Gaming machine

The gaming machine improves player engagement through variable displays and interactive promotional elements, addressing the lack of interest in existing promotional effects by incorporating dynamic operation units and guidance messages.

JP7849707B2Active Publication Date: 2026-04-22SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2021-08-30
Publication Date
2026-04-22

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient interest in their promotional effects, leading to diminished player engagement.

Method used

The gaming machine incorporates variable display mechanisms with first and second operation units, displaying promotion images that mimic the operation units, guide messages, and operation reception periods, allowing for dynamic and engaging player interactions.

Benefits of technology

Enhances the appeal of promotional effects by providing interactive and visually appealing displays that increase player interest and engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a promotion performance.SOLUTION: A display screen 546 is used when overlappingly executing an intervention operation performance and a suggestive operation performance accompanying a promotion image for promoting a player's operation and is used after a display screen 544. The display screen 546 includes intervention operation performance guidance displays 523, 524, 525 and suggestive operation performance guidance displays 533, 534 as display contents. The suggestive operation performance guidance displays 533, 534 are disposed in an upper display layer (front-side display layer) of the intervention operation performance guidance displays 523, 524, 525. Accordingly, the suggestive operation performance guidance displays 533, 534 are displayed in preference to the intervention operation performance guidance displays 523, 524, 525.SELECTED DRAWING: Figure 34
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Description

Technical Field

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

Background Art

[0002] There is a gaming machine that displays a promotion effect on a display device to prompt a player operation of an operation button.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The proposed gaming machine lacks sufficient interest in the promotion effect. In one aspect, the present invention provides a gaming machine capable of improving the interest in the promotion effect.

Means for Solving the Problems

[0005] To achieve the above object, a gaming machine is provided as follows. The gaming machine is a gaming machine capable of variably displaying identification information, and includes a first operation unit capable of receiving a first player operation, a second operation unit capable of receiving a second player operation, and control means capable of displaying on a display device a first promotion image for prompting the first player operation and a second promotion image for prompting the second player operation. The first promotion image includes an image image imitating the shape of the first operation unit, a guide message image for prompting the operation of the first operation unit, and an operation reception period guide image for guiding the period during which the operation of the first operation unit can be received. The second promotion image includes an image image imitating the shape of the second operation unit, a guide message image for prompting the operation of the second operation unit, and 1 a guide message image for prompting the operation of the first operation unit, and an operation reception period guide image for guiding the period during which the operation of the first operation unit can be received. The second promotion image includes an image image imitating the shape of the second operation unit, a guide message image for prompting the operation of the second operation unit, and 1 a guide message image for prompting the operation of the first operation unit, and an operation reception period guide image for guiding the period during which the operation of the first operation unit can be received. The second promotion image includes an image image imitating the shape of the second operation unit, a guide message image for prompting the operation of the second operation unit, and 2nd an image image imitating the shape of the second operation unit, a guide message image for prompting the operation of the second operation unit, and 2ndIncludes a guidance message image. The control means enables the display of a first promotional image during the fluctuation display of 1, enables the display of a second promotional image during the customer waiting performance, and during the fluctuation display of 1 The system displays an operation acceptance period guidance image fixed at a first position, allows the first image image to be displayed in a first display area that includes a second position and a third position different from the second position, and displays a first guidance message image in a second display area smaller than the first display area to display a first promotional image. The system allows an image transition effect to transition from a first state where the first image image is displayed at the second position to a second state where the first image image is displayed at the third position, while allowing the first operation unit to accept operations, and without accepting such operations. In both the first and second states, the first guidance message image is displayed superimposed on the front of the first image image, and when the second promotional image is displayed during the customer waiting effect, the second guidance message image is displayed without superimposing it on the front of the second image image. . [Effects of the Invention]

[0006] According to one embodiment, the appeal of the promotional effects in a gaming machine can be improved. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment. [Figure 2] This is a front view showing an example of a game board according to the first embodiment. [Figure 3] This is a block diagram showing an example of a control system for a gaming machine according to the first embodiment. [Figure 4] This is a block diagram showing an example of the configuration of the performance control device according to the first embodiment. [Figure 5] This figure shows an example of a batch display device according to the first embodiment. [Figure 6] This is a diagram (part 1) showing the flowchart of the main process in the first embodiment. [Figure 7] This is a diagram (part 2) showing the flowchart of the main process in the first embodiment. [Figure 8] This is a diagram (part 3) showing the flowchart of the main process in the first embodiment. [Figure 9] This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. [Figure 10] This is Figure (No. 5) showing the flowchart of the main process in the first embodiment. [Figure 11] This figure shows a flowchart of the timer interrupt processing in the first embodiment. [Figure 12] This figure shows a flowchart of the main processing in the performance control device of the first embodiment. [Figure 13] This figure shows an example of a state transition in the game state of the first embodiment. [Figure 14] It is a diagram showing an example of the game performance of the first embodiment. [Figure 15] It is a diagram showing an example of the command at the time of RAM initialization and the command at the time of power restoration in the first embodiment. [Figure 16] It is a diagram showing an example of the configuration of the display layer in the first embodiment. [Figure 17] It is a diagram showing an example (part 1) of the game display screen in the first embodiment. [Figure 18] It is a diagram showing an example (part 2) of the game display screen in the first embodiment. [Figure 19] It is a diagram showing an example of the effect button and the option setting part provided in the upper plate unit in the first embodiment. [Figure 20] It is a diagram showing an example (part 3) of the game display screen in the first embodiment. [Figure 21] It is a diagram showing an example (part 4) of the game display screen in the first embodiment. [Figure 22] It is a diagram showing an example of the timing chart of the intervention operation effect in the first embodiment. [Figure 23] It is a diagram showing an example of the timing chart of the voice effect accompanying the intervention operation effect in the first embodiment. [Figure 24] It is a diagram showing an example (part 5) of the game display screen in the first embodiment. [Figure 25] It is a diagram showing an example (part 6) of the game display screen in the first embodiment. [Figure 26] It is a diagram showing an example (part 1) of the timing chart of the suggestion operation effect in the first embodiment. [Figure 27] It is a diagram showing an example (part 2) of the timing chart of the suggestion operation effect in the first embodiment. [Figure 28] It is a diagram showing an example (part 1) of the timing chart of the voice effect accompanying the suggestion operation effect in the first embodiment. [Figure 29] It is a diagram showing an example (part 2) of the timing chart of the voice effect accompanying the suggestion operation effect in the first embodiment. [Figure 30] This figure shows an example (part 3) of the timing chart for the audio effects accompanying the suggestive operation effects of the first embodiment. [Figure 31] This figure shows an example (part 4) of the timing chart for the audio effects accompanying the suggestive operation effects of the first embodiment. [Figure 32] This figure shows an example of the opportunity to perform the intervention operation and suggestion operation in the first embodiment. [Figure 33] This figure shows an example of the trigger for starting and ending operation reception in the suggestion operation performance of the first embodiment. [Figure 34] This figure shows an example (part 7) of the game display screen of the first embodiment. [Figure 35] This figure shows an example (number 8) of the game display screen of the first embodiment. [Modes for carrying out the invention]

[0008] The embodiments will be described in detail below with reference to the drawings. [First Embodiment] First, the first embodiment will be described based on the drawings. Figure 1 shows the gaming machine of the first embodiment. This is a perspective view illustrating one example.

[0009] The gaming machine 10 of the first embodiment includes a front frame 12, and the front frame 12 is an outer frame (support frame) In part 11, when viewed from the front, the left side is the pivot side and the right side is the open side, allowing it to be opened and closed and rotated. The game board 30 (see Figure 2) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. It is also fitted with a cover glass (transparent glass) that covers the front of the game board 30 on the front frame (main frame) 12. A glass frame (transparent member holding frame) 15 is attached, which is equipped with a transparent member 14.

[0010] Additionally, the left and right sides of the glass frame 15 contain lamps or LEDs (Light Emitting Diodes) inside. Built-in decoration and effects, and notification in case of abnormalities (for example, if a payout abnormality occurs, the system will run Lights up (or flashes) lights such as LEDs in an abnormality indicator color (for example, red). The frame decoration device 18 and the speaker (upper speaker) 19a that emits sound (for example, sound effects) It is provided. Furthermore, a speaker (lower speaker) 19b is also provided at the bottom of the front frame 12. Furthermore, in the event of an abnormality, the details of the abnormality will be announced by voice from speakers 19a and 19b. It is designed to be such that a lamp for indicating a dispensing abnormality is provided in a designated area of ​​the glass frame 15. You can do that.

[0011] Furthermore, at the bottom of the front frame 12 is an upper tray (storage) that supplies game balls to a ball launching device (not shown). (Plate) 21, Game balls dispensed from the payout unit located on the back side of the game machine 10 The upper tray ball outlet 22, when the upper tray 21 is full, stores the game balls that have been dispensed. The lower tray (receiving tray) 23 and the operating section 24 of the ball launching device are provided. A ball removal lever 23a is provided for removing game balls from the lower tray 23 to the outside of the game machine. .

[0012] Furthermore, on the upper edge of the upper tray 21, there is an effect button 25 used for intervention operations related to game effects, etc. A feature is provided. The performance button 25 accepts an operation to intervene in the game's performance. It functions as a control receiving unit and also receives the required information (for example, light emission patterns, vibrations, protrusions, etc.). It also functions as a performance section that can be displayed in various ways (such as operation). In addition, the left edge of the upper tray 21 is for the player An option setting unit 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input in four directions, and a cross cursor switch The switch has a central switch in the middle that can accept confirmation operations, etc., and a directional cursor switch. Two auxiliary switches, used for volume control and other functions, are located on the periphery of the unit. Furthermore, on the lower right side of the front frame 12, there is a mechanism for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.

[0013] Furthermore, the game machine 10 involves the operation of the performance button 25 (push button) (for example, pressing it). Based on the player's operation received from the performance button switch 25a (see Figure 4) that detects the player This allows for the creation of effects that involve the player's actions. For example, the player's actions The effect of intervening with this is a variable display game on the display device (variable display device) 41 (see Figure 2). There is a special effect in the game (decorative special feature display game), and the game machine 10 displays on the display device 41 The characters are made to move, and the decorative special feature displayed on the display device 41 is displayed in the game. It is possible to stop the identification information being displayed. However, such intervention by the player is not permitted. In addition to the performance button 25, the switches in the option setting section 29 (cross cursor switch, A configuration in which one or more of the following are used (central switch, accessory switch) is also acceptable. i. In Figure 4, which will be described later, each switch in the option setting unit 29 is grouped together as a setting switch 29 It is represented as n.

[0014] Also, to the right of the performance button 25, when a player receives balls from an adjacent ball dispensing machine... The ball dispensing button 27 is operated to eject the prepaid card from the ball dispensing machine's card unit. A dispensing button 28 to be operated, and a balance display unit (not shown) that displays the balance of the prepaid card. ) and the like are provided. In the gaming machine 10 of this first embodiment, the player performs the above operations By rotating part 24, the ball launching device launches game balls supplied from the upper tray 21. The game is launched towards the game area 32 (see Figure 2) on the front of the game board 30. Also, the player can optionally The aforementioned setting switches 29n (cross cursor switch, center switch, etc.) of the setting unit 29 By operating one or more of the (family switches), for example, - Set the volume emitted from 19a and 19b, and set the brightness of the game board 30. It is possible.

[0015] Next, the game board 30 will be explained using Figure 2. Figure 2 shows the game board of the first embodiment. This is a front view illustrating an example. On the surface of the game board 30, a roughly circular game area 32 is formed, surrounded by guide rails 31. The game area 32 consists of resin side cases 3 provided at each of the four corners of the game board 30. It is composed of being surrounded by 3 and guide rail 31. The game area 32 is displayed almost in the center. A center case (game performance component) 40 equipped with a device (variable display device) 41 is positioned. The display device 41 is located in a recess provided in the center case 40. It is mounted in a position set back from the front. In other words, the center case 40 is the display device. It surrounds the display area 41, protrudes forward from the display surface of the display device 41, and surrounds the game area Area 32 is designed to make it difficult for game balls to fall into it.

[0016] The display device 41 is, for example, an LCD (liquid crystal display), a CRT (Cathode Ray Tube), or a black screen. It consists of a device having a display screen such as a piping tube. The display device 41 is an LED Devices having a display screen capable of displaying dot matrix images, or other display devices, It may consist of a combination of two or more display devices. The display screen is capable of displaying images. The display area contains multiple identification information (special symbols) and special symbol variation display games. Information related to the game, such as characters and background images that enhance the visual effects, is displayed. Display device 4 On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possible). (The display changes) and a special display game corresponding to the special display change game is played. Additionally, the display screen includes images for effects based on the progress of the game (for example, a jackpot display). Images (such as fanfare images and ending images) are displayed.

[0017] Additionally, the top of the center case 40 is a panel that performs gameplay effects through its operation. A display device 44 is provided. This display device 44 is in the state shown in Figure 2, and the display device 4 It is capable of moving towards the center of 1.

[0018] In the game area 32, the lower right side of the center case 40 displays the start of the regular figure variation game. A normal symbol starting gate (normal symbol starting gate) 34 that sets conditions is provided. The game balls that enter gate 34 (game balls that pass through the normal starting gate 34) are then switched to the gate switch. It is detected by 34a (see Figure 3).

[0019] Furthermore, a general prize entry point 35 is located on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and to the right of the special variable prize winning device 95, which will be described later. There are 35 general prize slots. Game balls that enter these 35 general prize slots are awarded prizes. It is detected by the switch 35a (see Figure 3).

[0020] Furthermore, below the center case 40 in the game area 32, there is a first special symbol variation display game. The starting conditions for the (Special Feature 1 Variable Display Game) are determined by the first starting entry point (starting entry area). A starting prize slot 36 (starting slot 1) is provided. When a game ball enters the starting prize slot 36, it starts It is detected by switch 36a (see Figure 3).

[0021] Additionally, below the starting prize entry opening 36, there is an outlet to collect game balls that did not enter the prize entry openings, etc. An opening 30a is provided. Furthermore, located below the center case 40, and to the left of the normal starting gate 34, A normal variable prize winning device that provides the starting conditions for the second special feature variable display game (special feature 2 variable display game). 37 (second starting prize entry opening, starting prize area) is provided. Normal variable prize device 37 (start Inlet 2), a movable member 37b is provided at the position that will be the inflow portion. The movable member 37b is a regular electric The solenoid 37c (see Figure 3) slides in the forward and backward direction, allowing the game balls to enter the inlet. A blocking state that prevents the inflow, and a tolerance state that allows the game balls to flow into the inflow area by moving backward. The state can be changed. The movable member 37b is normally in the closed state (to the player). (This is a disadvantageous situation for the player.) And the result of the regular display game is a predetermined stop table. When it enters the display state, it can be changed to the open state (a state advantageous to the player). The game balls that enter the normal variable prize winning device 37 are switched on the start port 2 switch 37a (Figure 3 (See reference) Detected by [reference]. Furthermore, the normal variable prize winning device 37 is designed to allow prize winning even when it is closed. It may be made that it is less likely to win a prize when the gate is closed than when it is open. The ordinary variable prize winning device 37 is ordinary It is equivalent to an electric motorized device (regular electric).

