support operation process] Figure 23 shows the support operation process (step A756) in the special display processing described above. In this support operation setting process, first, signals related to the start of the time reduction (for example, the jackpot 2 signal and The jackpot signal (3) is turned ON and saved to the external information output data area (step A821). Next, the timer initial value is saved in the time-saving signal control timer area (step A822). It saves 128ms as the timer's initial value. This allows the signal related to the start of the time reduction to be saved. Of these, the jackpot signal (number 3) will only be output for a short time.

[0225] Next, the signal related to the start of the time reduction (for example, the special symbol 1 variation time reduction state signal is turned ON) Special symbol 2 change time reduction state signal ON, normal symbol 1 high probability state signal ON, normal symbol 1 The test signal output is the signal that turns on the variable time reduction state signal and the signal that turns on the normal electric mechanism 1 opening extension state signal. Save to the data area (Step A823).

[0226] Furthermore, the number indicating that time-saving mode is available is saved in the game status display number area (step A824), Save the flag for high probability and time reduction in the diagram gate mode flag area (Step A82) 5) In order to maintain the probability state flag and enable time reduction, in the special game mode flag area Synthesize the flag indicating that there is a special feature time reduction (step A826). Next, a test signal is issued for the instruction to shoot to the right (for example, turning on firing position designation signal 1). Save to the power data area (step A827), and the display LED during right-handed play (for example, 1st play) In order to light up the skill status display unit 56a), the number of the right-hand shooting state is entered in the game status display number 2 area. Save the data (step A828). Then, set the performance mode information address table. (Step A829), the performance mode transition information set at the start of the variation (when the stop symbols are set) Obtain the address of the table corresponding to the information (step A830). Performance mode transition information By obtaining the address of the corresponding table based on this, the migration of the variable selection table group is performed. The variable pattern scenarios, which are information related to this, are also acquired.

[0227] Next, as a process to save the information necessary for managing the performance mode in the game control device 100, First, the performance mode is set after the special feature variation display game that resulted in a support win. The code number is obtained and saved in the performance mode number area (step A831). Furthermore, The remaining number of spins for the performance mode set after the special feature variation display game that resulted in a win. Acquired and saved in the remaining spin count area for the performance (step A832), the special symbol that resulted in a support win After the variable display game ends, the next mode transition information for the performance mode is obtained, and the next mode Save to the migration information area (step A833). Based on the information saved here, After the special symbol variation display game that resulted in a win ends, a predetermined number of special symbol variation display games will be played. Based on this, the performance mode and the set of variable selection tables will change.

[0228] After that, prepare the probability information command corresponding to the performance mode number (step A834), Save the command to the command area to be sent when the power outage is restored (step A835), and the performance command The setting process (step A836) is performed. Next, the remaining number of spins for the newly set performance is applied. Prepare the corresponding performance rotation command (step A837), and perform the performance command setting process (S Perform step A838) and prepare the time reduction variation count command corresponding to the number of time reduction variations. Then (step A839), the performance command setting process (step A840) is performed. Then, the time reduction judgment data area is cleared (step A841), and the performance mode transition information is cleared. The information area is cleared (step A842), and the support operation setting process is terminated.

[0229] [Big win termination process] Figure 24 shows the jackpot termination process (step A15) in the special feature game processing of this embodiment. show. In this jackpot termination process, first, the special result that triggered the execution of this special game state is determined. The time reduction judgment data, which is set based on the type, determines the time reduction state (normal) after the end of the special game state. When the state is "electric support available", determine whether the data is set to include time-saving features (step A901). If the data does not include time-saving (Step A901;N), perform the jackpot termination setting process 1. (Step A902), if the data includes a time-saving feature (Step A901; Y), then it is a jackpot. Perform termination setting process 2 (step A903). Then, the performance mode information address table. Set (Step A904), and the performance mode set at the start of the variation (when the stop symbol is set) Obtain the address of the table corresponding to the migration information (step A905). Performance mode The migration information also includes the variation pattern scenario, which is information about the migration of the variable selection table group. It is being done.

[0230] Next, the management of the performance mode and the variable selection table group in the game control device 100 is necessary As part of the process of saving information, first, the performance mode set after the end of the special game state The output mode number is obtained and saved in the performance mode number area (step A906). The remaining number of spins for the performance mode set after the special game state ends is obtained and the remaining number of spins for the performance Save to the reversal area (Step A907), and the performance mode is set after the special game state ends. Obtain the next mode transition information and save it to the next mode transition information area (Step A908) Based on the information saved here, the special symbol variation table for a predetermined number of times after the end of the special game state is generated. The presentation mode and the set of variable selection tables will change based on the execution of the game. .

[0231] After that, prepare the probability information command corresponding to the performance mode number (step A909), Save the command to the command area to be sent when the power outage is restored (step A910), and the performance command Perform the initial setup process (step A911). Here, the probability information command is "Time reduction available". There are multiple commands that include information about the performance mode, either "No time reduction" or "No time reduction". Next, prepare the performance rotation count command corresponding to the newly set remaining performance rotation count ( Step A912) Perform the performance command setting process (Step A913). Next, prepare the time reduction variation count command corresponding to the time reduction variation count (step A914) Perform the performance command setting process (step A915).

[0232] Next, set "0" as the processing number for the special drawing normal processing (step A916), The management number is saved to the special game processing number area (step A917). After that, signals related to the end of the jackpot (for example, turning off the jackpot 1 signal and the jackpot 3 signal) Save OFF (Big Win 4 signal OFF) to the external information output data area (Step A9) 18) Signals related to the end of a jackpot (for example, turning OFF the signal indicating that the condition device is operating, and the continuous operation of the special feature) Turn OFF the "Motion device operating" signal, turn OFF the "Special symbol 1 win" signal, and turn OFF the "Special symbol 2 win" signal. ) is saved to the test signal output data area (step A919). Next, time reduction determination is performed. The data area information is cleared (step A920), and the number of rounds indicating the jackpot is displayed. Clear the information in the LED pointer area (step A921), and the performance mode transition information. Clear the area information (step A922). Then, the special feature game mode flag save area. Clear the area information (step A923), and set the flag area for fraud monitoring in the grand prize area. During the period, the flag is saved (step A924), and the jackpot termination process is terminated.

[0233] [Big Win Ending Setting Process 1] Figure 25(a) shows the jackpot termination setting process 1 (step A9) in the jackpot termination process described above. 02) is shown. In this jackpot termination setting process 1, first a signal regarding the end of the time reduction (for example) is shown. (The jackpot signal 2 is turned OFF) is saved to the external information output data area (step A931). Next, a signal regarding the end of the time reduction (for example, the signal indicating the reduced time for special symbol 1 variation) is turned OFF. , Special symbol 2 change time reduction state signal OFF, Normal symbol 1 high probability state signal OFF, Normal (Try turning OFF the signal for shortening the pattern variation time, and turning OFF the signal for extending the opening of the normal electric mechanism 1) Save the test signal output data to the data area (step A932).

[0234] Next, the number for no time reduction is saved in the game status display number area (step A933), Save the "Normal Low Probability & No Time Reduction" flag in the Game Mode Flag Area (Step A93) 4) Save the "no time reduction" flag in the special game mode flag area (step A935). After that, the time reduction variation count area is cleared (step A936), and the jackpot end setting process is performed. End of Science 1. As a result of the above process, after the special game state ends, the game will be in a state without time reduction (no normal power support). )

[0235] [Big Win Ending Setting Process 2] Figure 25(b) shows the jackpot termination setting process 2 (step A9) in the jackpot termination process described above. 03) was shown. In this jackpot termination setting process 2, first, a signal regarding the start of the time reduction (for example) If the jackpot signal (2) is turned ON, save it to the external information output data area (step A941). The signal regarding the start of a high probability is output from the time of the jackpot, so it continues to be output from external information. It is saved in the output data area. Then, a signal regarding the start of the time reduction (for example, special symbol 1) The signal for reduced fluctuation time is ON, the signal for reduced fluctuation time for special symbol 2 is ON, and the signal for normal symbol 1 is high probability. Rate status signal ON, normal symbol 1 variation time reduction status signal ON, normal electric mechanism 1 open extension status The state signal (ON) is saved to the test signal output data area (step A942).