[0022] Furthermore, to the right of the center case 40 in the game area 32, there is a special symbol variation display game (special The game balls are accepted based on the results of the variable display game (Figure 1 and Special Figure 2). A special variable prize winning device (large prize opening 1) 38 that can be converted between a state that is easy to accept and a state that is easy to accept is provided. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and auxiliary game Depending on the result of the special feature variation display game, the opening / closing member 38c closes the large prize opening. The opening / closing member 38c retracts from the state (a blocked state unfavorable to the player) and flows down the game area 32. It converts the ball into an open state (a state advantageous to the player) that can accept the game ball. The special variable prize winning device 38 is driven by the large prize winning opening 1 solenoid 38b (see Figure 3). It is equipped with a large prize opening (large prize opening 1) that is opened and closed by a driven opening / closing member 38c, as shown in the special figure. The winning game state (special game state) is determined by the results of the 1st variable display game and the 2nd special display game. During this time, and during the jackpot game state (special game state) resulting from winning in the specific area 96 described later, By changing the state of the large prize slot from closed to open, the flow of game balls into the large prize slot is controlled. It is designed to facilitate entry and to award players a predetermined game value (prize balls). Inside the large prize slot (prize area), there is a detection means for detecting the game ball that has entered the large prize slot. A large prize slot switch (count switch) 38a (see Figure 3) is installed.

[0023] Furthermore, on the lower right side of the center case 40 in the game area 32, there is a special symbol variation display game ( The game balls are accepted based on the results of the Special Feature 1 variable display game and the Special Feature 2 variable display game. A special variable prize-winning device (large prize-winning opening 2) 95 that can be converted between a state of no prize and a state of easy acceptance is installed. The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and auxiliary play Depending on the outcome of the special feature variation display game, the opening / closing member 95c closes the grand prize opening. The opening / closing member 95c retracts from the state (a blocked state unfavorable to the player) and the flow in the game area 32 is released. To convert the machine into an open state (a state advantageous to the player) that can accept the dropped game ball. The special variable prize winning device 95 is driven by a large prize winning opening 2 solenoid 95b (see Figure 3). It is equipped with a large prize opening (large prize opening 2) that is opened and closed by an opening / closing member 95c driven by a special During the minor win state based on the results of the variable display game in Figure 1 and the variable display game in Special Figure 2, a big win occurs. By changing the opening from a closed state to an open state, it facilitates the flow of game balls into the prize winning area. This allows the player to receive a predetermined amount of game value (prize balls). Inside (the prize area), there is a detection means for detecting the game ball that has entered the prize slot. A prize slot switch (count switch) 38a (see Figure 3) is installed.

[0024] Furthermore, the special variable prize winning device 95 guides the game balls that have entered the prize winning slot to a specific area 96. It is equipped with a V-channel. The special variable prize winning device 95 detects game balls that have flowed into a specific area 96. A fixed-area switch 38e (see Figure 3) is provided. The detection of game balls (winning in a specific area 96) is performed by the special variable prize winning device (large prize opening 1) 38 Condition 1 for the occurrence of a jackpot game state (special game state) that changes from a closed state to an open state It is one of them.

[0025] Furthermore, the center case 40 does not have a warp channel, but it can be modified to have a warp channel. It is also possible to provide a warp port (warp entrance) on the left side of the center case 40. The game balls that flow into the warp channel from the warp port are moved around on the stage inside the center case 40. Alternatively, you could guide a portion of it to the warp exit. In that case, the warp exit will start Position yourself directly above the prize entry point 36 and guide the game ball that has been guided to the warp exit to the starting prize entry point 3 It would be good to make it easier to win a prize in the top 6.

[0026] In the first embodiment of the gaming machine 10, among the gaming area 32 through which the game balls flow, The area to the left of the center case 40 is designated as the left-side game area, and the area to the right of the center case 40 is The right side is designated as the game area. The player adjusts the launch force to send the game balls into the left side game area. By firing (so-called left-handed shot), the starting prize slot 36 and the general prize slot 35 (left-side play area) You can aim to win a prize by placing the ball in the designated area and launching the game ball into the right-hand play area (so-called right-handed play). By doing so, the regular starting gate 34, the regular variable prize winning device 37, the special variable prize winning devices 38, 95, It is now possible to aim for winnings in the general prize slot 35 (located in the right-hand game area), etc. Yes, they are.

[0027] Additionally, outside the game area 32 (in this case, the lower right of the game board 30), there is a special symbol variation display game. The first special figure variation display game and the second special figure variation display game and the normal figure starting gate 34 A single display device 50 that displays a game of random number display triggered by winning an award, and also displays various information. A system is in place.

[0028] The integrated display device 50 consists of a round display unit 51 made of LEDs, etc., and a hold display unit (Figure 1). 52, Special Feature 1 Symbol Display Unit 53, Special Feature 2 Symbol Display Unit 54, General Feature Symbol Display Unit 55, The display unit includes a hold display unit 56 and a status display unit 57 (see Figure 5). Details of the batch display device 50 are as follows: This will be explained later.

[0029] The gaming machine 10 has a right-hand play guide display located near the special variable prize winning device (large prize winning opening 1) 38 on the right side. It is equipped with 91c. The right-hand hitting guidance display device 91c lights up when guiding the player to hit to the right. The lights turn off in other states. Note that the right-hand hitting guidance display device 91c is included in the panel decoration device 46. It can be done.

[0030] The gaming machine 10 displays the special feature game variation at the lower right of the center case 40 in the gaming area 32. It is equipped with a status display device 98. The special feature game variation display status display device 98 is the so-called fourth symbol A display device consisting of two LEDs. The special feature game fluctuation display state display device 98 is The left LED displays the fluctuation display status of the special feature 1 fluctuation display game, and the right LED displays the special feature Figure 2 shows the fluctuation display status of a game with variable display. For example, the fluctuation display status of a special feature game. Device 98 indicates the stopping state of the symbols in the special symbol variation display game by lighting up, and the special symbol variation by flashing. It notifies the state of the changing symbols in the moving display game. The special symbol game change display status display device 98 is , included in the panel decoration device 46.

[0031] The gaming machine 10 has a display device 9 for changing the display of a regular figure on the right side of the center case 40 in the gaming area 32. It is equipped with 3 and a regular display hold display device 94. The regular display change display device 93 is composed of two LEDs. The alternating flashing indicates the changing display state of the regular game, and the combination of lighting or extinguishing indicates The display results of the regular game are announced. The regular game hold display device 94 has two LEDs. It consists of a combination of off, on, and flashing modes that indicates the number of regular figures held, ranging from 0 to 4. The regular display change display device 93 and the regular display hold display device 94 are included in the panel decoration device 46. ru.

[0032] Next, the control system for the gaming machine will be explained using Figure 3. Figure 3 shows the first embodiment. This is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 is equipped with a gaming control device 100, which comprehensively controls the game. The main control unit (main board) that controls the game, and the game microcomputer (hereinafter referred to as the game microcomputer) A CPU (Central Processing Unit) section 110 having a (referred to as a "con") 111, and an input port An input section 120 having a port, an output section 130 having an output port and a driver, and a CPU It consists of a data bus 140 connecting unit 110, input unit 120, and output unit 130, etc.

[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). It has a gaming microcontroller 111 and an oscillator such as a crystal oscillator, and the gaming microcontroller 111 Oscillator circuit that generates the clock that serves as the reference clock for the operating clock, timer interrupts, and random number generation circuit. It has a crystal oscillator 113, etc. Game control device 100 and said game control device 100 Electronic components such as solenoids and motors that are driven by the DC (Di) generated by the power supply unit 400 The device operates when a predetermined level of DC voltage (DC Current) such as 32V, DC12V, DC5V, etc. is supplied. It becomes possible to do so.

[0034] The power supply unit 400 generates the above DC 32V DC voltage from a 24V AC power supply. (Alternating Current)-DC converter or converting DC32V to DC12V, DC5V A typical power supply unit 4 has a DC-DC converter that generates a lower level of DC voltage, etc. 10 and the internal RAM (Random Access Memory) of the gaming microcontroller 111 during a power outage. The game control device has a backup power supply unit 420 that supplies power voltage and a power outage monitoring circuit. 100 generates control signals such as power outage monitoring signals and reset signals to indicate the occurrence and restoration of power outages. It includes a control signal generation unit 430 that outputs a signal.

[0035] In the first embodiment, the power supply unit 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 are located on separate boards or during gameplay. The control device 100 may be integrated with the game board 30, that is, it may be mounted on the main board. And the game control device 100 is subject to replacement when the model is changed, so the first embodiment As such, a backup power supply unit 420 and control board are located on a separate board from the power supply unit 400 or the main board. By providing the signal generation unit 430, it is possible to exclude it from replacement and reduce costs. can.

[0036] 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, it supplies power to the built-in RAM, and the data stored in the RAM is preserved even during a power outage or after the power is cut off. It is designed to be maintained. The control signal generation unit 430 is generated, for example, by the normal power supply unit 410. It monitors the 32V voltage and detects a power outage if it drops to, for example, 17V or below. The power outage monitoring signal is changed, and a reset signal is output after a predetermined time. A reset signal is output after a predetermined time has elapsed from the moment the system is powered on or after a power outage is restored.

[0037] 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 of the gaming microcontroller 111 and the RAM of the payout control device 200. A process is performed to forcibly initialize the information that has been set. This is not particularly limited. However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read by the game microcontroller 1 It is repeatedly read within the main loop of the main program that 11 executes. Reset The signal is a type of forced interrupt signal that resets the entire control system.

[0038] Furthermore, the game control device 100 has a setting value change switch 126 and a setting key switch 127. It is provided. The setting value change switch 126 is, for example, a push switch, and The downward operation is detected. The setting key switch 127 switches between the ON state and the OFF state when the setting key is inserted. The game control device 100 allows switching between modes. This ensures that settings stored in RAM are retained even during a power outage or after the power is cut off. For example, the game control device 100 controls the special figure 1 variable display game and the special figure 2 variable display game. The probability of winning a prize can be changed according to six different settings.

[0039] The game control device 100 has the setting key switch 127 in the ON state and the RAM initialization switch When the power is turned on with 112 ON, the settings of the gaming machine 10 can be changed. The control state transitions to a new mode. For example, the game control device 100 is in setting change mode. While displaying the setting details on the probability setting value display device 136, press the setting value change switch 126. The downward operation detection allows for cyclical changes between settings 1 and 6. Probability setting table The display device 136 is a display device capable of displaying a set value, for example, a single-digit 7-segment LE It is D and is mounted on a circuit board.

[0040] Furthermore, the game control device 100 is configured such that the setting key switch 127 is ON and the RAM is initialized. When the power is turned on with switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. The control state transitions to a setting confirmation mode. For example, the game control device 100 transitions to a setting confirmation mode. The settings are displayed on the probability setting value display device 136. Location 136 is verifiable by the amusement facility manager, but not verifiable by the players. Yes, they are.

[0041] 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 M111C.

[0042] 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 data storage area for various signals and random values. ROM111B or R AM111C is like an EEPROM (Electrically Erasable Programmable ROM) Electrically rewritable non-volatile memory may also be used.

[0043] Furthermore, ROM111B can store, for example, the execution time of the special feature variation display game, the content of the effects, and more. A variation pattern for determining the variation pattern (variation mode) that defines whether or not a "chi" state occurs. It stores the pattern table. The variation pattern table is stored as startup memory. Variable pattern random number 1, variable pattern random number 2, and variable pattern random number 3 are sent to CPU111A This is a table that is referenced to determine the variation pattern. It is also a variation pattern table. This includes a losing variation pattern table selected when the result is a loss, and when the result is a jackpot. This includes the jackpot variation pattern table selected in the case of these... The turntable determines the second half of the variation pattern, which is the variation pattern after the reach state is reached. Tables for determining the pattern (such as a table for grouping later-stage variations or a table for selecting later-stage variations) A table for determining the first half of the fluctuation pattern, which is the fluctuation pattern before reaching the "reach" state. (This includes tables such as the first-half variation group table and the first-half variation pattern selection table.)

[0044] 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. When a special outcome occurs, the game state becomes a game state that is advantageous to the player (special game In a gaming machine 10 that is in a "technique state", some of the multiple display results have not yet been derived and displayed. At this stage, the display result that has already been derived and displayed satisfies the conditions for becoming a special result type. It refers to a state. In other words, the "reach" state means that the variable display control of the display device is progressing. Even when the display results have reached the stage before they are derived and displayed, the display conditions for special result types remain. This refers to a display method that does not deviate from the items. And, for example, a state in which all special result methods are present. A state in which fluctuations are displayed using multiple fluctuating display areas while maintaining the current state (so-called full rotation reach) ) is also included in the "reach" state. Furthermore, the "reach" state is when the display control of the display device is progressing and the display is not showing. This is the display state at the stage before the result is derived and displayed, and the displayed result is the derived table. At least a portion of the display results of multiple variable display areas that have been determined prior to being shown are specially determined This refers to the display state when the conditions for the resulting behavior are met.

[0045] Therefore, for example, decorative special feature variations displayed on a display device in a special feature variation display game. The displayed game allows for multiple identifications 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 changing in the order of left, right, and center, and then the resulting pattern is displayed. In some cases, the conditions for a special result are met in the left and right variable display areas (for example) The state in which the fluctuation display stops with the same identification information is considered a "reach" state. In addition, all When the fluctuation display in the fluctuation display area is temporarily stopped, any two of the left, middle, or right fluctuations A state in the dynamic display area where the conditions for a special result are met (for example, the same identification information) The state in which this occurs (excluding special result modes) is defined as the reach state, and from this reach state, the remaining one The variable display area may also be made to display as a variable.

[0046] 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. The expected value is "Reach None < Normal Reach < Special 1 Reach < Special 2 Reach < S The order of increasing value is "Special 3 Reach" < "Premium Reach". The reach state occurs when a special result pattern is derived in at least one special symbol variation display game (jackpot) It is included in the variation display method in the case where this occurs. That is, the special variation table In the case where it is determined that no special outcome pattern is derived in the game (i.e., it is a loss), It may also be included in the dynamic display mode. Therefore, the state in which a reach state occurs is the reach state This state has a higher probability of resulting in a big win compared to when it does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B and controls the payout system. Generates control signals (commands) for the 200 and the performance control device 300, and solenoids. It generates and outputs drive signals for the display device to control the entire gaming machine 10. Also, as shown in the diagram... However, the gaming microcomputer 111 is used to determine the outcome of the special symbol variation display game. The random number generator used to determine the number and winning symbols for the jackpot, and the variable patterns in the special symbol variation display game. (Including the execution time of the variable display game in various types of reach and non-reach variable display) Random numbers for determining the variable pattern, random numbers for determining the win in the regular variable display game. A random number generation circuit for generating such signals, and an oscillation signal (original clock signal) from the oscillation circuit 113. Based on this, a timer allocation of a predetermined period (for example, 4 milliseconds (ms)) is set for the CPU 111A. A clock generator that generates a clock that provides the update timing for complex signals and random number generation circuits. It is equipped with a data.

[0048] 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 a bull. Specifically, CPU111A determines the game result (win) of the special feature variation display game. (Big win or small win) or a miss) or a special symbol variation display game as the current game state. The probability state (normal probability state or high probability state), the current game state, and the normal variable prize winning mechanism. Based on the operating status (time-saving operation state) and number of start memories of unit 37, multiple variable patterns are generated. Select and retrieve one of the variation pattern tables from the tables. Here, CP U111A is used when executing a special feature variation display game, and multiple items stored in ROM111B Obtain one of the fluctuation pattern tables from the fluctuation pattern tables. It serves as a means of obtaining segmented information.

[0049] 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. Then, the payout motor of the payout unit installed in the gaming machine 10 is driven to dispense the prize balls. It performs control for the purpose of dispensing balls to the game machine 10. Based on the ball request signal from the card unit, the dispensing motor of the dispensing unit is driven. This controls the dispensing of borrowed balls.

[0050] The input section 120 of the gaming microcomputer 111 has a start port 1 switch 36 inside the start prize entry port 36. a, Start port 2 switch 37a in the normal variable prize winning device 37, gate in the normal starting gate 34 Switch 34a, Prize slot switch 35a, Special variable prize slot switch 38, 95 Chi 38a is connected to the specific area switch 38e of the special variable prize winning device 95, and these switches A negative logic signal is input, such as a high level of 11V and a low level of 7V supplied from the power source. Therefore, the interface chip (proximity I / F) 121 that converts to a 0V-5V positive logic signal It is provided. This proximity interface 121 detects the emission of radio waves toward the gaming machine 10. The detection signal from the control panel radio wave sensor 62 is also input. Furthermore, the proximity interface 121 has an input range of 7V. By setting the voltage to -11V, the lead wires of sensors and proximity switches may be accidentally short-circuited, Sensors and switches become floating if they are disconnected from their connectors or if their lead wires are cut. It is configured to detect abnormal conditions such as the above and to output an abnormality detection signal. Yes, they are.

[0051] Regarding the prize entry switch 35a, in Figure 3, the prize entry switch 35a is 1 Although shown as a single block, in reality there are multiple (n) prize slot switches 35a (in this implementation) In this configuration, three are provided on the game board 30, and each signal is connected via a different signal line in proximity. It is input to / F121. Also, in Figure 3, the large prize slot switch 38a is a single block. Although shown, in reality there are multiple (x) large prize slot switches 38a (3 in this embodiment) A multi-prize slot switch 38a is provided on the game board 30. They are connected by different signal lines, or, for example, a switch and a game control device 10 A wired OR is located on a relay board (not shown) between the 0 (main boards). It is connected to the game control device 100 in the following manner: the radio wave sensor 62 and the magnetic sensor described later. 61 may also be connected with multiple different signal lines, or similarly in a wired-or configuration. It may also be connected to the game control device 100.

[0052] The output of the proximity interface 121 is supplied to the second input port 123 or the third input port 124. The data is then read into the game microcontroller 111 via the data bus 140. Of the 121 outputs, start port 1 switch 36a, start port 2 switch 37a, gate switch Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, and Specific area switch 3 The detection signal from 8e is input to the second input port 123. Note that the start switch in Figure 1 The signal output of start port 1 switch 36a and start port 2 switch 37a (proximity I / F 12 Regarding the output from point 1, although it is shown as a single signal line in Figure 3, there are actually two.

[0053] Furthermore, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and The abnormality detection signal output when an abnormality is detected in the switch is input to the third input port 124. Furthermore, the third input port 124 is connected to the anti-fraud detection system provided on the front frame 12 of the gaming machine 10. The detection signal from the magnetic sensor 61, the glass frame opening provided in the glass frame 15 of the gaming machine 10, etc. The detection signal from the release detection switch 63, the main unit located on the front frame (main frame) 12 of the gaming machine 10, etc. Detection signal from frame open detection switch 64, detection signal from set value change switch 126, setting key The detection signal from switch 127, the touch switch signal from the payout control device 200 (to the operation unit 24) A signal (based on input from a provided touch switch) is input.

[0054] Furthermore, of the outputs of the proximity interface 121, the output to the second input port 123 is used for the game control system. The power supply is also supplied from unit 100 to a test firing device (not shown) via relay board 70. Furthermore, among the outputs of the proximity interface 121, start port 1 switch 36a and start port 2 switch The detection signal from the switch 37a is input to the second input port 123 as well as to the gaming microcontroller 111. It is configured in such a way.

[0055] 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. ru.

[0056] The data held by the second input port 123 is processed by the gaming microcontroller 111. By decoding the address assigned to T123, the chip (not shown in the diagram) By asserting the enable signal CE (Chip Enable) (changing it to the enabled level) , it can be read. The same applies to the third input port 124 and the first input port 122, which will be described later. be.

[0057] Furthermore, the input unit 120 receives the detection signal from the RAM initialization switch 112 and the payout control device 20 Frame radio wave malfunction signal from 0 (the frame radio wave sensor installed on the front frame 12 detects the radio wave) (Signal output based on), Dispensing busy signal (Dispensing control device 200 can accept commands) (Signal indicating whether or not it is in a certain state), Dispensing abnormal status signal (Status signal indicating a dispensing abnormality) , Shoot ball out switch signal (signal indicating insufficient game balls before payout), overflow Switch signal (that the lower tray 23 has more than a predetermined amount of game balls stored in it (that it is full)) (A signal output when an out ball is detected), out ball detection switch signal (when an out ball is detected) The signal output at that time is captured and sent to the game microcontroller 111 via the data bus 140. A first input port 122 for supplying power is provided.

[0058] The out ball detection switch signal is used when an out sensor (not shown) detects an out ball in the gaming machine 10. This is a signal output from the out-of-bounds sensor each time an out-of-bounds ball is detected. For example, out-of-bounds ball detection The output switch signal is used to output game balls (out balls) from the gaming machine 10 to the output port (not shown) and An outlet channel (not shown) is provided between the outlet port 30a. Out bulb detection switch signal This refers to the game performance per predetermined operation (for example, 60,000 out balls) (for example, BE This is used to calculate the performance (performance), and the calculated game performance is displayed on the performance display device 135. The out-of-bounds ball detection switch signal may also be input to the performance control device 300. In this case, the out-of-bounds ball detection switch signal acts as a trigger for switching to game effects or the customer waiting screen display. It may also be used for determining the operating status, etc. For example, the performance display device 135 is A 4-digit 7-segment LED display that shows game performance in decimal or hexadecimal. It is possible.

[0059] Furthermore, the gaming machine 10 is equipped with a vibration sensor switch that detects vibrations, and this vibration sensor switch The detection signal of the switch is input to the first input port 122 or the third input port 124. You can do that.

[0060] Furthermore, the game control device 100 receives power outage monitoring signals and reset signals from the power supply device 400, etc. A Schmitt buffer 125 is provided for inputting the signal to the game microcontroller 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. The power supply unit 400 provides a power outage monitoring signal, and the RAM initialization switch 112 provides an initialization signal. The switch signal is first input to the first input port 122 and then transmitted via the data bus 140 to the game. This signal is taken up by the microcontroller 111. In other words, it is a signal equivalent to the signals from the various switches mentioned above. It is treated as such. The terminal that receives external signals is provided on the gaming microcontroller 111. This is because there are limitations on the number.

[0061] 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. In addition, the reset signal RESET is transmitted via the output unit 130. By outputting directly to the relay board 70, the relay board 70 outputs to the test firing device. It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET is configured to be output to the test firing device via the relay board 70. This may be done. The reset signal RESET is connected to the first to third inputs of the input unit 120. Ports 122, 123, and 124 are not supplied. Immediately before the reset signal RESET is received. The data set to each port of the output unit 130 by the gaming microcontroller 111 is used by the system A reset is necessary to prevent malfunction, but just before the RESET signal is received... The data read by the gaming microcomputer 111 from each port of the input unit 120 is then processed by the gaming microcomputer This is because it will be discarded when CON111 is reset.

[0062] The output unit 130 has a communication path from the game microcomputer 111 to the performance control device 300 and A Schmidt baffle is placed in the communication path from the gaming microcomputer 111 to the payout control device 200. A132 is provided. From the game control device 100 to the performance control device 300 and payout control Data is transmitted to device 200 via serial communication. Serial communication to the payout control device 300 and the payout control device 200 is performed on the side of the performance control device 300. This is a one-way communication system that prevents signals from being input to the game control device 100.

[0063] 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 data via the relay board 70 is configured to be mountable. The FF133 is a pachinko game machine intended for use in amusement parlors 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. The detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is supplied to the test firing device via the relay board 70.

[0064] On the other hand, magnetic sensors 61 and disc radio wave sensors 62 cannot be supplied directly to the test firing device. The detection signal is first taken into the game microcontroller 111 and added to other signals or information. For example, it is used as an error signal to indicate that the gaming machine is in a state where it cannot be controlled. The power is supplied from bus 140 to the test firing device via buffer 133 and relay board 70. Furthermore, the relay board 70 receives the signal output from the buffer 133 and performs a test firing. It relays signal lines for detection signals from switches that do not go through a buffer, and transmits signals from ports that supply power to the device. Connectors and the like are provided to reach the port on the relay board 70. The chip enable signal CE (not shown) output from 1 is also supplied, and this chip enable The signal from the port selected and controlled by the Bull signal CE is now supplied to the test firing device. It is.

[0065] Furthermore, the output unit 130 is connected to the data bus 140, and the special variable prize winning device 38 (large prize) is connected to the output unit 130. Opening and closing data of the large prize slot 1 solenoid 38b that opens and closes the opening and closing member 38c of prize slot 1), special The large prize opening 2 solenoid 9 opens and closes the opening / closing member 95c of the variable prize winning device 95 (large prize opening 2). The opening and closing data of 5b is used to open and close the movable member 37b of the ordinary variable prize winning device 37, which is controlled by a standard electric solenoid. First output for outputting the opening / closing data of 37c and the display data of the performance display device 135. Port 134a is provided.

[0066] Furthermore, the output unit 130 is used to output the display data for the probability setting value display device 136. Two output ports 134b are provided. In addition, the output unit 130 is connected to the integrated display device 50. The LED's anode terminal is connected to a segment wire which is turned on or off depending on the content to be displayed. Third output port 134c for outputting data, LED cathode of batch display device 50 Fourth output port 1 for outputting on / off data of the digit line to which the terminal is connected. 34d is provided.

[0067] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, from the external information terminal board 71. A fifth output port 134e is provided for outputting to the external information terminal board 71. Photo relay is provided, for example, in external devices installed in amusement parlors (information gathering terminals and amusement parlors) It can be connected to an internal management device (hall computer, etc.) and provides information about the gaming machine 10. It can be supplied to an external device via a photorelay. Some of the information supplied to the device is output from the fourth output port 134d. Also, the fifth output port From the 134e, firing permission is sent to the dispensing control device 200 via the Schmidt buffer 132. A signal is also output.

[0068] Furthermore, the output unit 130 outputs a large prize slot solenoid from the first output port 134a. Receiving the opening / closing data signals of solenoid 38b, specific area solenoid 38d, and general-purpose solenoid 37c First driver (drive circuit) 138a that generates and outputs a solenoid drive signal, third output port The on / off switch of the segment line on the current supply side of the batch display device 50 output from T134c. Summary table output from the second driver 138b and the fourth output port 134d, which output motion signals. A third driver that outputs an on / off drive signal for the digit line on the current draw side of the display device 50. External devices such as management devices can be accessed from 138c, the 5th output port 134e, and the 4th output port 134d. The fourth driver 138d outputs the external information signal to be supplied to the external information terminal board 71, and the first output The performance display device 135 receives the display data signal output from the power port 134a and displays the performance A fifth driver 138e is provided that generates and outputs a drive signal for the device 135.

[0069] The first driver 138a described above is designed to enable the driving of a solenoid that operates at 32V. Therefore, DC32V is supplied as the power supply voltage from power supply unit 400. Also, the integrated display unit A second driver 138b, which drives the 50 segment lines, is supplied with 12V DC. The third driver 138c, which drives the digit lines, draws current from the digit lines according to the display data. Since it is intended for extraction, the power supply voltage can be either 12V or 5V.

[0070] 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 external information signal is output to the external information terminal board 71. The 4-driver 138d is supplied with DC 12V to provide a 12V level to external information signals. It will be done. Note that buffer 133, first output port 134a, first driver 138a, etc. The output unit 130 of the game control device 100 is located on the relay board 70 side, not on the main board. It may also be done so that the performance display device 135 or the fifth driver 138e and performance The display device 135 is the output unit 130 of the game control device 100, that is, not the main board, but the external It may also be provided on the substrate side (not shown).

[0071] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided for transmitting information such as [information]. The game microcomputer 111 sends and receives data with the inspection device 490 via serial communication. It is configured to allow two-way communication so that communication can take place. Furthermore, the transmission and reception of such data is as follows: The serial communication terminal of the gaming microcontroller 111 is the same as that of a typical general-purpose microprocessor. Because it is done using the first to third input ports 122, 123, 124 No ports are provided.

[0072] Next, the configuration of the performance control device 300 will be explained using Figure 4. Figure 4 shows the first implementation. This is a block diagram showing an example of the configuration of a control device for shaping and staging. 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 Graphics perform image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as the processor, and various melodies and effects are also included. Sound source LSI31 controls the output of sound in order to reproduce sounds such as fruit sounds from speakers 19a and 19b. It has 4.

[0073] The main control microcontroller 311 stores the program executed by the CPU and various data. The PROM321 consists of ROM (Programmable Read-Only Memory) and provides a working area. RAM322, FeRAM that can retain its contents even when power is not supplied during a power outage. Ferroelectric RAM 323 generates information indicating the current date and time (year, month, day, day of the week, time, etc.). A real-time clock (RTC) 338, which serves as the timing means, is connected. The microcontroller 311 also has a RAM 311a inside that provides a workspace. Additionally, the main control microcontroller 311 is connected to a WDT (Watchdog Timer) circuit 324. The main control microcontroller 311 receives commands (effect commands) from the game microcontroller 111. It analyzes the mandrel, determines the content of the performance, and instructs the VDP312 on the content of the output video, and the sound Instructions for sound playback to the source LSI314, lighting of decorative lamps, drive control of motors and solenoids, This involves tasks such as managing performance time.