[0236] Next, save the number indicating that time-saving mode is available in the game status display number area (step A943), and then proceed to the normal diagram. Save the flag for high probability of normal animation and time reduction in the game mode flag area (Step A944). Then, save the time-saving flag in the special game mode flag area (step A945). After that, save the initial value of the time reduction variation count (250 in this case) in the time reduction variation count area. (Step A946) The jackpot termination setting process 2 is terminated.

[0237] As a result of the above process, after the special game state ends, the game will enter a time-saving state (with normal power support). Also, set the initial value of the number of time-saving fluctuations (in this case, 250) in the time-saving fluctuation fluctuation range. Then, the time-saving state ends after a predetermined number of special symbol variation display games (250 times in this case) have been played. It will come to be. In other words, after the special game state ends, the game control device 100 will perform a predetermined action for a set period of time. Then, the normal variable prize winning device 37 is put into a state where it is easy to win (a special game state, a time-saving state, a normal electric state) It constitutes a control means for generating specific game states (port states) that can be generated.

[0238] [Specific area switch monitoring process] Figure 26 shows the specific area switch monitoring process (step A3) in the special game processing. In this specific area switch monitoring process, first, it is determined whether a minor win is occurring (Step A 41). Here, "during a minor win" refers to the period during which minor win processing and processing of remaining minor win balls are performed. Yes. If this is not during a minor win (step A41;N), then the specific area switch monitoring process is performed. The process ends. In other words, the specific area switch 38d performs the processing of small wins and the processing of remaining small win balls. It is only valid during the period in which it is being offered. Also, if a minor win is in progress (Step A41; Y) This determines whether the condition device is operating (step A42).

[0239] If the conditional device is in operation (step A42; Y), the specific area switch monitoring process is performed. The process ends. Also, if the condition device is not operating (step A42; N), the specific area switch Determine if there is input to the switch (step A43). Then, if there is input to the specific area switch If none exists (step A43; N), the specific area switch monitoring process is terminated. If there is input to the region switch (step A43; Y), set the specific region pass flag. (Step A44), the specific area switch monitoring process is terminated. After this, the pass-through of this specific area Based on the presence of lag, a process will be initiated to trigger the first special game state.

[0240] [Handling of remaining balls after a small win] Figure 27 shows the handling of remaining balls after a small win in the special feature game processing (step A18). In the handling of remaining balls after a minor win, first, it is determined whether a remaining ball error is occurring (Step A8). 61). If a remaining ball error is occurring (step A861; Y), proceed to step A86 Proceed to step 3. Also, if a remaining ball error is not occurring (step A861;N), Determine if the remaining ball counter is 0 (step A862). If the remaining ball counter is not 0 In case (step A862;N), the processing of remaining balls for minor wins is terminated. Also, the remaining ball counter If the value is 0 (step A862; Y), the minor wins from step A863 onwards are terminated. Perform the necessary processing.

[0241] In other words, the minor win ends after all the remaining balls in the special variable prize winning device 38 have been ejected. The process is designed to handle the balls. However, at the end, the game balls flow into the special variable prize winning device 38. If a remaining bulb error occurs, where ejection cannot be confirmed even after a specified time has elapsed, The system will proceed to the process of ending the minor win, assuming that sufficient time has elapsed for the win to occur. It does. Of course, if there is a remaining ball error, it will not proceed to the process of ending the minor win. It is also acceptable to do so. Therefore, it is also acceptable to skip the process in step A861.

[0242] In the process to terminate a minor win, first, it is determined whether a specific area has been passed (step (A863). If a game ball enters and passes through the specific area 38h, the specific area switch 3 8d detects and sets the flag for passing through a specific area. Here, this flag for passing through a specific area The presence or absence of lag determines whether a specific area has been passed through. If a specific area has been passed through (status Step A863;Y) proceeds to step A870 to perform the process of generating a special game state. Also, if no specific region is passed through (step A863;N), proceed to step A864. The process is performed to end the second special game state and enable the special symbol variation display game to be executed. cormorant.

[0243] After step A864, the second special game state ends and the special symbol variation display game can be executed. In the process for doing so, set the processing number to 10, which is the processing for the minor win termination process (Step A 864) Save the processing number in the special game processing number area (step A865). Next The ending time for the minor win is saved in the special feature game processing timer area (step A866). , save the fraud monitoring period flag in the upper prize winning area (Step A 867). Then, clearing the big prize entry count area (Step A868), during the small win The control pointer area is cleared (step A869), and the processing of remaining small win balls is terminated.

[0244] On the other hand, there is passage through a specific region (step A863; Y), and the first special from step A870 onwards When performing a process to create a different game state, load the command from the decorative special feature command area. The system is prepared (step A870), and the performance command setting process is performed (step A871). Next, prepare the V jackpot fanfare command (step A872), and the performance command Perform the configuration process (step A873).

[0245] After that, the signal related to the start of a big win (V-jackpot) is saved in the external information output data area. Step A874), Test signal regarding the start of a jackpot (V jackpot) (for example, condition device operation) Try turning on the "In Operation" signal, the "Continuous Operation Device" signal, and the "Special Symbol 2 Win" signal. Save the test signal output data to the data area (step A875).

[0246] Then, the number during the jackpot is saved in the game status display number area (step A876), Set up a table of upper limits for the number of rounds (step A877) to correspond to the upper limit information for the number of rounds. Get the maximum number of rounds and save it in the maximum number of rounds area (Step A878) Furthermore, the round LED pointer corresponding to the upper limit of the number of rounds is obtained and round Save to the LED pointer area (step A879), and set the initial value to the round number area (here Next, save step 1) (Step A880). The maximum number of rounds is 10 rounds. Although this is set, the minor win action corresponds to the first round, so the initial value of the number of rounds is 1 By setting this, 9 rounds will be unlocked during the special game mode.

[0247] After that, set the processing number to 3 for the fanfare / interval processing ( Step A881), save to the special feature game processing number area (Step A882). Furthermore, The V jackpot fanfare time is saved to the special feature game processing timer area (step A883) ), perform the fanfare / interval processing transition setting process (step A884), Proceed to step A868.

[0248] [Minor win termination process] Figure 28 shows the minor win termination process (step A19) in the special feature game processing of this embodiment. show. In this minor win termination process, it is first determined whether regular electric support is in operation (Step A93) 1) If regular power support is in progress (step A931;Y), proceed to step A937. If normal power support is not in operation (step A931;N), the signal regarding left-handed hitting instructions will be displayed. (For example, turn off launch position designation signal 1) and save it to the test signal output data area (step (P932), turn off the display LED (for example, the first game state display unit 56a) during right-hand play. Therefore, save the number for the left-handed shooting state in the game state display number 2 area (Step A933) ), proceed to step A937.

[0249] Next, it is determined whether the ceiling time reduction activation flag is present (step A937). If there is no lag (step A937;N), proceed to step A940. Also, ceiling If there is a flag to activate the time reduction (step A937; Y), the initial value of the number of time reductions at the ceiling will be reduced. Save to one region for reduction variation count and two regions for time reduction variation count (step A938). The time reduction variation count range is set to 250. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940. .

[0250] Subsequently, set "0" as the processing number for the special drawing normal processing (step A940), The management number is saved to the special game processing number area (step A941). Furthermore, a signal related to the end of a minor win (for example, turning off the big win 1 signal) is output to the external information output. Save to the data area (step A942), signal regarding the end of the minor win (for example, special (Turn off the small win signal for separate symbol 1, and turn off the small win signal for special symbol 2) in the test signal output data area. Save to the area (Step A943). Next, the variable symbol discrimination flag area is cleared (step A944), and the performance mode transition information is cleared. Clear the information area (step A945), and enter the fraud monitoring period flag area for the grand prize slot. During the period, the flag is saved (step A946), and the minor win termination process is terminated.

[0251] Next, the control of the performance control device 300 will be explained. Main control of the performance control device 300 In the ICON (CPU) 311, there is the main processing shown in Figure 29 and timer interrupt processing (not shown). To do so.

[0252] [Main process] As shown in Figure 29, the main process first performs the program startup process. In the program's startup process, interrupts are first disabled (step C1), and the CPU is initialized. Perform the following (Step C2). Next, perform the initial setup of the VDP312 (Step C3), and allocate Allow inclusion (step C4). Then allow generation of display data (step C 5) Set the random number seed (step C6), and set the initial value at power-on in the area to be initialized. Save (Step C7). This clears the flag indicating that a power outage has been detected, etc.