[0074] 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 equipped with character images and Image ROM 325 containing video data, and character data read from Image ROM 325 Ultra-fast VRAM326 used for unpacking and processing image data such as Kuta. It is connected.

[0075] 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 data, commands and data can be transmitted in a shorter time than with serial communication. It is possible.

[0076] 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 combined signals INT0~n and commands and data from the main control microcontroller 311. Wait signals such as WAIT are also input to indicate that the system is in a certain state.

[0077] The performance control device 300 includes LVDS (Low Voltage Differential Signaling). A signal conversion circuit 313 is provided to generate a video signal to be transmitted to the display device 41 using a (transmission) method. The video data and horizontal synchronization signal HSY are transmitted from the VDP312 to the signal conversion circuit 313. NC and vertical synchronization signals (VSYNC) are input and generated by the VDP312. The generated video is displayed on the display device 41 via the signal conversion circuit 313.

[0078] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It continues. Also, the interrupt signal I is transmitted from the sound source LSI314 to the main control microcontroller 311. NT is set to be input. The performance control device 300 is provided in the glass frame 15 The audio drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 consisting of an op-amp and the like is provided, and the sound is generated by the sound source LSI 314. The generated sound is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. To be empowered.

[0079] 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.

[0080] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration device 46 having LEDs (light-emitting diodes) and the like is driven and controlled by a panel decoration LE D control circuit 332, frame having LED (light-emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 drives and controls the decorative device (for example, frame decoration device 18, etc.). A display device 44 (for example, a display) is provided on the control panel 30 (including the center case 40). A control panel that drives and controls movable parts (etc.) that work in conjunction with the display in device 41 to enhance the performance effect. A movable body control circuit 334 is provided. It controls the operation of lamps, motors, solenoids, etc. These control circuits 332-334 control the main control via the address / data bus 340. It is connected to the microcontroller 311. A frame display device is provided, equipped with a drive source such as a motor that operates the frame, and this frame display device is driven by It may also be equipped with a control circuit for the movable frame that controls the animation.

[0081] Furthermore, the performance control device 300 includes the performance button switch 25a of the performance button 25 and an optophone. The setting switch 29n of the setting setting unit 29 and the initial position of the motor in the control panel display device 44 are detected. The on / off state of the effect motor switch 47 (effect motor switch) is detected and the main control is activated. Functions for inputting detection signals to the microcontroller 311, and volume control provided in the performance control device 300 This function detects the state of the switch 335 and inputs a detection signal to the main control microcontroller 311. A switch input circuit 336 is provided. Note that in Figure 4, the option setting unit 29 For convenience, each of these switches is collectively referred to as setting switch 29n, but for details, see the previous section. The status of each switch (directional cursor switch, center switch, accessory switch) is ON. Each switch is connected to be detected individually by the force circuit 336, and each switch's state Each detection signal indicating the status is input to the main control microcontroller 311.

[0082] 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 such a low voltage, use DC3.3V based on DC5V. 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.

[0083] 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. and amplifier circuit 337 (SNDRESET signal), control for driving lamps, motors, etc. This signal is supplied to circuits 332-334 (IORESET signal) and resets them to a reset state. Furthermore, the performance control device 300 is connected to a cooling fan 45 that cools various parts of the gaming machine 10. When the power to the performance control device 300 is turned on, the cooling fan 45 is operated. Furthermore, the circuit board that constitutes the performance control device 300 is a sub-control board (also known as a sub-board). It corresponds to (saying).

[0084] Next, we will explain the game control performed in these control circuits. In the game control device 100, the CPU 111A of the game microcontroller 111 is used for the start gate 3 Based on the input of the game ball detection signal from the gate switch 34a provided in 4, Random values ​​for hit detection are extracted and compared with the detection values ​​stored in ROM111B, and the graph changes. The system performs a process to determine whether the displayed game is a hit or a miss. Then, the general diagram of the batch display device 50 is displayed. The pattern display unit 55 displays an identification pattern (identification information) for a predetermined period of time, and then displays a normal pattern change. The process of displaying the dynamic game is performed. If the result of this dynamic game is a win, The regular diagram display section 55 has special symbols corresponding to each of the first to third winning stop symbols. The result is displayed, and the ordinary electric solenoid 37c is activated, and the ordinary variable prize winning device 37 The movable member 37b is opened for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. The game control device 100 controls the conversion member (movable member 37b) This constitutes a conversion control execution means that performs conversion control. Note that the result of the regular display game is incorrect. In this case, control is performed to display the result of the miss on the regular diagram display unit 55.

[0085] Furthermore, the detection signal of the game ball from the start port 1 switch 36a provided in the start prize port 36 Based on the input, the system stores the start-up winning information (start-up memory), and based on this start-up memory, the first special symbol variation is performed. The random values ​​used for determining the jackpot in the displayed game are extracted and compared with the judgment values ​​stored in ROM111B. Compared to that, the process determines whether the first special feature variation display game is a win or a loss. Also, the normal variation Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the prize winning device 37, The system stores the start memory, and based on this start memory, it determines whether the second special feature variation display game is a jackpot. The random values ​​used are extracted and compared with the judgment values ​​stored in ROM111B, and the second special figure variation is displayed. This process determines whether the game result is a win or a loss.

[0086] Furthermore, the CPU 111A of the game control device 100 controls the above-mentioned first special symbol variation display game and the Control signals (performance control commands, performance commands) including the judgment result of the special feature variation display game. The output is sent to the performance control device 300. Then, the special symbol 1 display unit 53 of the integrated display device 50 and In the special figure 2, the pattern display unit 54 displays an identification pattern (identification information) for a predetermined period of time, and then displays it as stopped. The process of displaying the special feature variation game is performed. That is, the game control device 100 performs the process of displaying the special feature variation game. The starting prize-winning area (starting prize-winning opening 36, normal variable prize-winning device 37) for the game ball flowing down the technique area 32. This system provides a game control mechanism that controls the progress of a variable display game based on the winners of the prizes.

[0087] Furthermore, the performance control device 300 displays based on the control signals from the game control device 100. Device 41 performs the process of displaying a decorative special feature variation display game that corresponds to the special feature variation display game. Now. Furthermore, the performance control device 300, based on the control signal from the game control device 100, This controls the settings of the performance state, the output of sound from speakers 19a and 19b, and the illumination of various LEDs. The system performs the following processes: In other words, the performance control device 300 performs the following processes in relation to the game (variable display game, etc.) It forms effect control means for controlling effects related thereto.

[0088] And when the result of the special figure variable display game is a big win or a small win, the CPU 111A of the game control device 100 displays a special result mode or a small win result mode on the special figure 1 symbol display section 53 or the special figure 2 symbol display section 54, and also performs a process of generating a special game state or a small win game state (that is, a process of executing a special game or a small win game). In the process of generating a special game state due to the result of the first special figure variable display game or the second special figure variable display game being a big win, the CPU 111A, for example, releases the opening / closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b, and performs control to allow the flow of game balls into the big winning port. In this special game state, the CPU 111A, for example, keeps the big winning port open until either a predetermined number (for example, 9) of game balls are won in the big winning port or a predetermined openable time has elapsed since the opening of the big winning port. One round is defined as the period during which the big winning port is kept open until one of these conditions is met, and this is repeated (continued) for a predetermined number of rounds (cycle game). Also, in the process of generating a small win game state due to the result of the first special figure variable display game (special figure 1 variable display game) or the second special figure variable display game (special figure 2 variable display game) being a small win, the CPU 111A, for example, releases the opening / closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b, and performs control to allow the flow of game balls into the big winning port. Note that the opening / closing operation pattern (opening / closing operation mode) of the big winning port performed in these small win game states is, for example, an operation of keeping the opening / closing member in the open state for 200 msec at intervals of 1500 msec.

[0089] ​​​​​​​This is done four times. In this way, the game control device 100 determines the stopping result pattern. A control means for opening and closing the grand prize slot when a special outcome occurs. This is done. Also, if the result of the special feature variation display game is a loss, the CPU111A will display all at once. The display unit 53 of the special illustration 1 and the display unit 54 of the special illustration 2 of the device 50 will display the result of a miss. To perform control.

[0090] Furthermore, the game control device 100 of the first embodiment controls probability fluctuations in the special symbol variation display game. This does not involve probability changes, but it is acceptable to implement probability changes in a game that displays fluctuating figures. For example, the game control device 100 controls special games based on the result of the special symbol variation display game. After the state ends, it becomes possible to enter a high-probability state as a game state. In the special feature display game, the probability of getting a winning result is higher than in the normal probability state. Also, both the first special feature variation display game and the second special feature variation display game will show the special feature variation display. Even if a high probability state is reached based on the outcome of the game, the first special symbol variation display game and the second Both the special feature display game and the game will enter a high probability state.

[0091] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the state ends, it is possible to enter a time-saving state (specific game state, normal high probability state) as a game state. This is the case. In this time-saving state, the probability of getting a winning result in the regular figure variation display game (regular figure Let the probability be set to a high probability (normally high probability state) which is higher than the normal probability (normally low probability state) of 0. This makes it possible to... Furthermore, control it so that the opening time of the normal variable prize winning device 37 per unit time increases. In this embodiment, the normal variable prize winning device 37 is in the normal game state. Therefore, the probability of not opening the movable member 37b is set to "0".

[0092] Furthermore, in the time-saving state, the execution time of the regular display variation game (regular display variation time) is even Then, it becomes 500 milliseconds, and the time for displaying the results of the regular display variation game is, for example, the time for the regular display to stop. , at 600m seconds, the regular variation display game is determined to be a win and the regular variation prize device 37 opens. When released, the release time of the first stop symbol (normal release time) and the number of releases (for example, 500ms x 1 time), the opening time of the second winning stop symbol (normal opening time) and the number of times it opens (for example) (1700ms x 2 times), the opening time of the third winning stop symbol (normal opening time) and the number of openings ( For example, it is possible to set it to be 1700ms x 3 times.

[0093] Furthermore, control is used to put the regular variable display game and the regular variable prize winning device 37 into a time-saving operation state. To this end, the game execution time, normal display stop time, number of normal train releases, and normal train releases will be displayed as appropriate. You can set a time limit, for example, in the time-saving state, the actual display of the regular graph fluctuation game described above The rotation time (normal change time) is controlled so that the second change display time is shorter than the first change display time. It is possible to control it (for example, 10,000 milliseconds becomes 1,000 milliseconds). Also, time reduction state In this case, the normal stop time for displaying the results of the normal change display game is shorter than the first stop time. It is possible to control it so that the second stop time is 70 (for example, 1604ms is 70 4 minutes). Also, in the time-saving state, the normal variation display game results in a normal variation. When the prize-winning device 37 is opened, the opening time (normal opening time) is set to the normal state (normal low probability state). It is possible to control so that it becomes a second opening time longer than the first opening time of the state) (for example, 100 milliseconds is 1352 milliseconds). Also, in the time shortening state, for the result of each play of the normal figure variable display game the number of opening times (normal power opening times) of the normal variable winning device 37 is set to a second opening number of times (for example, 4 times) that is more than the first opening number of times (for example, 2 times). Also, in the time shortening state, the probability (normal figure probability) of becoming the winning result of the normal figure variable display game is set to a high probability (normal figure high probability state, for example, 250 / 251) that is higher than the normal probability (normal figure low probability state, for example, 1 / 251) in the case of the normal operation state. It is possible. In the time shortening state, by changing any one or more of the normal figure variable time, the normal figure stop time, the normal power opening number of times, the normal power opening time, and the normal figure probability, the time for converting the normal variable winning device 37 to the open state is extended more than usual. Also, it is possible to set a plurality of different types

[0094] of time shortening states. Also, when winning, either the first opening mode or the second opening mode may be selected. In this case, the selection probabilities of the first opening mode and the second opening mode may be made different. Also, the high probability state and the time shortening state can occur independently of each other, and it is possible for both to occur simultaneously, or it is possible to cause only one of them to occur The time shortening state can also be referred to as the normal power support state (during normal power support, or during power support). Next, the configuration of the batch display device will be described with reference to FIG. 5. FIG. 5 is a diagram showing an example of the batch display device of the first embodiment. The batch display device 50 includes a 7-segment LED_d1 and it is also possible. Also, the time shortening state can be referred to as the normal power support state (during normal power support, or during power support). It can also be called by that name.

[0095] Next, the configuration of the batch display device will be described using FIG. 5. FIG. 5 is a diagram showing an example of the batch display device of the first embodiment. The batch display device 50 is a diagram showing an example of the batch display device of the first embodiment. The batch display device 50 includes a 7-segment LED_d1 and is a diagram showing an example of the batch display device of the first embodiment. The batch display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18 D is included. The batch display device 50 has 7-segment LED_d1 and 7-segment LED_d 2. Various status indicators are displayed based on the lighting patterns of LED_d3 to LED_d18.

[0096] The batch display device 50 includes 7-segment LED_d1 and 7-segment LED_d2, and By assigning various status display functions to LED_d3 through LED_d18, round display Section 51, Special Feature 1 Reserve Display Section 52, Special Feature 1 Symbol Display Section 53, Special Feature 2 Symbol Display Section 54 , a regular diagram pattern display unit 55, a regular diagram hold display unit 56, a status display unit 57, and a special diagram 2 hold display unit It includes 58. The round display section 51 has four LEDs, LED_d3 to LED_d6. The lighting pattern indicates the number of rounds in the special feature game. Special Feature 1 Reserved Display Unit 52 Depending on the lighting patterns of the two LEDs, LED_d11 and LED_d12, in the game shown in Figure 1... The number of reserved symbols is displayed. The special figure 1 symbol display unit 53 has 8 L of 7-segment LED_d1 The lighting pattern of the ED (7 segment LEDs and 1 dot LED) determines the game shown in Figure 1. The symbols are displayed in the special figure 2 symbol display unit 54 has eight 7-segment LEDs d2 Depending on the lighting pattern of the LEDs (7 segment LEDs and 1 dot LED), Figure 2 The design is displayed in the window. The general design display unit 55 is LED_d8, LED_d10, The patterns in the Puzzle Game are displayed by the lighting patterns of the three LEDs, including LED_d18. The regular display unit 56 shows the lighting patterns of two LEDs, LED_d15 and LED_d16. This displays the number of reserved items in the regular game. The status display unit 57 uses LED_d7, LE The lighting patterns of the three LEDs D_d9 and LED_d17 determine the special feature game. The game status is displayed. The special feature 2 reserve display unit 58 has two LEDs, LED_d13 and LED_d14. The way the LED lights up indicates the number of reserved balls in Special Feature 2 game.

[0097] The following describes the control of a gaming machine that performs this type of game. First, the gaming control device. This section describes the control performed by the 100 amusement microcontroller 111. The control processing by n111 mainly consists of the main processing and processing that occurs at predetermined time intervals (for example, 4 milliseconds). It consists of timer interrupt processing.

[0098] [Main process] First, the main processing of the game control device of the first embodiment will be explained using Figures 6 to 10. To clarify, Figure 6 is a flowchart (part 1) showing the main processing of the first embodiment. Figure 7 is a flowchart (part 2) showing the main processing of the first embodiment. Figure 8 is a flowchart (part 3) showing the main processing of the first embodiment. Figure 9 This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. Figure 10 is This is a diagram (part 5) showing the flowchart of the main process in the first embodiment.

[0099] The main processing starts when the power is turned on, initiated by the control unit (gaming microcontroller 111). This is done. In this main process, first, a process to disable interrupts (step S1) is performed. Then, when an interrupt occurs, at the starting address of the area where register values ​​and other values ​​are saved, Perform a stack pointer setting process (step S2) to set a specific stack pointer. Next, specify register bank 0 (step S3), and specify a given register (for example, register D). Set the higher address of the RAM starting address to (Step S4). RAM11 The address range for 1C is 0000h to 01FFh, with 00h or 01h being the highest value. In step S4, set 00h, which is at the beginning of the address range of RAM111C. To do.

[0100] Next, a launch stop signal is output, setting the launch permission signal to the prohibited state (step S5). The launch permission signal is given when at least one of the game control device 100 and the payout control device 200 stops launching. When a stop signal is output, it is set to a prohibited state, and the launch of game balls is prohibited. It is.

[0101] After that, the state of input port 1 (first input port 122) is recorded in the first register (for example, B register). Load into the JISTA (step S6), then input port 3 (third input port 124) The state is read into the second register (for example, the C register) (step S7).

[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step (S8). For example, the B register corresponding to the detection signal from the RAM initialization switch 112. It retains only the 2nd bit, and the 0th bit, the 1st bit, and bits 3 through 7 are removed. Rearrange. Then, mask the specified bits in the second register and clear the other bits. (Step S9). For example, C register corresponding to the detection signal from the setting key switch 127. It only retains the 4th bit of the st, and bits 0 through 3 and bits 5 through 7. Clear it.

[0103] The information in the first register is integrated into the second register, and the information held by the second register is stored in RAM1. Keep it as reference information that does not rely on 11C (step S10). For example, B Regis The logical OR of the TA and C registers is stored in the C register, and the C register is used as a state reference register. To hold.

[0104] For example, the value of the state reference register (C register) "00000000B" is the 0th B The first bit, third bit, fifth bit through seventh bit are cleared and become "0". The second bit is "0", which corresponds to the detection signal ON from the RAM initialization switch 112. The fourth bit is "0", which corresponds to the detection signal ON from the setting key switch 127. This indicates that the value of the state reference register "00000000B" is the RAM initialization value. The setting change occurs when switch 112 is ON and setting key switch 127 is ON. Further status is indicated.

[0105] Furthermore, the value of the state reference register "00010000B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "0" when the detection signal from the M initialization switch 112 is turned ON, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010000B" indicates that the RAM initialization switch 112 is ON. (ON) indicates the RAM initialization state where the setting key switch 127 is off (OFF). .

[0106] Furthermore, the value of the state reference register "00000100B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a value of "0" corresponding to the ON detection signal from key switch 127. The value of the state reference register "00000100B" indicates that the RAM initialization switch 112 is off. This indicates a setting confirmation state where (OFF) and setting key switch 127 is ON.

[0107] Furthermore, the value of the state reference register "00010100B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010100B" indicates that the RAM initialization switch 112 is off. (OFF), and the setting key switch 127 is OFF, indicating a power restoration (power outage recovery) state. This indicates.

[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signals from the RAM initialization switch 112 are stored in the C register. The storage position (2nd bit) in the B register of the output signal and the detection from the setting key switch 127 The B register and C register differ because the storage location (4th bit) of the output signal is different. The logical OR of the STRs also detects the signal from the RAM initialization switch 112 and the setting key switch. The detection signal from Chi-127 is saved without being lost.

[0109] After that, the process of setting the power-on delay timer is performed (step S11). In the process, by setting predetermined initial values, the game control device 100 which constitutes the main control means Subordinate control means that perform various controls according to their instructions (for example, the dispensing control device 200 and Waiting for the program of the performance control device 300 (or other subordinate control device) to start up normally. A time (for example, 3 seconds) is set. This allows the game control device 10 to be activated when the power is turned on. 0 is raised first, and the command is sent to the subordinate control means before the subordinate control means is raised. This prevents the subordinate control means from missing commands. In other words, the game control system When power is turned on, the device 100 delays the activation of the main control means and waits for the activation of the secondary control means. It provides a waiting means for setting a predetermined waiting time.

[0110] Furthermore, the timing of the power-on delay timer is determined by the validity of the data held in the RAM area. Memory areas that are not subject to checksum calculation (RAM areas or other areas not subject to validity determination) This is done using a GISTA (or similar device). This allows for checking the checksum of the RAM area, etc. When calculating data, there is no need to exclude certain RAM areas from the calculation, so when power is turned on... This prevents the control from becoming complicated.

[0111] The detection signal for the RAM initialization switch 112 is stored in the second register (C register). Although it is intended to be saved, it is saved before the start of the waiting period, thus initializing the RAM. The operation of switch 112 can be reliably saved. That is, RAM initialization after the waiting period has elapsed. If you configure it to read the state of switch 112, it will wait for the waiting time to elapse before initializing the RAM. The RAM initialization switch 112 is operated, or the RAM initialization switch is activated from power-on until the standby time has elapsed. You need to keep manipulating 112. However, you need to read the state before the waiting period starts. Therefore, you can perform operations immediately after powering on without having to go through such troublesome procedures. It will now be detected, and the initialization operation performed when the power is turned on will not be accepted. This can prevent such situations.

[0112] Furthermore, the detection signal of the setting key switch 127 is stored in the second register (C register). Although it is designed to be saved before the start of the waiting period, the setting key switch The operation of 127 can be reliably detected. That is, after the waiting time has elapsed, the setting key switch 12 If you configure it to read the state of 7, it will wait for the waiting time to elapse before setting key switch 127 You can operate the settings key switch 127 or continue operating it from power-on until the standby time has elapsed. It is necessary to read the state before the waiting period starts, thus eliminating this hassle. Without requiring any special operations, detection will occur immediately after power-on. Therefore, setting changes or setting confirmation operations performed when the power is turned on will not be accepted. This can prevent such situations.

[0113] Next, the process of setting the power-on delay timer (for example, about 3 seconds) (step S11) After performing the above, the system will start timing the waiting period and monitoring for any power outages during that time. Perform steps S12 to S16). First, the power outage input from the power supply unit 400 The number of times to read and check the monitoring signal via the port and data bus (for example, 2 times) Set (step S12) and determine whether the power outage monitoring signal is ON or OFF (S Step S13).

[0114] If the power outage monitoring signal is on (step S13; Y), set in step S12 Determine whether the power outage monitoring signal remains ON for the number of checks (Step S1 4) If the power outage monitoring signal is not kept ON for the number of checks (step S14;N) returns to the determination of whether the power outage monitoring signal is ON or OFF (step S13). Also, if the power outage monitoring signal remains ON for the number of checks (step S14; Y) In other words, if it is determined that a power outage has occurred, the power to the gaming machine 10 is shut off. Wait for it to happen. In this way, if the power outage monitoring signal is continuously received for a predetermined period, a power outage will occur. By determining that this has occurred, 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.

[0115] 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 RAM111C will not be available until the waiting period ends. Because this is not permitted and the memory contents from the previous power outage are still being retained, In the event of a power outage here, there is no need to perform backup processing, etc. Therefore, during standby Even if a power outage occurs during operation, there is no need to back up the RAM111C, reducing the control burden. It can be mitigated.

[0116] On the other hand, if the power outage monitoring signal is not on (step S13;N), i.e., a power outage occurs. If not, update the power-on delay timer by "-1" (step S15), Determine whether the current value is "0" (step S16). If the timer value is not 0 If (step S16; N), i.e., if the waiting time has not ended, the power outage monitoring signal is issued. The process returns to setting the number of checks (step S12). Also, the timer value is set to "0 If this is the case (step S16; Y), that is, if the waiting time has ended, RAM11 Access to read / write RWM (Read Write Memory) such as 1C and EEPROM is permitted. Enable (Step S17), and output off data to all output ports (set to a state with no output). Do it (Step S18).

[0117] Next, the serial port (a port pre-installed on the gaming microcontroller 111) (Used for communication with the performance control device 300 and the payout control device 200) Set (Step S19) ).

[0118] In step S20, the timer interrupt in the game microcontroller 111 (clock generator) This process activates the CTC circuit, which generates a signal and a random number update trigger signal (CTC). Now.

[0119] In step S21, the process of setting the RAM error flag is performed. The setting of the permanent flag is temporary and will be used later to check for RAM anomalies. It may be updated in [location].

[0120] In step S22, the value of the power outage test area 1 in RWM is normal. Determine whether it is -1 (for example, 5Ah). If the value in power outage test area 1 is normal, (Step S22; Y) The value of the blackout test area 2 in RWM is normal. Blackout test area check. Determine whether it is data 2 (for example, A5h) (step S23), and then check the power outage inspection area 2. If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. The checksum calculation process (step S24) is performed.

[0121] In the checksum calculation process, data from the work area for game control and the work area for status display are used. The sum of the data in each region can be used to calculate a checksum, or a workpiece for game control. Checksums are calculated separately from the data in the area and the data in the work area for status display. Alternatively, the checksum may be calculated using only the data from the work area for game control. The work area for skill control is a work area within the RWM memory used for game control. Yes, there is. The status display work area is a part of the memory area within the RWM that is used for displaying the status. It is a business domain.

[0122] Next, check if the checksum calculated in step S24 matches the checksum at the time of power failure. It is determined whether or not (step S25), and if the checksum matches (it is normal) In case (step S25; Y), the RAM abnormality flag that was provisionally set in step S21 is returned. Clear this (Step S26).

[0123] If the checksum is determined not to match (not normal) (step S25; N) skips step S26 and proceeds to step S27, which means that in step S21 The provisionally set RAM anomaly flag becomes definitive. Check data in the power outage test area. If the data is determined to be abnormal (step S22;N or step S23;N) However, by skipping step S26 and proceeding to step S27, a provisional result is obtained in step S21. The RAM anomaly flag that was set to the target becomes definitive.

[0124] In step S27, the second register (C register) is referenced to set the key switch 12 It is determined whether the detection signal of 7 is ON and the detection signal of the RAM initialization switch 112 is ON. Determined. The detection signal of the setting key switch 127 is ON AND the detection of the RAM initialization switch 112 is ON. If the output signal is ON, proceed to step S33, and the detection signal of the setting key switch 127 If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, then step S Proceed to 28.

[0125] Furthermore, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM initialization switch Because the detection signal of key 112 is stored in the second register (C register), the setting key... The detection signal of switch 127 and the detection signal of RAM initialization switch 112 are to be determined simultaneously. This is possible. In addition, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM Because the detection signal of the initialization switch 112 is stored in the second register (C register), Detection signal of the setting key switch 127 and RAM initialization before the RAM validity check is performed. The detection signal from switch 112 can be used as the target for determination.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on or off. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., RAM If the abnormal flag has been cleared, proceed to step S29.

[0127] In step S29, the control unit determines whether the flag indicating setting change mode is on or off. If the flag is on during the setting change mode, the process proceeds to step S48, and the setting change mode If the "Do Not Disturb" flag is not turned on, proceed to step S30.

[0128] Steps S30 to S32 occur when there is a RAM error or when the power is cut off during configuration. This process is executed when the system restarts without the RAM being cleared. Step S3 In case 0, the control unit sends a command for main abnormal error notification to the performance control device 300. As a result, the performance control device 300 responds to the performance system command for main abnormal error notification. To perform the operation. For example, the performance control device 300 receives a command for main abnormal error notification. If you trust it, display a message on the display device 41 instructing you to restart with a RAM clear. The sound output is made from speakers 19a and 19b. In addition, the performance control device 300 is Upon receiving a command to report an abnormal error, the frame decoration device 18, the panel decoration device 46, and the panel display device The main abnormal error is reported by 44.

[0129] In step S31, the control unit displays the 7-segment display data at the time of game stop on the performance display device 135 Output to the performance display device 135. The system can display data. The control unit also confirms the 7-segment display data when the game is stopped. The rate setting value is output to the rate setting value display device 136. At this time, the control unit outputs to the probability setting value display device 136. It can display numbers or characters that are not included in the probability settings. The control unit also displays an L when the game stops. The 7-segment display data, including the ED display data, may be output to the batch display device 50. At this time, the control unit may turn off or turn on all of the combined display devices 50.

[0130] In step S32, the control unit sends the ON data of the security signal to the external information terminal board 71. Output from there. At this time, the control unit outputs other signals that are output from the external information terminal board 71. The force data is turned off. The control unit repeatedly executes steps S31 and S32. The game machine 10 waits for the power to be cut off. In other words, while waiting for the power to be cut off, the external information terminal board A security signal is output from 71. Also, the gaming machine 10 waits for the power to be cut off. The external information terminal board 71 does not output any signals other than security signals.

[0131] The control unit then repeatedly performs steps S31 and S32 until it waits for the power to be shut off. In this row, RAM access is not prohibited. As a result, the gaming machine 10 does not have NMI (No When an n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program crashes. The risk of accidents is reduced. Thus, the control unit waits for the power to be shut off in step S31. The contents of the RAM stored during the repeated execution of step S32 are protected by prohibiting RAM access. However, since clearing the RAM upon restart is a condition for starting game control, the contents of the RAM are... This limits the risk of the contents of the RAM being unprotected. In other words, the gaming machine 10 has limited protection. By accepting a limited number of unprotected risks, we can achieve a reduction in the risk of program malfunction. Furthermore, the control unit repeats steps S31 and S32 until it waits for the power to be shut off. In this row, by not prohibiting RAM access, steps S31 and S32 By making subroutines callable, program efficiency can be improved.

[0132] Steps S33 to S36 are processes related to preparing for configuration changes, and step S In 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This process is executed when the detection signal for item 2 is turned on.

[0133] In step S33, the control unit determines whether the RAM abnormality flag is on or off. If the RAM error flag is on, proceed to step S34, and the RAM error flag is on Otherwise, proceed to step S35.

[0134] In step S34, the control unit, because the RAM abnormality flag is on, clicks the set value. A. Note that the setting value can also be cleared by setting an invalid value as the setting value. Alternatively, from the perspective of preventing fraud, it may be acceptable to set the value that is most unfavorable to the player. .