[0253] After performing the program start processing from steps C1 to C7, the main loop processing proceeds as follows: The loop process is executed. In this loop process, first, the WDT (watchdog timer) is cleared. (Step C8). Next, input signals based on the operation of the performance button 25 or the directional pad 29 ( Perform the performance button input processing (step C9) which creates input information from the rising edge. Input from the performance button 25 and the directional pad 29 is read within the timer interrupt processing. In the processing of the effect button input, when there is input from effect button 25 or directional pad 29, the effect Perform processes such as changing the content.

[0254] Furthermore, it allows for setting the adjustable range of LED and LCD brightness, volume, etc., and the player can control the LED This process handles operations such as changing the brightness and volume of the LCD screen, and performs hall / player setting mode processing. (Step C10). Next, random numbers that determine the details of the variation pattern of the decorative special feature display game. Perform the random number update process (step C11) to update the data.

[0255] Next, the received command check analyzes the commands from the game control device 100 and takes appropriate action. The process (step C12) is performed to control the progress of the animation and edit the settings and drawing commands. Perform the animation display editing process (step C13) to set the completion of preparation for the drawing command. (Step C14). These processes update various data to match the content to be drawn. This process involves setting the drawing data into the frame buffer. 1 / 3 If you have prepared the drawing data for the screen to be drawn within 0 seconds (approximately 33.3 milliseconds), the drawing should work without any problems. The image can be updated.

[0256] Then, it is determined whether or not it is a frame switching timing (step C15). In terms of configuration, a V-blank interrupt (1 / 6) is used to create a system cycle (1 frame = 1 / 30 second). If 0 seconds is entered twice, it is determined that it is a frame change timing. The timing can be changed as needed, for example, by updating the image at 1 / 60th of a second (frame cutting). You can also perform a change, or update the image (switch frames) at a timing slower than 1 / 60th of a second. (Replacement) may be performed. In step C15, it was determined that it was not the frame switching timing. In the case of step C15; N, the process in step C15 is repeated. On the other hand, If step C15 determines that it is a frame switching timing (step C15; Y) This instructs the system to draw the screen (step C16).

[0257] Subsequently, regarding the audio output from the speakers (upper speaker 19a, lower speaker 19b) Sound control processing for control (step C17), including panel decoration device 46 and display panel 350 Decorative control process (step C18) for controlling LEDs such as frame decoration device 18, panel display device A movable body control process (step C19) is performed to control 44 motors and solenoids, and the performance is created. The control panel display setting process (step C20) is performed, and the WDT is cleared (step Return to C8).

[0258] [Received command check process] Figure 30 shows the received command check process in the main process described above. The command check process first determines how many commands are executed within one frame (1 / 30 second). The value of the command reception counter, which counts whether a command has been received, is loaded as the command reception count. Step C201) Determine whether the number of received commands is not zero (Step C202) And if it is determined that the number of received commands is 0 (step C202; N), then receive The command check process will be terminated. Also, if it is determined that the number of received commands is not 0 ( Step C202;Y) subtracts the number of commands received from the command reception counter area. (Step C203).

[0259] Next, copy the contents of the received command buffer to the command area (step C204) ), update the command read index by +1 in the range of 0 to 31 (step C205), Determine whether the copying of the received commands has been completed (step C206). Thus, in this embodiment, the command is not directly analyzed within the received command buffer. The contents of the received command buffer are copied to the command area (RAM area for analysis), and the command The system is configured to perform command analysis in the command area. This allows the command analysis to proceed. In case a command is sent from the game control device 100, the command (data) You can move it to make space. Also, the command analysis is done in units of one main processing cycle. It can be done all at once.

[0260] In step C206, it is determined that the copying of the received commands has not been completed. If this occurs (step C206; N), the process returns to step C204. Also, the command If it is determined that the copying of the received number of commands is complete (step C206; Y), Load the contents of the command area (step C207), and process the received command (step Perform the C208 procedure.

[0261] Next, update the address of the command area (step C209), and for the number of commands received Determine whether the command analysis is complete (step C210). Then, receive the command. If it is determined that the analysis of the command, which took several minutes, is not complete (step C210;N), Return to step C207. Also, once the parsing of the received commands is complete, If a determination is made (step C210; Y), the received command check process is terminated. As shown above, in the received command check process, received within 1 frame (1 / 30 second) The commands are analyzed in batches. In this embodiment, up to 32 commands can be saved. It is structured in this way.

[0262] [Received command parsing process] Figure 31 shows the received command analysis process in the received command check process described above. In this received command parsing process, first, the upper byte of the command is treated as MODE, and the lower byte as It was separated as ACT (ACTION) (step C231), and MODE and ACT are normal. Determine whether it is within the range (steps C232, C233). MODE and A If the CT results are determined to be within the normal range (steps C232;Y, C233;Y) This involves determining whether the ACT for MODE is a correct combination (Step C23). 4).

[0263] Furthermore, in steps C232 and C233, MODE or ACT is not within the normal range. If it is determined that (step C232;N, step C233;N), or step If C234 determines that the ACT for MODE is not a correct combination (step C2 34;N) The process of parsing the received command is terminated.

[0264] If in step C234 it is determined that the ACT for MODE is a correct combination ( Step C234;Y) determines whether MODE is within the range of variable commands. (Step C235). The variable command is a command that instructs the variable pattern of the special feature. And if it is determined that MODE is within the range of variable commands (step C235) ;Y) performs variable command processing (step C236) and receives command analysis processing. Ending.

[0265] Also, in step C235, if it is determined that MODE is not within the range of variable commands ( Step C235;N) determines whether MODE is within the range of jackpot-related commands. (Step C237). Jackpot commands are actions related to the jackpot animation (fantasy). Commands that direct actions such as displaying the bonus screen or round screen, and actions related to the bonus animations during minor wins. This is a command that instructs (the display of fanfare screens and end screens, etc.). And MO If DE is determined to be within the range of a big win command (step C237; Y), then The system performs hit-related command processing (step C238) and then terminates the received command analysis process.

[0266] Also, if in step C237 it is determined that MODE is not within the range of jackpot-related commands (Step C237;N) determines whether MODE is within the range of symbol-based commands. (Step C239). The symbol commands contain information about the symbols of the special symbols (for example, the special symbols This is a command that instructs what the stopping symbol should be (and so on). And MODE is a symbol-related frame. If it is determined that it is within the range of the range (step C239; Y), then the pattern command processing ( Perform step C240) to terminate the received command parsing process.

[0267] Also, in step C239, if it is determined that MODE is not within the range of symbol-based commands, Step C239;N) MODE is a single-use command such as a hold count command or an error command. Determine whether it is within the command range (step C241). Single-shot commands are symbols Unlike commands that make sense when combined with variable commands, these commands are valid on their own. These are commands. These single-use commands include the customer waiting demo command, the hold count command, and the symbols. Commands such as stop commands, probability information commands, error / malfunction commands, and machine specification commands. Yes. And if MODE is determined to be within the range of single-use commands (Step C24) 1;Y) performs single-shot command processing (step C242) and receives command analysis processing. End of explanation.

[0268] Also, if in step C241 it is determined that MODE is not within the range of single-shot commands ( Step C241;N) determines whether MODE is within the range of pre-read symbol commands. Determine (step C243). And MODE is within the range of pre-read symbol commands. If a determination is made (step C243; Y), the pre-read symbol command processing (step C2 Perform step 44) to terminate the received command parsing process.

[0269] Furthermore, in step C243, it was determined that MODE was not within the range of pre-read symbol commands. In case (step C243;N), is MODE within the range of a look-ahead variable command? Determine if (step C245). Then, MODE is within the range of the look-ahead variable command. If it is determined that there is one (step C245; Y), then lookahead variable command processing (step Perform step C246) to terminate the received command parsing process. Also, in step C245, If MODE is determined to be outside the range of pre-read variable commands (Step C245; N) This completes the process of parsing the received command.