[0135] In step S35, the control unit performs the process of setting the setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is changing its settings. The setting change mode flag is set when a setting change is in progress, and when a setting change is not in progress. The flag is cleared (reset) while in constant change mode.

[0136] In step S36, the control unit sends a command to the performance control device 300 indicating that the setting is being changed. This allows the performance control device 300 to perform performance control corresponding to the command being changed. For example, the performance control device 300 receives a command to change the settings and changes the settings. A message indicating that it is inside is displayed on the display device 41, and speakers 19a,1 Sound output is generated from 9b. Also, the performance control device 300 receives commands during setting changes. The frame decoration device 18, the panel decoration device 46, and the panel display device 44 will indicate that the settings are being changed. To report.

[0137] Step S37 is performed after the preparation for setting changes (steps S33 to S36), or This process is executed after the setup confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128ms. Therefore, the gaming machine 10 will continue until at least the security signal control timer has timed out. During this time, a security signal is output.

[0138] Steps S38 to S40 are for waiting for the setting change to finish or for the setting confirmation to finish. This is the process related to the following. In step S37, the gaming machine 10 outputs a security signal and sets it. This prevents the execution of processes related to waiting for the configuration change to finish or waiting for the configuration confirmation to finish. This information is made available to the department.

[0139] After enabling the interrupt (step S38), the control unit accesses the second register (C register). By doing so, it is determined whether the detection signal of the setting key switch 127 is off (step S 39) The control unit proceeds to step S5 if the detection signal of the setting key switch 127 is off. Proceed to step 5, and if the detection signal of the setting key switch 127 is not off, proceed to step S40. .

[0140] In step S40, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S41; if no power outage occurs, proceed to step S Proceed to 39. That is, the control unit, with interrupts enabled in step S38, detects a power outage. Until then, wait for the setting key to be turned off.

[0141] If the control unit determines that a power outage has occurred, it will disable interrupts (step S4). 1) Perform the process of outputting off-data to all output ports (step S42). Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step S43 ), save the power outage inspection area check data 2 to power outage inspection area 2 (step S44). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. S45) Process to save the calculated checksum to the checksum area (Step S46) After performing the above, a process to prohibit access to RAM (step S47) is performed. Then, wait for the power to the gaming machine to be cut off. In this way, check data in the power outage inspection area. In addition to saving the data, the checksum at the time of power cut-off is calculated, so that before the power cut-off... When the power is turned on, it can be determined whether the information stored in the RWM has been properly backed up. It can be determined.

[0142] Step S48 is performed when it is determined in step S29 that the flag for setting change mode is on. This is executed when the following occurs. In step S48, the control unit accesses the second register (C register). The control unit then determines whether the detection signal of the setting key switch 127 is ON or OFF. If the detection signal of the setting key switch 127 is on, proceed to step S49, setting key If the detection signal from switch 127 is not on, proceed to step S51.

[0143] Steps S49 and S50 are processes related to preparing for configuration verification. Step S4 In step 9, the control unit performs the process of setting the flag for setting confirmation mode. The "Dochu" flag indicates whether or not the gaming machine 10 is currently checking its settings. Sometimes the "In Settings Confirmation Mode" flag is set, and when not in settings confirmation mode, the "In Settings Confirmation Mode" flag is set. The flag is cleared (reset). In step S50, the control unit checks the frame during setting confirmation. The signal is sent to the performance control device 300. As a result, the performance control device 300 checks the settings. It performs performance control corresponding to the command. For example, the performance control device 300 performs setting confirmation. The display device 41 receives a command from the device and displays a message indicating that the settings are being checked. It displays information and outputs sound from speakers 19a and 19b. Also, the performance control device 3 00 receives a command during configuration confirmation and controls the frame decoration device 18, the panel decoration device 46, and the panel display device The device 44 indicates that the settings are being checked. After this, the control unit proceeds to step S37. nothing.

[0144] On the other hand, in step S48, the control unit is turned on when the detection signal of the setting key switch 127 is ON. If it is determined that there is no such thing, step S51 is executed. In step S51, the control unit determines Referencing register 2 (C register), if the detection signal for RAM initialization switch 112 is ON The control unit determines whether it exists or not. If the detection signal for the RAM initialization switch 112 is not on, proceed to step S52. The process then proceeds to step S58. That is, the gaming machine 10 presses the RAM initialization switch 112. Upon startup detection involving an operation, the process proceeds to execute the RAM initialization (RAM clear) process, R Power outage recovery processing is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.

[0145] Next, we will explain the RAM initialization process performed from step S52 onward. In the process related to AM initialization, the control unit clears the RAM area other than the set value to 0 (zero-clear). a) (Step S52) The initial values ​​at the time of RAM initialization are saved in the area to be initialized. Step S53). For example, the control unit sets the starting address of the RAM when the RAM is cleared. Set the rear starting address 2 and access the storage area of ​​RWM (for example, RAM111C) The data of the area to be cleared (work area for game control) within the area that does not include the prohibited area. Reset to zero.

[0146] Note that the flags for setting change mode and setting confirmation mode are for the area to be cleared. Since it is included in the data, it will be cleared by zeroing out the data in the area to be cleared. .

[0147] In step S54, the control unit sends the RAM initialization command to the performance control device 300. I believe. As a result, the performance control device 300 will perform the performance corresponding to the command during RAM initialization. Control is performed. For example, the performance control device 300 receives a command during RAM initialization. Then, a message indicating that the RAM has been initialized is displayed on the display device 41, Sound output is generated from speakers 19a and 19b. Also, the performance control device 300 is RAM first Upon receiving the initialization command, the frame decoration device 18 and the panel decoration device 4 confirm that the RAM has been initialized. 6. Notification is given by the display device 44.

[0148] Furthermore, the control unit processes (steps) related to waiting for the completion of setting changes or the completion of setting confirmation. After the execution of steps S38 to S40, the detection signal of the setting key switch 127 is off. If a certain event is detected, step S55 is executed. The control unit disables interrupts (S55). After step S55, a notification termination command is sent to the performance control device 300 (step S 56).

[0149] As a result, the performance control device 300 starts the setting change upon receiving a command during the setting change. Configuration verification initiated by notification that changes are being made or by receiving a command indicating that configuration verification is in progress. We will now end the announcement regarding the situation.

[0150] Next, the control unit checks the setting change mode flag to determine whether or not it is in setting change mode. The control unit determines (step S57). If it is in setting change mode, step S5 The process proceeds to step 2, where it executes the RAM initialization process. Meanwhile, the control unit is in setting change mode. If none exists, proceed to step S58 and perform the process related to restoring power.

[0151] In step S58, the control unit executes the power outage recovery process. The power outage recovery process initializes... The initial values ​​upon power restoration are saved in the designated area, and the special feature game is highly likely to be played by referring to the special feature status. It determines whether the probability is high or low, and if the special feature game is high probability, it places a high probability notification flag in the high probability notification area. This process saves the ON information and the ON data of the high-probability notification LED into the segment area. Includes.

[0152] The areas that need to be initialized during the power outage recovery process are the power outage check area and the checksum area. , flags for setting change mode, flags for setting confirmation mode, and areas related to error and malfunction monitoring That is the case. In addition, during the power outage restoration process, it is determined whether the dispensing control device 200 is in a state where it can accept commands. The busy signal status area, which stores the status of the payout busy signal (a signal indicating whether a payout is busy), is also cleared. Therefore, it is considered an indeterminate state, indicating that the status of the payout busy signal has not been determined. Similarly, The touch switch signal status monitoring area, which stores the state of the touch switch signal, is also cleared. This is considered an indeterminate state, indicating that the state of the switch signal has not been determined.

[0153] Next, the control unit sends a command corresponding to the special game processing number for power outage recovery to the performance control board. The signal is sent to the (performance control device 300) (step S59), and the process proceeds to step S60. In the Tepp S59, there are commands for specifying the model, the number of reserved symbols for Special Feature 1, and the number of reserved symbols for Special Feature 2. Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands Send. Depending on the model, in addition to these commands, information on the number of times the effect has been performed and the number of high-probability rounds may also be sent. Numerical information will be sent. Note that the screen-specific commands refer to the Special Feature 1 variation display game and the Special Feature 2 variation. The control status of the displayed game is normally in processing (variation, jackpot (first special game state)), If the state is neither of the following (minor win state (second special game state)), then a customer waiting demo will be displayed. This command instructs the display of the screen; otherwise, it instructs the display of the recovery screen. This is a command.

[0154] In step S60, the control unit performs the process of starting up the random number generation circuit. When the power is turned on, the values ​​of predetermined registers (soft random number registers 1 to n) in the random number generation circuit are extracted. Output, and corresponding various initial random numbers (initial random number for big win symbols, initial random number for small win symbols, initial The initial value (start value) of the random number for the period and the initial value (random number for the winning symbol) is set in a predetermined area of ​​the RWM. After that (step S61), the interrupt is enabled (step S62).

[0155] Next, the control unit updates the values ​​of various initial random numbers to disrupt the regularity of the random numbers. The number update process (step S63) is performed. This initial random number update process updates each initial random number For example, this process updates (increments) each by "+1". 10 continuously updates the initial random number within the main process as time permits, thereby generating random numbers This allows for an increase in randomness.

[0156] Here, the control unit temporarily disables interrupts (step S64) and performs the performance display editing process. Execute (step S65), and after the performance display editing process is executed, allow interrupts (step S66). The performance display editing process is the process related to the calculation and display of the base. The control unit is the performance Because the processing load for the display and editing process is relatively high, interrupts are disabled to provide faster processing results. The machine is preparing to release the game. As a result, the game state of the gaming machine 10 is updated by a timer interrupt. By this point, the derivation of the processing results for the performance display editing process will be guaranteed.

[0157] In step S67, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S41; if no power outage occurs, proceed to step S Proceed to 63.

[0158] In other words, the control unit will proceed from step S63 to step S67 unless a power outage occurs. The process is repeated. For details, the control unit, if no power outage has occurred, will perform the initial The process involves repeatedly updating random numbers, editing performance display, and checking power outage monitoring signals (loop processing). To do.

[0159] Then, before the initial value random number update process (step S63), interrupts are enabled (step S 66) As a result, if a timer interrupt occurs during the initial random number update process, the interrupt processing will be prioritized. This process will now be executed first, and the timer interrupt will be delayed by the initial random number update process. This avoids putting a strain on interrupt handling.

[0160] Similarly, interrupts are disabled before the performance display editing process (step S65) (step S6 4) As a result, the performance display editing process will be executed in priority over timer interrupts. This can prevent performance display editing processing from becoming overloaded.

[0161] 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) that perform various controls according to instructions from the control means. In a gaming machine equipped with a performance control device 300, etc., the main control means, when power is turned on, A predetermined waiting time is set to delay the activation of the main control means and wait for the activation of the subordinate control means. A standby means (game control device 100) that determines the standby time and monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with a means for monitoring power outages (game control device 100).

[0162] 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) will detect if a power outage occurs when it continues to receive a power outage monitoring signal for a predetermined period of time. This means that the system is designed to make a judgment.

[0163] 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 for initializing data stored in RAM111C based on the operation performed. (Game control device 100) and the operation state of the initialization operation unit before the start of the standby time This means it's set to load.

[0164] Furthermore, the game control device 100 performs initialization processing in case of data abnormality (first initialization processing), and A function that distinguishes and executes the initialization process during the periodization operation (second initialization process) (first initialization process) Because it has a second initialization means, it can perform optimal and efficient initialization processing according to the situation. It can be expressed.

[0165] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, Externally operable setting control unit (setting value change switch 126, setting key switch 12 7) The setting value stored in RAM111C is changed based on the operation of the setting control unit. By providing a means for changing settings (game control device 100), it becomes possible to change settings. Furthermore, by providing a setting display unit (probability setting value display device 136), the setting (setting value) can be confirmed. It is enabled. Also, the main control means (game control device 100) after the waiting time has elapsed, RAM This means you are allowing access to port 111C.

[0166] Furthermore, the main control means (game control device 100) accesses the RAM (RAM 111C) The power outage waiting process prohibits (step S47) and waits for all processes to stop executing. (Loop after step S47) and allow access to RAM (RAM111C) (step RAM abnormality waiting process (step S17) waits for all processes to stop while the execution of all processes is stopped. The loop of step S31 and step S32 is made executable.

[0167] Here, we will explain the waiting process in the event of a power outage and the waiting process in the event of a RAM error. The machine processing is performed after access to RAM is prohibited in step S47 of the main processing. This is a loop process that waits for all processes to stop executing. Also, the waiting process in the event of a power outage is Since it is executed after interrupts are disabled in step S41 of the main process, NMI interrupt Non-interrupts (timer interrupts) are prohibited. Note that the standby process during a power outage is NMI. Since interrupts cannot be disabled, NMI interrupts can occur. Furthermore, since the power outage standby process is a process that is executed when a power outage occurs, the said process The risk of an NMI interrupt occurring during execution is low. Also, the standby process in case of a power outage is abnormal notification. This is a standby process that does not involve power cut-off. As a result, the gaming machine 10 does not process power until the power is cut off. It can be redirected to that. In addition, the gaming machine 10 performs standby processing when a power outage occurs, and access to RAM By disabling the cess, the risk of RAM data being altered due to unstable voltage is reduced. Yes, they are.

[0168] The RAM abnormality waiting process is performed in step S17 of the main process, when accessing RAM (RWM) This is a loop process that is executed after permission is granted and waits for all other processes to stop executing. Furthermore, the RAM abnormality waiting process is implemented after interrupts are disabled in step S1 of the main process. As a result, interrupts other than NMI interrupts (timer interrupts) are prohibited. The standby process during power generation cannot disable interrupts for NMI interrupts, therefore N MI interrupts may occur. The RAM abnormality waiting process is a process that waits for power cut-off. Furthermore, the risk of an NMI interrupt occurring during the execution of this process is greater than that of the power outage standby process. However, the RAM abnormality waiting process does not access RAM even if an NMI interrupt occurs. Since this is permitted, the return address can be stored in RAM, and an NMI interrupt occurs. The risk of program malfunction due to this is small. Also, in step S30, the gaming machine 10 Since a command to notify the performance control device 300 of an abnormal error is sent, when a RAM abnormality occurs During the standby process, the performance control device 300 can simultaneously issue an abnormality notification. This allows for a quick restart of the gaming machine 10.

[0169] [Timer interrupt handling] Next, the timer interrupt processing of the game control device 100 will be explained using Figure 11. Figure 1 Figure 1 is a flowchart of the timer interrupt processing in the first embodiment. Interrupt handling is performed in the main processing described above, from the time interrupt permission is given until interrupts are prohibited. During the interval (from step S38 to step S41, from step S38 to step S55) (And from step S66 to step S64, and from step S66 to step S41) This is the interrupt handling that occurs. Timer interrupt handling is a process executed by CPU111A. .

[0170] Timer interrupt handling is performed by the periodic timers generated by the CTC circuit in the clock generator. The process is initiated when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the system automatically enters an interrupt-disabled state, and the timer interrupt processing... The process begins.

[0171] When the timer interrupt processing starts, first, register bank 1 is specified (step S7). 1) By switching to register bank 1, the specified register (for example, in the main process) The register save process is performed to transfer the values ​​held in the registers being used to the RWM. This is equivalent to the following. Next, the RAM start address is entered into a designated register (for example, register D). The higher address is set (step S72). In step S72, the main process is The same process as in step S4 is performed, but the register bank is different.

[0172] Next, inputs from various sensors and switches, and signal acquisition, i.e., each input port The input process (step S73) reads the state. In step S74, the control unit... This refers to the flags for setting change mode and setting confirmation mode, and during setting change mode... The control unit determines whether it is in setting confirmation mode or setting change mode. If in confirmation mode, proceed to step S75, execute the setting change / confirmation process, and the timer Interrupt processing ends. Meanwhile, the control unit, while in setting change mode or setting confirmation mode... If there is no misalignment, proceed to step S76.

[0173] In step S76, the control unit, based on the output data set in the various processes, Drive of actuators such as solenoids (large prize solenoid 38b, general-purpose solenoid 37c) Executes output processing for control and other purposes.

[0174] Furthermore, if a signal to stop firing is output in step S5 of the main processing, this output processing This process outputs a launch permission signal, and the launch permission signal can be set to the permission state. This state is considered to be the launch permission signal. This launch permission signal is output to the launch control device via the payout control device. In this case, no signal processing or other modifications are performed. Furthermore, the launch permission signal is transmitted to the game control device 1. This is the first signal indicating the launch permission status as seen from 00, and the launch as seen from the payout control device 200. A second signal indicating the permission status (launch permission signal) is also generated within the dispensing control device 200, and the launch is initiated. It is output to the control unit. In other words, two launch permission signals are output to the launch control unit. The system is configured such that the game ball becomes ready to be launched when both parties have permission to launch. It is.

[0175] Next, the control unit receives the commands set in the transmission buffer during various processes from the dispensing control device 20 Disbursement command transmission process that outputs 0 (step S77), random number update process 1 (step S7 8) Then, execute random number update process 2 (step S79). Here, random number update process 1 is initial The random numbers for the winning symbols, minor winning symbols, winning symbols, and winning symbols that are subject to the value random number update process. This process updates the initial value (start value) of the random number generator. Random number update process 2 is: Randomization of the variation pattern to determine the variation pattern in the variation display game of Special Figure 1 and Special Figure 2 This is a process to update the number. Note that this is either random number update process 1, or random number update process 1 plus random numbers Update process 2 may be configured to stop random number updates during configuration changes or to change the update cycle. stomach.

[0176] Next, the control unit has a start port 1 switch 36a, a start port 2 switch 37a, and the gates shown in the diagram. Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, Specific area switch 38 e monitors whether there is a normal signal input, and also monitors for errors (such as when the front frame or glass frame is open). The prize slot switch / status monitoring process (step S80) is performed to check if it has been switched on or not. Now. Also, the start of monitoring the entry of switch 36a for start port 1 and switch 37a for start port 2. The starting port switch monitoring process (step S81) is performed. This is the starting prize slot 36 which forms the first starting prize slot, or the normal variable prize slot which forms the second starting prize slot. When a game ball enters slot 37, various random numbers (such as jackpot random numbers) are extracted, and the special symbol changes. Pre-determining the game result based on the winnings displayed before the game begins. Make a judgment.

[0177] Next, the control unit performs processing related to the Special Feature 1 Variable Display Game (S Step S82), Special Feature 2 Game Processing (STE) which performs processing related to the Special Feature 2 Variable Display Game. Following step S83, the process for so-called two-type games is performed (S Step S830 is executed, and then processing related to the regular graph fluctuation display game is performed. The process (step S84) is executed.

[0178] Next, the gaming machine 10 is equipped with a special feature display that shows the game and various information related to the game. The segment LEDs that indicate the display (for example, the LEDs in the design display section 53 of the collective display device 50, as shown in Figure 1) D) Segment LED editing process to drive to display the desired content (step S85) ), the system checks the detection signal from the magnetic sensor 61 to determine if there are any abnormalities. Magnet fraud monitoring process (step S86): Check the detection signal from the panel radio wave sensor 62. The system performs a panel radio wave interference monitoring process (step S87) to determine if there are any abnormalities. Then, the external information editing process sets the signals to be output to various external devices into the output buffer. The timer is controlled (step S88) and the performance display device control process (step S89) is performed. The interrupt handling process will be terminated.

[0179] In the first embodiment, the process of restoring the interrupt-disabled state (i.e., enabling interrupts) is performed. Processes to enable (or process to restore the register bank specification (i.e., register bank 0) The specified process will be performed automatically upon interrupt return (at the end of the timer interrupt process). It will be done. Depending on the CPU used, the process of restoring the interrupt disable state or registers may be required. Some gaming machines require an instruction to execute a process to restore the specified rank.

[0180] [Main process] Next, the main processing of the performance control device 300 will be explained using Figure 12. Figure 12 shows the first This diagram shows a flowchart of the main processing in the performance control device of the embodiment.

[0181] The main process involves controlling the performance control device 300 when the power supply to the pachinko machine 1 is started. This is a process executed by the CPU311. [Step D11] The control unit disables interrupts.

[0182] [Step D12] The control unit performs the initial setup of the CPU 311. [Step D13] The control unit performs the initial setup of the VDP312. [Step D14] The control unit enables the interrupt.

[0183] [Step D15] The control unit permits the generation of display data. That is, the control unit V The display circuit within DP312 (not shown) accesses the VRAM (not shown) within VDP312. Allow the system to perform the operation and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is done, for example, by the srand function. This is a process that sets a sequence of pseudorandom numbers using numbers. Here, the control unit performs the srand function You can use a fixed value such as 0 (zero) as an argument to the number, or it may differ depending on the gaming machine. You may use values ​​created based on the ID values ​​of the CPU, etc.

[0185] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. Area to be initialized in (for example, the performance flag area (the performance control device 300) The initial values ​​at power-on are set in the memory area used as various flags in the processing described later. To move.

[0186] [Step D18] The control unit clears the WDT (Watchdog Timer). [Step D19] The control unit executes the performance button input process. The performance button input process is Editing occurs when the effect button 25 (effect button switch 25a) is enabled. This is the current process. Note that the effect buttons are not turned on and off at high speed, so the control unit is the effect button The process for sensing the input may be performed within the performance button input process, or short (not shown) This can also be done within a periodic timer interrupt.

[0187] [Step D20] The control unit executes the hall / player setting mode processing. The operator setting mode processing involves setting the adjustable range of brightness, volume, etc. of the LEDs and display device 41, This process accepts operations from the player, such as changing the brightness and volume of the LEDs and display device 41. .

[0188] [Step D21] The control unit executes a random number update process. The random number update process is, for example, r The AND function is used to update the pseudorandom number at least once during each control cycle of the main process. This is the current process. The rand function recalculates based on the specified generation sequence each time a recalculation is performed. Since random numbers are generated, the control unit can obtain random numbers simply by executing the rand function. Furthermore, the counter that increments by "1" like the main board (game control device 100) You may use "Ta" as a random number.

[0189] [Step D22] The control unit performs a received command check process. The check process is a process that analyzes commands received from the game control device 100 in predetermined units. be.

[0190] [Step D23] The control unit executes the performance display editing process. The performance display editing process is V Various commands and parameters for instructing DP312 on the content to be drawn on the display device 41. This is the process of setting the parameters. For example, the control unit processes the output display editing process, and commands Set it up in a table shape.

[0191] [Step D24] The control unit executes the drawing command preparation completion setting. The end-of-preparation setting is the preparation of all commands to VDP312 that are set during the performance display editing process. This process sets the status as complete.

[0192] [Step D25] The control unit determines whether or not it is frame switching timing, and If it is the frame switching timing, proceed to step D26; otherwise, Wait for the frame switching timing. Here, the frame switching timing is the V-blank interrupt ( The processing cycle (also called a V-sync interrupt) is created based on the period (for example, 1 / 60 seconds). For example, this timing occurs at a time interval equivalent to 1 / 30th of a second (≒ 33.333 ms). The V-blank interrupt is triggered by the VDP312 during a single run of the entire screen for drawing. It occurs each time the inspection is completed. The occurrence period of this V-blank interrupt is, as mentioned above, for example For example, 1 / 60th of a second. In this embodiment, the same drawing is repeated twice, triggering a V-blank interrupt. When this occurs twice, a frame switch takes place, and the frame switch timing cycle is Vbra Twice the period of the link interrupt (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms) ) However, this is not the only possible configuration, and the frame switching timing can be changed as appropriate. Yes, for example, you can switch frames (update images) at intervals of 1 / 30th of a second or longer. Alternatively, frame switching may be performed at intervals of less than 1 / 30th of a second.

[0193] The frame switching timing determination process determines the subsequent processing (step D26 to Step D30, and subsequent steps D18 through D24, are performed on this frame. This is executed at each of the above processing cycles at the switching timing. Note that it needs to be synchronized with the performance content. Time management is performed in units of these frames (i.e., the processing cycles mentioned above). If the interval is 1 / 30th of a second, then for example, 3 frames would be 100ms. This is because the main base This is similar to how the board (game control device) manages time values ​​in 4ms units of the timer interrupt cycle. ru.

[0194] [Step D26] The control unit will operate according to the command set in Step D23, VDP3 The control unit instructs 12 to draw the screen. For example, the control unit sequentially executes the commands set in a table. Send the message to instruct the VDP312 to draw on the screen.

[0195] [Step D27] The control unit executes sound control processing. The sound control processing is performed by This is a process related to controlling the volume of audio from the speakers (upper speaker 19a, lower speaker 19b). ru.

[0196] [Step D28] The control unit executes the decoration control process. The decoration control process is performed by the panel decoration device. This process controls various LEDs, such as those in the 46 and frame decoration device 18. [Step D29] The control unit executes the movable body control process. The movable body control process involves various modes Process for controlling a movable body (for example, a control panel display device 44) that includes a data controller or solenoid. That is the case.

[0197] [Step D30] The control unit executes launch information control processing. Launch information control processing is performed Based on the firing status flag, firing-related information is set, and the special rotation status (predetermined amount) is also set. The mode adjustment of the performance is performed according to the number of special symbol variations per minute (i.e., the predetermined number of balls dispensed) of gameplay. This is a current process.

[0198] [Step D31] The control unit performs information disclosure processing. The information disclosure processing is performed for the player. This process involves disclosing performance information related to game performance. The control unit returns to step D18 after executing step D31, and thereafter, step D1 The process from step 8 to step D31 is repeated. That is, from step D18 to step D 31 is a loop process that is repeatedly executed at the above processing cycle after the activation of the performance control device 300. This constitutes the main loop process (which may be called the main loop in some cases).

[0199] Furthermore, the control unit performs steps D27 to in the main loop processing in order to match the on-screen effects. The process in step D29 is being executed, but the signals generated or set in these control processes and The process of actually outputting data (especially signals for driving and controlling various LEDs and motors) to a port. This is done within a short-period timer interrupt, which is not shown in the diagram. However, the control of various devices If a specialized IC is used, simply giving instructions via serial communication, etc., will trigger a timer interrupt. In some cases, no signals or other outputs are produced.

[0200] Next, the gameplay of the gaming machine 10 will be explained using Figures 13 and 14. Figure 13 This figure shows an example of the state transitions in the game state of the first embodiment. Figure 14 shows the first embodiment. This diagram shows an example of the game performance of a particular type of machine.

[0201] The game state of the gaming machine 10 is determined by the game state during the win-generating process and the game state for each win. Includes. The game states in the winning deduction process are game state A, game state B, game state C, and game state This includes state D. The game state for each win includes Special Feature 1 win, Special Feature 2 win, and V win.

[0202] The gaming machine 10 consists of two special symbol variation display games: Special Symbol 1 game and Special Symbol 2 game. As a result, it is possible to create a jackpot game state (special game state: Special Symbol 1 win, Special Symbol 2 win). In addition, as a result of the special symbol variation display game, a small win leads to a prize being awarded in the specific area 96. It is possible to generate a jackpot game state (special game state: V-win). In other words, the game machine 10 It falls under the category of amusement machines that have a gameplay structure consisting of one type and two types.

[0203] Furthermore, the gaming machine 10 executes Special Feature 1 game and Special Feature 2 game without probability changes. The gaming machine 10 has the following game states: time reduction a (game state D), time reduction b (game state B), and time It is possible to transition to one of three time-saving states, including short-time state C (game state C).

[0204] Note that time reduction a (game state D) is a time reduction triggered by a win, and continues until the termination condition is met. This is a continuation of the time reduction. Also, time reduction b (game state B) is triggered by a predetermined low probability state. This is a time-saving measure that reduces the number of times a game is played, and continues until the termination condition is met. Short C (Game State C) is triggered by the derivation of a predetermined result in a low probability state (derivation of a predetermined symbol). This is a time-saving measure that continues until the termination condition is met.

[0205] Game state A is a game state without time reduction, and is generally referred to as the normal game state. Yes. Game state A is a game state that is not advantageous (disadvantageous) for the player. Therefore, In this case, the player starts the game from game state A and ends the game in game state A. State B is a shortened game state. Compared to game state A, game state B is for the player This is a favorable game state. Game state C is a game state with reduced play time. Game state C is a game state Compared to state A, this is a game state that is more advantageous for the player. Game state D is a game state with reduced playtime. Therefore, game state D is a game state that is more advantageous to the player compared to game state A.

[0206] The gaming machine 10 allows for changes in gameplay performance in up to six stages by adjusting the settings. However, The gaming machine 10 allows the game performance to be changed in two stages using only setting values ​​1 and 2. The game performance at setting value 1 shown in Figure 14(1) is such that the probability of hitting a jackpot in Special Feature 1 is 1 / 19 The result is 9, the probability of a small win is 0, the probability of a time-saving feature occurring is 0, and the condition for b time-saving feature occurring is previously The game runs for 500 games after a big win, and the probability of a time-saving feature occurring is 1 / 199. (Special Feature 1) The time reduction b that occurs in the game lasts for 1000 games and occurs in Special Feature 1 game. The time reduction will continue for 6 games.

[0207] Furthermore, the game performance at setting value 1 is such that the probability of hitting a jackpot in Special Feature 2 is 1 / 199. The probability of a small win is 1 / 7, the probability of a time-saving feature occurring is 1, and the start memory only occurs during the time-saving feature. Due to the constraints, there are no settings for time reduction b or time reduction c. Time reduction a that occurs in Special Feature 2 game is Continue for 100 games.