[0270] Note that pre-read variable commands and pre-read symbol commands are used to execute pre-read effects. This is a command containing the necessary information. (Pre-read animation, or pre-read announcement animation) (Also known as) This refers to the special symbol variation table corresponding to the start memory (hold) of the special symbol variation display game that has not yet been executed. Whether or not the game will result in a jackpot when it is subsequently played (or what kind of variation pattern will occur) To notify the player in advance of (Ruka) with a predetermined level of confidence, a decorative special drawing is displayed on the display device 41. Performing motion memory display, etc., in a manner different from the usual, or performing performance displays on the display device 41, etc. And, pre-read commands (pre-read variable commands and pre-read symbol commands) ) is a system that provides advance information on the variation patterns and stop symbols corresponding to the start memory that will be used for the pre-reading effect. This is a command that is sent from the game control device 100 to the performance control device 300 when a prize is won at the start of the game. It can be done. Note that regular variable commands and symbol commands that are not pre-read commands will be displayed in the special symbol variation display game. This information is transmitted from the game control device 100 to the performance control device 300 at the start of the game.

[0271] Next, we will explain the game's presentation and other features. Figure 32 shows an example of the presentation in the normal stage of the normal game state ST1. The display content is basically the same regardless of the game state, however some may differ depending on the game state. It is also possible to hide the displayed content.

[0272] As shown in Figure 32(a), in the center of the display area of ​​the display device 41, a decorative special feature variable display gauge A first decoration game display unit 81 is provided to display the first decoration game among the frames. In the game display unit 81, the left variable display area 81a, the middle variable display area 81b, and the right variable display area In each of the variable display areas of region 81c, the identification information is displayed in a variable manner and then stopped, creating a decorative effect. Display a game with fluctuating graphics.

[0273] In the upper right of the display area of ​​the display device 41, the second decorative game of the decorative special feature variation display game is shown. A second decorative game display unit 82 is provided to display the game. The second decorative game is the same as the first decorative game displayed on the first decorative game display unit 81. Then, the system displays the identification information in the left, middle, and right regions, stops, and displays the result. The second decorative game display unit 82 displays the identification information shown in the first decorative game display unit 81. The display shows identification information (small symbols) that is relatively smaller than the (large symbols).

[0274] Furthermore, the lower left of the display area of ​​the display device 41 is the area for displaying the effects, Table 1. The display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are arranged in a row. Furthermore, the lower right of the display area of ​​the display device 41 is an area for displaying the animation. A fifth display unit 92 is provided.

[0275] Furthermore, in the lower right of the display area of ​​the display device 41, a decorative special diagram starting memory table corresponding to the starting memory is displayed. A standby memory display unit 83 is provided to display the status. The standby memory display unit 83 displays decorative special feature start memory corresponding to the first start memory and the second start memory. The display will appear. In the normal game state ST1, the special symbol variation display game is based on the first start memory. Since the game is primarily progressing, the standby memory display unit 83 displays a special decoration corresponding to the first start memory. The diagram start memory display is shown. The decorative special feature start memory display shown in the standby memory display unit 83 corresponds one-to-one with the start memory. The decorative special symbol start memory display on the far left corresponds to the decorative special symbol start memory that was stored first. The items are displayed in the order they are remembered, and each item moves to the left as it is processed. It is there. In addition, the standby memory display unit 83 contains a start memory which is the right to execute the special feature 1 variable display game. (1st Start Memory) Corresponding to the decorative special feature start memory display and the right to execute the special feature 2 variation display game The display shows both the decorative special feature starting memory display corresponding to the starting memory (second starting memory) and the other. You can do that. Furthermore, the standby memory display unit 83 displays the results of the special feature variation game based on the start memory and changes The lookup results, such as the motion pattern, are displayed in the decorative special feature start memory display corresponding to the start memory. It is possible to suggest this through the manner.

[0276] To the left of the standby memory display unit 83 is the start record corresponding to the currently running special feature variation display game. A running memory display unit 84 is provided to display information related to memory. This is the decorative special feature start memory located at the left end of the standby memory display unit 83 at the start of the special feature variation display game. The display is set to transition. Furthermore, the execution memory display unit 84 displays the currently running special The results and variation patterns of the game are displayed in the execution memory display unit 84. This can be suggested by the display method of the currently running memory display. The upper left of the display area of ​​the display device 41 displays the first start memory number (special figure 1 reserve number). 1. Start memory count display unit 85a and 2. Start memory display unit 85a that displays the 2nd start memory count (special figure 2 reserve count) A numerical display unit 85b is provided. Furthermore, a game status indicator 86 showing the game status is displayed at the top center of the display area of ​​the display device 41. It is shown that the normal game state is ST1.

[0277] When a new special feature variation display game starts, the standby memory display will appear as shown in Figure 32(b). The decorative special feature start memory display at the left end of section 83 is executed, and the sequence transitions to the execution memory display section 84. At the same time, the decorative special feature start memory display located on all sides of the standby memory display unit 83, except for the leftmost side, is in standby mode. It moves to the left within the memory display unit 83. Furthermore, the value in the first start memory number display unit 85a is It changes. Also, the first decorative game display unit 81 and the second decorative game display unit 82 display identification information The variable display will begin.

[0278] Depending on the selected variation pattern, the special feature variation display will progress as shown in Figure 32(c). The same identification information was temporarily stopped in the left variable display area 81a and the right variable display area 81c. It can sometimes enter a "Ch" state. Furthermore, the presentation may develop into a special reach.

[0279] When the predetermined variation time ends, the result mode is displayed as stopped, as shown in Figure 32(d). In this case, the result is incorrect, and the result type is displayed as "Incorrect Result". Result If it is a big win or a small win, the corresponding result will be displayed. If it is a miss per support, a miss result mode is displayed, but it may be configured to display a result mode corresponding to a miss per support. The game ends when a predetermined stop display time for displaying the result mode elapses, and the in-execution memory display shown in the in-execution memory display unit 84 during execution is erased. When a predetermined stop display time for displaying the result mode elapses, the special figure variation display game ends, and the in-execution memory display shown in the in-execution memory display unit 84 during execution is erased. When a predetermined stop display time for displaying the result mode elapses, the special figure variation display game ends, and the in-execution memory display shown in the in-execution memory display unit 84 during execution is erased.

[0280] Also, from the state where the variation display is being performed as shown in FIG. 32(e), the identification information is temporarily stopped as shown in FIG. 32(f), and a re-variation display in which the variation display is performed again as shown in FIG. 32(g) is executed once or more to derive a result as shown in FIG. 32(h). Also, from the state where the variation display is being performed as shown in FIG. 32(e), the identification information is temporarily stopped as shown in FIG. 32(f), and a re-variation display in which the variation display is performed again as shown in FIG. 32(g) is executed once or more to derive a result as shown in FIG. 32(h). Also, from the state where the variation display is being performed as shown in FIG. 32(e), the identification information is temporarily stopped as shown in FIG. 32(f), and a re-variation display in which the variation display is performed again as shown in FIG. 32(g) is executed once or more to derive a result as shown in FIG. 32(h). Also, from the state where the variation display is being performed as shown in FIG. 32(e), the identification information is temporarily stopped as shown in FIG. 32(f), and a re-variation display in which the variation display is performed again as shown in FIG. 32(g) is executed once or more to derive a result as shown in FIG. 32(h).

[0281] Next, the specific effects will be described. The specific effects are effects including a plurality of effects, and as shown in FIG. 33, an effect of displaying the character "super" on the first display unit 91a, an effect of displaying the character "exceed" on the second display unit 91b, an effect of displaying the character "all" on the third display unit 91c, and an effect of displaying the character "open" on the fourth display unit 91d. Next, the specific effects will be described. The specific effects are effects including a plurality of effects, and as shown in FIG. 33, an effect of displaying the character "super" on the first display unit 91a, an effect of displaying the character "exceed" on the second display unit 91b, an effect of displaying the character "all" on the third display unit 91c, and an effect of displaying the character "open" on the fourth display unit 91d. Next, the specific effects will be described. The specific effects are effects including a plurality of effects, and as shown in FIG. 33, an effect of displaying the character "super" on the first display unit 91a, an effect of displaying the character "exceed" on the second display unit 91b, an effect of displaying the character "all" on the third display unit 91c, and an effect of displaying the character "open" on the fourth display unit 91d. Next, the specific effects will be described. The specific effects are effects including a plurality of effects, and as shown in FIG. 33, an effect of displaying the character "super" on the first display unit 91a, an effect of displaying the character "exceed" on the second display unit 91b, an effect of displaying the character "all" on the third display unit 91c, and an effect of displaying the character "open" on the fourth display unit 91d. The effects of displaying characters on each display unit form a ranked effect in which a rank is determined for each, and the first-ranked effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-ranked effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-ranked effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-ranked effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-ranked effect, the second-ranked effect, the third-ranked effect, and the fourth-ranked effect. The effects of displaying characters on each display unit form a ranked effect in which a rank is determined for each, and the first-ranked effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-ranked effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-ranked effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-ranked effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-ranked effect, the second-ranked effect, the third-ranked effect, and the fourth-ranked effect. The effects of displaying characters on each display unit form a ranked effect in which a rank is determined for each, and the first-ranked effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-ranked effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-ranked effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-ranked effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-ranked effect, the second-ranked effect, the third-ranked effect, and the fourth-ranked effect. The effects of displaying characters on each display unit form a ranked effect in which a rank is determined for each, and the first-ranked effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-ranked effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-ranked effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-ranked effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-ranked effect, the second-ranked effect, the third-ranked effect, and the fourth-ranked effect. The effects of displaying characters on each display unit form a ranked effect in which a rank is determined for each, and the first-ranked effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-ranked effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-ranked effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-ranked effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-ranked effect, the second-ranked effect, the third-ranked effect, and the fourth-ranked effect. The effects of displaying characters on each display unit form a ranked effect in which a rank is determined for each, and the first-ranked effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-ranked effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-ranked effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-ranked effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-ranked effect, the second-ranked effect, the third-ranked effect, and the fourth-ranked effect.

[0282] And the order of the corresponding display units follows the rank, and all the ranked effects When executed, the string "Super Pull Full Open" is formed. This string is one of the lines used in the story that serves as the theme of the gaming machine and forms a unique string. In certain special effects, the higher the rank of the rank-based effect executed, the higher the likelihood of a special result, or the higher the likelihood that an effect with a high probability of a special result will be executed. This is designed to suggest or inform the player that advantageous events are likely to occur.

[0283] Also, when a rank-based effect of a certain rank is executed, all rank-based effects with a lower rank than that rank-based effect are executed. Therefore, it can be said that the more rank-based effects are executed, the higher the likelihood of a special result, or the higher the likelihood that an effect with a high probability of a special result will be executed, which is also designed to suggest or inform the player. In the state where variable display is being performed as shown in Fig. 33(a), a notification display 87, which is an effect for notifying that a rank-based effect is being executed as shown in Fig. 33(b), is displayed. Here, the notification display 87 notifies that the fourth-rank effect is being executed, and the character "Open", which corresponds to the fourth-rank effect, is displayed together with an effect image. Then, as shown in Fig. 33(c), the fourth-rank effect is executed and the character "Open" is displayed on the fourth display section 91d. After that, as a notification display 87 for notifying that the third-rank effect is being executed as shown in Fig. 33(d), the character "Full", which corresponds to the third-rank effect, is displayed together with an effect image, and as shown in Fig. 33(e), the third-rank effect is executed and the character "Full" is displayed on the third display section 91c.

[0284]

[0285] ​​​​​​​​​​​​​​Next, a notification display 8 that notifies that the second-rank performance is executed as shown in FIG. 33(f). As 7, the character "抜" which is a character corresponding to the second-rank performance is displayed together with an effect image, and as shown in FIG. 33(g), the second-rank performance is executed and the character "抜" is displayed on the second display unit 91b. is displayed. Then, as a notification display 87 that notifies that the first-rank performance is executed as shown in FIG. 33(h), as the character "超" which is a character corresponding to the first-rank performance is displayed together with an effect image, and as shown in FIG. 33(i), the first-rank performance is executed and the character "超" is displayed on the first display unit 91a. is displayed.

[0286] Also, when all of the first to fourth-rank performances are executed, an additional performance as shown in FIG. 33(j) is executed. When only some of the rank performances are executed, the additional performance is not executed, and it is clearly notified that all of the first to fourth-rank performances have been executed by the execution of this additional performance. becomes.

[0287] In the example shown in FIG. 33, an example of executing the rank performances in ascending order of rank is shown, but for the first to third-rank performances, it is possible to execute even when the rank performances with a rank lower than their own rank have not yet been executed. state In a state where variable display is being performed as shown in FIG. 34(a), a notification display 87 which is a performance that notifies that a rank performance is executed as shown in FIG. 34(b) is displayed. The notification display 87 here notifies that the third-rank performance is executed, and the character "全" which is a character corresponding to the third-rank performance is displayed together with an effect image. Then, as shown in FIG. 34(c), the third-rank performance is executed and the character "全" is displayed on the third display unit 91c. ​​​​​​​​​​

[0288] At this time, the fourth-rank performance, which has a lower rank than the third-rank performance, has not yet been executed, and the fourth display unit 91d corresponding to the fourth-rank performance displays an image 88 for notifying that the fourth-rank performance is to be executed. Since the first to fourth display units 91a to 91d are arranged in the order of the rank performances, it can be seen at a glance that the rank performances have been executed from the intermediate ranks, and a sense of strangeness different from the normal can be strongly felt by the player, improving the interest of the game.

[0289] Thereafter, as shown in FIG. 34(d), as a notification display 87 for notifying that the fourth-rank performance is to be executed, the character "open", which is a character corresponding to the fourth-rank performance, is displayed together with an effect image, and as shown in FIG. 34(e), the fourth-rank performance is executed and the character "open" is displayed on the fourth display unit 91d. Furthermore, in this example, as shown in FIG. 34(f), as a notification display 87 for notifying that the second-rank performance is to be executed, the character "extract", which is a character corresponding to the second-rank performance, is displayed together with an effect image, and as shown in FIG. 34(g), the second-rank performance is executed and the character "extract" is displayed on the second display unit 91b. Also, as shown in FIGS. 34(h) and (i), there is a case where a plurality of rank performances are executed at once.

[0290] It is also possible to execute the first-rank performance or the second-rank performance from a state where no rank performance has been executed. In this case as well, an image 88 for notifying that the rank performance is to be executed is displayed on the display unit corresponding to the rank performance that has a lower rank than the executed rank performance, and these rank performances are executed later. ​​​​​​​​​​​​​Also, when the second-rank performance or the third-rank performance is executed starting from a state where the rank performance is not executed in the case, after executing all of the rank performances with ranks lower than the executed rank performance or together with all of the rank performances with ranks lower than the executed rank performance, the rank performance with a rank higher than the executed rank performance is executed.

[0291] Also, an image 88 for notifying that a rank performance as shown in FIG. 34(c) is executed may be displayed but it may not be displayed. Also, a notification display 87 which is an effect for notifying that a rank performance is executed is performed for the lower-rank performance which is executed after the upper -rank performance is executed as shown in FIG. 34(d), but only the rank performance may be performed without performing this notification display 87. Also, after performing the notification display 87 for the upper-rank performance as shown in FIG. 34(b), for the rank performance, in addition to the upper-rank performance, the lower-rank performance may be simultaneously executed.

[0292] FIG. 35 shows another example of the execution mode of the rank performance. As shown in FIG. 35(a), an effect such as rotating a reel is performed by the fifth display unit 92, and when the display of "stock" for notifying that a rank performance is executed as shown in FIG. 35(b) stops display, the rank performance is executed as shown in FIG. 35(c). Here, the fourth-rank performance is executed and the character "open" is displayed on the fourth display unit 91d. Of course, the first to third-rank performances may also be executed. Also, the execution mode shown in FIG. 35 and the execution modes shown in FIGS. 33 and 34 may be combined, and in a series of specific effects, the rank performance as shown in FIGS. 33 and 34 is executed. ​​​​In the rounds where the ranking display is executed after the notification display 87 that announces this, and in the rounds as shown in Figure 35 5 The number of times when the ranking animation is performed after the display unit 92 stops showing "Stock" and It's fine to have them mixed together.

[0293] Furthermore, the result displayed as stopped in the fifth display unit 92 indicates that the ranking animation will be executed. In addition to the "Stock" display, there are various other displays. For example, the "Change" display is a stop display. This changes the display mode of the decorative special feature start memory display of the standby memory display unit 83. Predictive effects that suggest or notify the predictive results, and the execution memory display of the execution memory display unit 84 An effect is performed that provides hints or notifications about the special feature variation display game that is currently in progress. There are cases where this is the case. Furthermore, multiple variations with different fonts and colors are provided for displaying "stock" and "change," and the execution process is as follows: The number of ranking sequences and the stages of change in the start memory display may be suggested or notified. For example, if you have three types of "stock"—black, red, and gold—and the black one has one ranking animation... It suggests execution, and if it's red, it suggests executing two or more ranking animations, and if it's gold In this case, you may also want to notify the player that four ranking animations will be performed.

[0294] Figure 36(a) shows the execution patterns of the ranking sequence. Pattern 1 is the lowest-ranked 4th place performance, followed by the 3rd place performance, the 2nd place performance, and the 1st place performance. This pattern executes the sequence of events in the performance. Pattern 1 progresses to one of the 1st to 4th times. It includes four patterns that end in a certain way. Pattern 2 is a pattern that starts with the third-rank performance. In this Pattern 2, the first time At the point of execution, the execution of the 4th-ranked performance, which is lower in rank than the 3rd-ranked performance, is confirmed, so 2-4 It includes three patterns that proceed to one of the following times and then terminate.

[0295] Pattern 3 is a pattern that starts with the second-rank performance. In this Pattern 3, the first time At the time of execution, the execution of the 3rd and 4th place performances, which are lower in rank than the 2nd place performance, is confirmed. Therefore, it includes two patterns where the process proceeds to either the third or fourth time before ending. Pattern 4 is a pattern that starts with the first-rank performance. In this Pattern 4, the first time At the time of the performance, the second, third, and fourth ranked performances were ranked lower than the first ranked performance. Since the execution of the output is confirmed, it only includes patterns that proceed up to the 4th time and then end.

[0296] Patterns 1-4 were patterns in which one ranking sequence was performed in each round, but there were other patterns as well As shown in lines 5-20, there are also patterns that execute multiple ranking animations at once. In patterns 5-20, the execution order shown in patterns 1-4 is used as the basis for each execution. The ranking system is predetermined. In this embodiment, it was assumed that the more times the ranking sequence was executed, the higher the reliability of obtaining a special result. However, even with the same number of executions, the pattern in which many ranking animations were executed simultaneously yielded a special result. It would be good to make it more trustworthy.

[0297] Figure 36(b) shows an example of the content suggested or reported based on the number of ranking events performed. . The types of reach include the low-reliability N reach, which has the highest probability of resulting in a special outcome, and the N reach SP1 reach is more reliable than reach, and SP2 reach is more reliable than SP1 reach. And, SP3 reach has a higher reliability than SP2 reach, and SP3 reach has a higher reliability There are premium reaches, and the minimum number of reach types that are performed depends on the number of ranking animations that have been executed. It is shown as such. The more ranking sequences are performed, the more reliable the reach will be, and the special ending will be The reliability of the results is also increased.

[0298] Basically, there are two scenarios: one where all of the 1st to 4th ranking sequences are performed, and another where only some of the ranking sequences are performed. In that case, the content of the subsequent reach animation will be different (the reach animation will transition depending on the number of attempts). Although the types and distribution rates may differ, they may still transition to the same reach animation. Even if the same reach animation is performed, if all of the 1st to 4th ranking animations are executed... The game progresses to a reach animation after additional animations are performed, but if only certain ranking animations are performed, The game progresses to a reach animation without any additional animations. Therefore, even if the game progresses to the same reach animation, The variation time in the special feature display game will also differ. As a result, the same reach animation will be performed Even in such cases, the players' impressions will differ, and they will feel that the game is highly reliable. Therefore, the enjoyment of the game is enhanced.

[0299] Note that if additional effects are performed for each of the patterns shown in Figure 36(a) It is also acceptable to have cases where this does not apply. For example, as shown in Figure 36(c), in the same order Even if the number of executions for a rank-based performance is the same, the reliability will be higher if additional performances are executed. That's good too. Furthermore, the more ranking animations that are performed, the higher the probability of additional animations being performed. You can. Additionally, if an additional effect is performed, a reach effect with a higher reliability than the predetermined probability (for example, SP2 You may also make it so that it is a reach or better. Furthermore, if all of the 1st to 4th ranked performances are executed, resulting in a total of 4 executions, an additional performance will always be performed. If the animation is executed and only some of the ranking animations are performed, it can be executed at a predetermined rate. That's also acceptable. Additionally, it may be possible to enable the execution of additional effects if the number of executions exceeds a predetermined number (for example, 3 or more). .

[0300] Furthermore, the ranking display can be executed at any time during the special symbol variation display game, for example, During the start of the variation, the period until an N-reach is reached, during an N-reach, during an SP1-reach, during an SP2-reach This is one example. In addition, in the case of pseudo-consecutive wins, a ranking sequence is performed for each re-spin sequence. You can do that.

[0301] According to the specific production methods described above, the ranking process is not simply executed in order from the lowest rank, but rather in the middle This can be implemented from the middle stages as well, allowing for more engaging and engaging presentations. Simply performing the ranking animation from lowest to highest is not sufficient, as the rankings are low and the reliability is not very high. In the initial stages of the presentation, players do not feel any sense of anticipation, and the presentation progresses to higher stages. Although it would simply involve waiting for the process to complete, in this embodiment, it can be executed from an intermediate stage. By implementing this feature, players will develop a sense of anticipation for the ranking presentation in each round, thereby enhancing the enjoyment of the game. It is possible.

[0302] Note that patterns other than those shown in Figure 36(a) can also be set. For example, the third A pattern in which the animations are performed in the order of ranking animation, 4th ranking animation, 1st ranking animation, and 2nd ranking animation. It may be included. In this pattern, the fourth-ranking performance is performed at the same time as the third-ranking performance. Once that is confirmed, and the first-rank performance is executed, the execution of the second-rank performance will be confirmed. ru.

[0303] Furthermore, it was stated that a specific effect would be performed in one special symbol variation display game, but multiple special symbol variation display games It is also acceptable to perform specific effects over time. For example, based on the prediction results, the target of the announcement will be... Set a special feature variation display game, and then select a special feature variation display game that is prior to the current special feature variation display game. You may also initiate a specific performance sequence.

[0304] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d The characters displayed are shown faintly, and the corresponding ranking animation is executed based on the characters. It would be good to make it clearly indicated. Furthermore, ranking effects are not limited to those that display text. Multiple rankings can be determined. Any type of performance or effect is acceptable.

[0305] Furthermore, all ranking animations corresponding to ranks lower than the predetermined rank animation that was executed will be performed. Afterwards, or along with all ranking performances lower than the predetermined ranking performance, the predetermined ranking performance It was stated that it would be possible to execute ranking animations corresponding to higher ranks than the predetermined rank animations. Before executing all of the lower-ranking animations, the corresponding ranks will be higher than the predetermined rank animations. You may proceed with the performance. Ranking animations that are lower in rank than the ones that have been performed but have not yet been performed Regarding the special effects, they should be executed before the end of any specific special effects currently in progress.

[0306] Furthermore, in the example above, only the first string of "Super Full Throttle" was displayed, but this sentence In addition to the string of characters, it may also be possible to display a second string of four characters. Furthermore, the result is different when the second string is displayed compared to when the first string is displayed. It may be helpful to suggest or inform that there is a high probability of this happening. Furthermore, certain effects are performed in a special game state, and information regarding special results is hinted at or announced. That's fine too. For example, the more ranking sequences are performed, the more specific game states are triggered after the special game state ends. It may be appropriate to suggest or inform that there is a high probability of the condition becoming ST4.

[0307] Furthermore, by arranging all the characters corresponding to the rank in order of rank level, a unique string of characters is created. However, even just the arrangement of some of the characters in the ranking display forms a unique string, and furthermore, the characters The characters can be arranged in a way that forms another unique string. For example, in the above example, the string "Fully Open" also forms a unique string, and furthermore, The phrase "Super Full Throttle" forms a unique string of characters. Furthermore, all ranking displays were text-based, but the ranking displays were text-based, and It is also acceptable to have ranking animations that perform effects other than displaying the rankings.

[0308] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d The elements are arranged horizontally, with the leftmost first display unit 91a corresponding to the highest-ranking first-rank display. The second display unit 91b, the third display unit 91c, and the fourth display unit 91d are in the order of corresponding sequential display effects. I made it so that the ranking would be lower, but this is not the only way. For example, the fourth display unit 91d on the far right corresponds to the highest-ranking 1st-rank display, The order of the ranking display corresponds to the third display unit 91c, the second display unit 91b, and the first display unit 91a. It's also acceptable to make it lower. Furthermore, the direction in which they are arranged is not limited to left-right; it can also be up-down or in other directions. They don't have to be arranged in a straight line; they can be arranged along curves or circles. Furthermore, the display units are not aligned, such as placing one unit at each of the four corners of the display area. You can do that.

[0309] Furthermore, the first display unit 91a is the area to be displayed in the display means for the entire ranking display. The second display unit 91b, the third display unit 91c, and the fourth display unit 91d are arranged in order. Although I have configured it, the display area for part of the ranking display is arranged according to the rank. You can set it up that way. For example, the second display unit 91b, the third display unit 91c and the fourth display unit corresponding to the second to fourth ranking displays The display units 91d are arranged according to rank, but the first display unit 91 corresponds to the first rank display. 'a' is a position unrelated to the arrangement of the second display unit 91b, the third display unit 91c, and the fourth display unit 91d. You could also display it in place.

[0310] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d This is not limited to those placed in a fixed display position within the display area, but also includes those whose display position and size vary. It's okay for it to change. For example, the display position could be different depending on the progress of a specific or other effect. . Furthermore, movement may occur during the execution of a specific effect, in which case the corresponding order You could also have them move in a single line while maintaining the order they are lined up according to the rank shown in the performance. Alternatively, the movement could be made random, regardless of the corresponding ranking in the ranking animation. When moving in a single line while maintaining the order according to the corresponding ranking sequence: The travel path may be a predetermined path (for example, a circular path), or it may be a random path. It can be a road.

[0311] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d This is not limited to displaying text; it can also indicate that the corresponding ranking animation has been performed. Any type of display is acceptable. Furthermore, the display device 41 may have a first display unit 91 a. Instead of providing a second display unit 91b, a third display unit 91c and a fourth display unit 91d, These display units may be configured by a display means other than the display device 41. It may be composed of LEDs or other components.

[0312] Based on the above, the game is executed based on the fulfillment of predetermined conditions, creating a state that is advantageous to the player. In a gaming machine, the machine is equipped with a performance control means (performance control device 300) for controlling the performance of the game. The performance control means includes specific performances, which include multiple types of ranking performances, each with a predetermined rank. It is feasible, and each ranking animation is valid if there are no ranking animations for ranks lower than the rank of the current ranking animation. It can be executed even if it has not been executed, and the rank of the executed ranking animation is lower than the rank of the executed ranking animation. If there are ranking sequences that have not yet been performed, then the sequence that has not yet been performed This means that all non-ranking animations will now be executed before the end of the specific animation currently in progress. Therefore, unlike performances that simply proceed from lowest rank to highest, variations are created in specific performances. Therefore, it can enhance the enjoyment of the game.

[0313] Furthermore, the performance control means will perform a rank performance corresponding to a rank lower than the predetermined rank performance that was executed. After performing all of the performances, or along with all performances of a rank lower than the predetermined rank, We made it possible to execute ranking animations corresponding to higher ranks than the fixed rank animations. Yes. Therefore, the lower-ranked ranking performances that were promised to be performed are executed first, and then the higher-ranked performances are performed. Higher-ranking sequences are now displayed, giving players a sense of security and showing how far they can go. This makes it easier to understand whether the special effects are being executed, thereby enhancing the enjoyment of the game. Cut.

[0314] Furthermore, a display means (display device 41) is controlled by the performance control means and capable of displaying the game's performance. ) and the performance control means displays part or all of the ranking performance on the display means Area (first display unit 91a, second display unit 91b, third display unit 91c, fourth display unit 91d) This means that the system has been set up so that the items are arranged in order of rank. Therefore, it becomes easier to understand which rank of performance is being executed, and the game It can enhance the interest of.

[0315] Furthermore, the performance control means is capable of executing a performance that displays text on the display means as a ranking performance. Then, by arranging the characters corresponding to the ranking in the ranking animation, a unique string of characters is created. This will happen. Therefore, it becomes easier to understand which ranks of the performances have been executed. Also, if the characters used in the ranking display are arranged in such a way that they form a unique string, then all It becomes easy to understand when the ranking animation for each rank has been performed, which enhances the enjoyment of the game. ru.

[0316] Furthermore, the performance control means is not for a rank performance that is lower in rank than the rank performance that was executed. If there are any ranking animations that have not yet been performed, those unperformed ranking animations will be executed. It will be possible to suggest or inform that this will happen. Therefore, it becomes clear that execution is promised, and the enjoyment of the game is enhanced. It is possible.

[0317] Furthermore, the performance control means enables the execution of additional performances when a predetermined number of sequential performances have been performed. And so it becomes. Therefore, players come to expect that the ranking sequence will be performed a predetermined number of times or more, It can enhance the appeal of the technique.

[0318] Next, we will explain the result derivation method, which ultimately leads to either the first or second result. Let me explain. The result is that the first result is derived more easily than the second result. This suggests or informs that it is advantageous for the technician. In the gaming machine of this embodiment, in the first special game state ST2, the friendly character Ki Character X and enemy characters A-D compete in a race, and the result of Character X winning is... As a result of step 1, it is announced that after the end of the first special game state ST2, the player will enter the specific game state ST4. The result of character X losing is determined as the second result after the end of the first specific game state ST2. We have implemented a system to notify players that the game state will not be ST4.

[0319] Furthermore, in the result derivation screen, the race results are shown using the allied characters. X and one of the enemy characters A through D compete for 1st or 2nd place. The animations are set to run. The selected animations correspond to each enemy character. Several options are available, and one of them will be selected and executed. Each selection process has a reliability level assigned to it, which indicates the likelihood of the first result being achieved. In other words, each of the selection options has a unique reliability level, which is the first reliability level. Yes. The first confidence level is determined by the proportion of times the first result is derived in each selection sequence. This first reliability level is lowest for the selection animation corresponding to character A, followed by character B, character C, and K The characters are arranged so that the rank increases in order from character D. In other words, in the selection animation corresponding to character A, Character X is most likely to lose, followed by Character B, then Character C, and finally Character D, in which order Character X will win. It is designed to increase the likelihood of benefiting from it.

[0320] Figure 37 shows an example of the results derived. In this example, as shown in Figure 37(a), in the normal game state ST1, the special figure 1 variation display game The process is executed, and as shown in Figure 37(b), the first special result (jackpot) is derived, and thereafter... The first special game state, ST2, begins. With the start of the first specific game state ST2, the result output begins, and first, multiple types of selections are made. If part or all of the performance is selected in the result execution, then the first result is An indicative presentation is executed that suggests the second level of confidence, which represents the likelihood of this outcome being achieved.

[0321] In this suggestive presentation, as shown in Figure 37(c), the characters participating in the race are listed as the race entry list. The character "T" is shown, indicating that the corresponding selection animation for the enemy character shown here is selectable. It will be done. Note that here, all enemy characters are assumed to be participating in the race, and all selection sequences are selected accordingly. It indicates that it is selectable, but some of the enemy characters are selected as to participate in the race. It may be acceptable to indicate that some of the choices in the presentation are selectable.

[0322] The order of characters on the race card corresponds to the race in which the results are being derived. If the selection animation is executed, the first result is that the ally character, Character X, wins. This suggests a second level of confidence, which represents the likelihood of the result being derived. The race card is a fictional prediction of which character will win the race based on their second-highest confidence level. This shows the voting results, and here character C received the most votes and was the most popular. The chances of winning are high, and the race will proceed in the order of Character A, Character X, Character B, Character D. This suggests that the chances of winning are low. In other words, if the selection animation corresponding to character C is selected, character X wins the first round. This suggests that the result is least likely to be derived, and the second-lowest confidence level, character A, The first result is derived in which character X wins, based on the corresponding selection sequences for character B and character D. This suggests that the probability of this happening increases, and that the second level of confidence increases in this order.

[0323] The second confidence level is the number of race card patterns that can be selected in the suggestive presentation as shown in Figure 41. For each option, determine the proportion of times the first result is obtained in each selection process, and then arrange them in order of popularity. This is set by the following: the selection ratio of each pattern in the race card and each pattern in the race card The proportion of each selection sequence in the game in which the first result is derived, and when combined, each selection sequence The reliability of this is set to be the primary reliability value specific to the selection process.

[0324] Furthermore, the race card will also display Character X, who is an ally character, so that Character X Popularity ranking is used as the basis, making it easier to grasp the second level of reliability. In other words, the level of reliability is higher than that of character X. The more proud the enemy character, the higher the probability that character X will lose in the corresponding choice sequence. This suggests that the likelihood of the first result being derived is low. Also, the popularity of character X is The lower the enemy character's rank, the higher the probability that character X will win in the corresponding selection sequence. This suggests that result 1 is likely to be obtained. Furthermore, if character X is highly popular, character X has a higher chance of winning, leading to the first result. This suggests that it is highly likely to be released.

[0325] Furthermore, there are selection animations corresponding to characters with lower popularity rankings than the standard character X. If this action is performed, it is possible to execute a notification animation to inform the public of this fact. Notification effects include vibrating the effect button 25, and outputting specific sounds. A performance that displays a specific image, a performance that sets the LEDs to a specific light emission pattern, and the operation of the control panel display device 44. Examples include special effects and staging. Furthermore, there are selection animations corresponding to characters with higher popularity than the standard character X's popularity ranking. If the action is executed, a notification animation may be displayed to inform the public of this fact. Furthermore, when showing the selected selection animation, the popularity ranking from the race card is displayed to indicate the second level of confidence. You may also suggest or inform the height.

[0326] Thus, there is a first confidence level unique to the character, and a second confidence level in the result output during execution. By setting the reliability and, taking into account the reliability of both, the first result in the race is This introduces a gameplay element where players must predict the likelihood of a certain outcome being achieved. In the resulting output of this embodiment, the selection animation corresponding to the character shown as the most popular is This is the most common scenario, and the first choice depends on the first trust level of the most popular character. We can infer the possibility that this result will be derived. Also, if a character ranked second or lower in popularity is selected, the second level of confidence increases, so the first level... It can be inferred that the result is likely to be derived, and furthermore, the first trust level of the selected character The degree can be used to estimate the likelihood of that happening.

[0327] After the suggestive presentation, the race begins as shown in Figure 37(d), and as shown in Figure 37(e) As the race progresses, the selection animation begins as shown in Figure 37(f). The selection animation corresponding to character C has been selected, and the selection animation corresponding to character C has been selected. A notification is sent to indicate that the selection has been made, along with the first reliability level specific to the selection animation corresponding to character C. Here, character C is more popular than character X, the benchmark character, in the race card shown in Figure 37(c). Therefore, no announcement will be made, but the characters with lower popularity rankings than the standard character X will be selected. If the corresponding selection animation is chosen, a notification animation will be executed to inform the user of that selection. . Then, as shown in Figure 37(g), the friendly character character X and the enemy character A scene is shown in which character C competes, and as shown in Figure 37(h), a scene is shown in which the result is announced. This shows that character X won by reaching the goal first, as shown in Figure 37. As shown in (i), it is reported that the first result, in which character X wins, has been derived. When the first result is derived and the result is displayed, the first special game state ST2 ends. As shown in Figure 37(j), the game enters a specific game state, ST4.

[0328] Furthermore, if the second result is derived, the enemy character will go first at the stage shown in Figure 37(h). This indicates that the character was defeated, and at the stage shown in Figure 37(i), character X was defeated in the second stage. The result is announced. Afterwards, the game enters either the normal game state ST1 or the remaining reserved ball consumption state S. We will migrate to T5.

[0329] Furthermore, the race card used for the suggestive presentation will be displayed based on character X, who is an ally character. However, it is also acceptable to only display enemy characters and not indicate the criteria. Also, although I used character X, an ally character, as the standard, it could be any other character. Alternatively, a character with a specific ranking (for example, the third most popular) could be used as the benchmark.

[0330] Figures 38 and 39 also show an example of the result derivation process. In this example, the special symbol variation display performed in the specific game state ST4 is shown as in Figure 38(a). The game has resulted in a second special outcome (minor win). In this embodiment of the gaming machine, in the special symbol variation display game in the specific game state ST4, This prevents the "reach" state from occurring. This allows for gameplay in the specific game state ST4 to be faster. This can create a sense of excitement, and the first special game state ST2 can occur repeatedly in a short period of time. This allows for a rapid increase in the number of balls held, thereby enhancing the enjoyment of the game.

[0331] In this example, the second special result occurs when the special feature variation display game is being executed and the second start memory exists. At this point, based on the look-ahead result for the second start memory, The result of the special feature variation display game is either the 1st special result or the 2nd special result, and also a special play The special result is that after the end of the special move state, the player enters the specific game state ST4, which is a special outcome that is presented in a visual way. Your device 300 is aware of this.

[0332] Following the derivation of the second special result, the second special game state ST3 is started, as shown in Figure 38(b). To hit the ball to the right and get the game ball into a specific area of ​​the special variable prize winning device 38 (V-win) A notification display 93 prompting action is shown. Furthermore, when a game ball enters a specific area of ​​the special variable prize winning device 38, a notification is issued to that effect. The "Intelligence Direction 94" is scheduled to take place.

[0333] In the second special game state ST3, when a game ball flows into a specific area of ​​the special variation prize winning device 38 Based on this, when the first special game state ST2 is started, the result output starts. When selecting the content of the performance, choose content that takes into account the existence of a second activation memory that results in a specific special outcome. It is now possible to do so. The process of deriving the results is the same as in the case shown in Figure 37, and as shown in Figure 38(c), A suggestive presentation of the race schedule is given, and the race begins as shown in Figure 38(d). As the race progresses as shown in Figure 38(e), the selection animation will be as shown in Figure 38(f). It will start. Here, the selection animation corresponding to character A is selected, and the animation corresponding to character A Notification that a selection animation has been selected, and the first reliability unique to the selection animation corresponding to character A. The degree will be reported.

[0334] Furthermore, the selection animation corresponding to character A has the lowest first reliability, so the second The display of "Warning!!" is used as a visual indicator 97 to suggest that the result is likely to be obtained. It will take place. In this embodiment of the gaming machine, after the end of the first special game state ST2, the player moves to the specific game state ST4. If you continue, there is a high probability of getting a small win and returning to the first special game state ST2. The more you repeat it, the more game value you can acquire. If the game does not transition to the specific game state ST4 after the end of the first special game state ST2, the remaining reserved balls will be used. If there is a second start memory, the game will transition to the remaining reserve consumption state ST5, and a special symbol based on the second start memory will be displayed. If you can get a small win or a big win in the 2-variation display game, you can return to the above cycle. If this is not done, the game will transition to the normal game state ST1, and the above cycle will be interrupted. If there are no remaining reserved balls, the game will proceed to the normal game state (ST1)...

Claims

[Claim 1] It is possible to play a first game based on the fulfillment of a first starting condition and a second game based on the fulfillment of a second starting condition. Based on the result of the first game or the result of the second game, it is possible to generate a first special game state or a second special game state. It is possible to generate a specific game state in which the second starting condition is more likely to be met than in the normal game state. If the result of the second game is the first special result, the first special game state can be generated. If the result of the second game is a second special result, the second special game state can be generated, and if a game ball enters a specific area in the second special game state, the first special game state can be generated. In the second special game state, a notification display prompting the entry of a game ball into the specific area can be displayed. The specific game state can be generated after the end of the first special game state. In the first special game state, it is possible to perform an indication performance that suggests whether or not to generate the specific game state after the end of the first special game state. The aforementioned suggestive presentation indicates the occurrence of the specific game state in accordance with the result of the win / loss calculation display that derives the win / loss between the first character and the second character, or between the first character and the third character. The aforementioned winner and loser are determined by the following: The confidence level at which the first character wins differs depending on the combination of the first character and the second character, or the combination of the first character and the third character, and when the second character is selected as the combination of the first character when the second character is selected as the confidence level at which the first character wins (the second confidence level is higher than the first confidence level), the combination of the first character can be changed from the second character to the third character. A third confidence level indicating the likelihood of the first character winning can be communicated in a first suggestion mode corresponding to the order in which the first character, the second character, and the third character are arranged in a predetermined order. The third reliability can be communicated in a second suggestion mode corresponding to the order in which the second character and the third character are arranged in a predetermined order with the first character hidden. Gaming machine.

Citation Information

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