[0208] The two types of games are based on the combination of symbols that result in a small win as a result of the variable display in Special Feature 2 Game. In order to make it possible to trigger a win (jackpot) by entering a specific area 96 after derivation, Due to the constraint that start memory only occurs during short play, there are no settings for b-time shortening or c-time shortening. The probability of a time-saving feature occurring after a big win caused by Mu is 1, and it occurs in two types of games. The shortened playtime will continue for 16 games.

[0209] The game performance at setting value 2 shown in Figure 14(2) is such that the probability of winning a jackpot in Special Feature 1 is 1 / 1 The result is 89, the probability of a small win is 0, the probability of a time-saving feature occurring is 0, and the conditions for b time-saving feature occurring are 500 games have been played since the last big win, and the probability of a time-saving feature occurring is 1 / 199. The time reduction b that occurs in one game lasts for 1000 games and occurs in the first special feature game. The time reduction will continue for 6 games.

[0210] Furthermore, the game performance at setting value 2 is such that the probability of hitting a jackpot in Special Feature 2 is 1 / 189. The probability of a small win is 1 / 7, the probability of a time-saving feature occurring is 1, and the start memory only occurs during the time-saving feature. Due to the constraints, there are no settings for time reduction b or time reduction c. Time reduction a that occurs in Special Feature 2 game is Continue for 100 games.

[0211] The two types of games are based on the combination of symbols that result in a small win as a result of the variable display in Special Feature 2 Game. In order to make it possible to trigger a win (jackpot) by entering a specific area 96 after derivation, Due to the constraint that start memory only occurs during short play, there are no settings for b-time shortening or c-time shortening. The probability of a time-saving feature occurring after a big win caused by Mu is 1, and it occurs in two types of games. The shortened playtime will continue for 16 games.

[0212] Each game state obtains an opportunity to transition to another game state with each execution of the game (special symbol game). If the predetermined transition conditions are not met, the game remains in that state. The game machine 10 is in a state other than during the time-saving mode. There is no opportunity to win a prize in the normal variable prize winning device 37, and therefore the start memory for the special feature 2 game cannot be generated. Therefore, in game state A, which does not involve time reduction, an opportunity to enter the starting prize slot 36 is obtained, as shown in Special Figure 1 The game guides the player to hit the ball to the left, which can trigger the game's start memory. The game machine 10 is normally changed during the time-saving mode. Since it is possible to obtain an opportunity to win a prize in the moving prize-winning device 37 and generate a start memory for the special feature 2 game, time reduction In game states B, C, and D, which involve this, the player is instructed to shoot to the right. In other words, in game state A, as a general rule, This is a game state in which the game progresses mainly through special feature 1 game by hitting left-handed, In states B, C, and D, the game is primarily played by hitting the right side of the screen, mainly through the special feature 2 game. Currently in game mode.

[0213] Game state A allows for big wins but does not allow for small wins, therefore The opportunity arises from deriving the symbol combinations that result in a special symbol 1 win (jackpot) as a result of the variable display game. Yes. Special Feature 1 does not generate a time reduction, so the game state after Special Feature 1 ends is game The game enters state A. Game state A is reached after 500 rounds of the variable display game, also known as reaching the ceiling. A time reduction occurs and the game transitions to game state B. Also, in game state A, the variable display game is specific As a result, the so-called time-saving symbol is derived, causing a time-saving effect and transitioning to game state C.

[0214] Game state B allows for both big wins and small wins, so the chances of winning are displayed in a variable display game. The result of the game involves deriving the symbol combinations that result in a special feature 2 win (jackpot) and the result of the variable display game. This results in a win in a specific area 96 after deriving a combination of symbols that results in a minor win. Game state B is If the b time reduction ends without generating a special feature 2 win or a V win, the game transitions to game state A. Also, in game state B, after the end of the special symbol 2 win and V win, a time reduction occurs. Therefore, the game state becomes D.

[0215] Game state C allows for both big wins and small wins, so the chances of winning are displayed in the variable display game. The result of the game involves deriving the symbol combinations that result in a special feature 2 win (jackpot) and the result of the variable display game. This results in a win in a specific area 96 after deriving a combination of symbols that results in a minor win. Game state C is If the time-saving mode ends without generating a special feature 2 win or a V win, the game transitions to game state A. Also, in game state C, after the end of a special symbol 2 win and a V win, a time reduction occurs. Therefore, the game state becomes D.

[0216] Game state D allows for both big wins and small wins, so the chances of winning are displayed in the variable display game. The result of the game involves deriving the symbol combinations that result in a special feature 2 win (jackpot) and the result of the variable display game. This results in a win in a specific area 96 after deriving a combination of symbols that results in a minor win. Game state D is If the time-saving mode ends without generating a special feature 2 win or a V win, the game transitions to game state A. Also, in game state D, the game state after the end of a special symbol 2 win and a V win is a time reduction. Therefore, the game returns to state D.

[0217] As a result, the gaming machine 10 generates a special symbol win during the game progression of special symbol 1 game. The first gameplay involves generating a time-saving feature (time-saving b, time-saving c) in the first special feature game to trigger the second special feature game. The game progresses to the next stage, and during the gameplay of Special Feature 2, a V-win occurs accompanied by a time-saving feature a. Furthermore, it has a second gameplay feature that loops the gameplay progression of Special Feature 2. In the gameplay of Special Feature 2, it is also possible to hit Special Feature 2 accompanied by a time reduction a, and Special Feature 2 The number of consecutive short-time bonus rounds differs between a regular win and a V-win to create a sense of excitement.

[0218] Furthermore, in the game machine 10, the starting memory is "1" or more in both the special feature 1 game and the special feature 2 game. In such cases, the special figure 2 game may be executed in priority over the special figure 1 game, or the special figure 1 If there is a start memory of "1" or more in both the main game and the special feature 2 game, is it special feature 1 game? Regardless of whether it is a Special Feature 2 game, the execution may be carried out according to the order in which the start memory is generated.

[0219] Furthermore, the gaming machine 10 allows the game performance to be changed in two stages using only setting values ​​1 and 2. Although it is stated that the game performance can be changed in three or more stages, it may also be possible to change the game performance in three or more stages. Machine 10 shows the difference in game performance between setting 1 and setting 2 in the probability of a big win in special feature 1 game and special feature While we only considered the probability of hitting the jackpot in two games, the game performance is not limited to this and depends on other parameters as well. It is acceptable to have something that is different.

[0220] Next, Figure 15 shows the notification of setting values ​​from the game control device 100 to the performance control device 300. This will be explained using the following. Figure 15 shows the RAM initialization command and the power outage recovery command in the first embodiment. This is a diagram showing an example of a mand.

[0221] The RAM initialization command shown in Figure 15(1) is used when the game control device 100 initializes the RAM. This shows the command to be sent. First, the game control device 100 sends command "1" in the transmission order ( Send the command name "Specify Model". The command name "Specify Model" is MODE "ACH" and Depending on the model, it will include one of the following: ACTION "10H" to ACTION "30H". Next, the game control device 100 sends command "2" in the transmission order (command name "Number of Special Feature 1 Reserves") Send the following. The command name "Special Feature 1 Number of Holds" corresponds to MODE "A1H" and no hold. ACTION "01H" is included. Next, the game control device 100 transmits command "3" in transmission order. Send the command (command name "Special Feature 2 Reserved Count"). The command name "Special Feature 2 Reserved Count" is MOD E includes "A2H" and ACTION "01H" which corresponds to no hold. Next, the game control system Unit 100 sends command "4" in the transmission order (command name "Probability Information"). The name "Probability Information" corresponds to MODE "A0H" and ACTION "01H" in the initial state. Includes one of the ACTION "07H" tracks.

[0222] Next, the game control device 100 sends command "5" in the transmission sequence (command name "Setting Value"). I believe it. The command name "setting value" is MODE "AFH" and the ACTIO corresponding to the setting value. N includes "01H" to "06H". Note that ACTION "01H" to "06H" are settings. This corresponds to values ​​from "1" to "6".

[0223] Next, the game control device 100 sends command "6" in the transmission sequence (command name "How to play"). I believe it. The command name "How to play" corresponds to MODE "D3H" and the initial state (left-handed play). Includes ACTION "01H".

[0224] Next, the game control device 100 transmits command "7" in the transmission sequence (command name "Power On") Send. The command name "Power On" is MODE "AAH" and the corresponding ACTION " Includes "55H".

[0225] As a result, the game control device 100 will use the setting values ​​(1 to 6) that were set during RAM initialization. Information such as the range of and "how to play" can be notified to the performance control device 300. A value of 0 means that the system can receive notification of the set value and execute the suggestive animation based on that value.

[0226] The power outage restoration command shown in Figure 15(2) is transmitted by the game control device 100 when the power outage is restored. The command is shown. First, the game control device 100 sends the command for transmission order "1" (command name Send "Specify Model". The command name "Specify Model" is set to MODE "ACH" and the model. Accordingly, it includes one of ACTION "10H" to ACTION "30H". Next, play The technical control device 100 transmits command "2" in the transmission order (command name "Number of Special Feature 1 held") The command name "Special Feature 1 Reserved Count" is used in MODE "A1H" and for the number of reserved balls from no reserved balls to 4 reserved balls. It includes one of the corresponding ACTIONs from "01H" to "05H". Next, play The technical control device 100 transmits command "3" in the transmission order (command name "Number of Special Feature 2 Reserved"). The command name "Special Feature 2 Reserved Count" is used in MODE "A2H" and when the number of reserved balls changes from no reserved balls to 4. It includes one of the corresponding ACTIONs from "01H" to "05H". Next, play The technical control device 100 transmits command "4" in the transmission sequence (command name "probability information"). The command name "Probability Information" is set to MODE "A0H" and ACTIO corresponding to various game states. Includes one of the following: N "01H" to ACTION "07H".

[0227] Next, the game control device 100 sends command "5" in the transmission sequence (command name "Setting Value"). I believe it. The command name "setting value" is MODE "AFH" and the ACTIO corresponding to the setting value. N includes "01H" to "06H". Note that ACTION "01H" to "06H" are settings. This corresponds to values ​​from "1" to "6".

[0228] Next, the game control device 100 sends command "6" in the transmission sequence (command name "How to play"). I believe it. The command name "How to play" corresponds to MODE "D3H" and the game state during a power outage. ACTION "01H" or "F1H" is included. Here, ACTION "01H" is left The ACTION "F1H" indicates a right-handed hit. For the benefit of the players, the game balls Left-handed shots involve hitting the ball into the left side of the game area 32, while right-handed shots involve hitting the game ball into the right side of the game area 32. The choice of which to perform should depend on the game state. If the game state during a power outage is such that left-handed play is required, then the above transmission order "6" is used. The ACTION data of the command (hereinafter referred to as the input command) is set to "01H", and stop If the game state during operation is such that you should be shooting to the right, then the AC command in the above transmission order "6" is used. Let the TION data be "F1H".

[0229] Next, the game control device 100 transmits command "7" in the transmission sequence (command name "Power outage recovery"). Send. The command named "Power outage recovery" (power outage recovery screen command) is MOD Includes E "ABH" and the corresponding ACTION "55H".

[0230] As a result, the game control device 100 will set a value (within the range of 1 to 6) that was set when the power outage was restored. The enclosed area, along with information such as the number of reserved symbols for Special Feature 1 and Special Feature 2, and how to play, are sent to the performance control device 300. Notifications can be sent.

[0231] The performance control device 300 then receives each command transmitted when the power is restored (especially when the power is restored) In response to screen commands or input commands, for example, the display screen, including the input method display, will recover from a power outage. The display device 41 can display the information as a screen. The performance control device 300 also notifies the set value. Following this, the suggestion animation for the set value becomes available.

[0232] Next, the configuration of the display layer in the display device 41 will be explained using Figure 16. Figure 1 Figure 6 shows an example of the configuration of the display layer in the first embodiment. The display layer is an image It is prioritized for display as being on the front side (closer to the viewer), or conversely, on the back side (rear). A control process that broadly categorizes the relative front-to-back relationship between images, determining whether they are displayed as being in a specific location. This is the upper layer. For example, two different images that overlap in display position are displayed on different layers. When placed and drawn on a lower priority display layer, images placed on a lower priority display layer will be The area is obscured by the overlapping image placed on the higher-priority display layer in the foreground. If the transparency of the image in the foreground is zero, the image in the background will not be drawn in the overlapping area due to control logic. Even if they are present, they become completely invisible to the observer of the display device 41.

[0233] In this embodiment, the display layers are, for example, from the front (higher priority side) In order, display layer L1, which places the image for the power outage recovery screen, and display layer L1, which places the image for the error notification. Layer L2, display layer L3 for placing small symbols and small hold images, and table for placing guidance image A. Display layer L4, display layer L5 for placing guide images B and character images, and large patterns and large reserve Display layer L6 for placing the image, display layer L7 for placing the background image, movie There is a display layer L8 where images are placed. Note that the "power outage recovery screen" and "error notification" are shown in the diagram. The text such as "[...]" is a description of each display layer and is not something that will be displayed.

[0234] Note that even if drawing starts on the lower priority display layer at the back, the higher priority display layer at the front will start. The display layer displays an image that is large enough to cover the entire display area of ​​the display device 41 and has zero transparency. If so, images placed on the lower priority display layer further back will not be visible. On the other hand, if the priority is high On the display layer in front, an image is displayed that is not large enough to cover the entire display area of ​​the display device 41. Therefore, images placed on lower-priority, further back display layers will be visible as long as they do not overlap. The display layer on the front side, which has a higher priority, is sized to cover the entire display area of ​​the display device 41. If an image with non-zero transparency is displayed, it will be placed on a lower priority display layer further back. The statue was displayed in front, but it was visible through the image.

[0235] Next, the game display screen will be explained using Figures 17 and 18. Figure 17 shows the first actual This figure shows an example (1) of the game display screen of the implementation form. Figure 18 shows the first embodiment This figure shows an example of a game display screen (part 2).

[0236] The display screen 500 shown in Figure 17(1) is the display screen when the symbols are stopped, and special feature 1 game ( In a variable display game, after the variable display ends, the symbols that represent the result of the variable display game are predetermined. This displays a period of suspension. Note that display screen 500 is for game state A (normal game state). This is an example of a display screen. Display screen 500 shows a large group of decorative patterns 501, and the same The small symbol group 502 is a decorative pattern, and the number of reserved symbols for Special Symbol 1 is displayed (Special Symbol 1 small reserved, Special Symbol 1 standby reserved) 503 (Retainer number display) 503, Special figure 2 reserve number display (Special figure 2 small reserve, Special figure 2 standby reserve number display) 5 04, and hold display (large hold, standby hold image display) 505, and hold consumption display (consumption hold) (Image display) Displays 506.

[0237] Note that in Special Feature 1 game or Special Feature 2 game, this special feature is displayed on the integrated display device 50 as Special Feature 1 The symbols (LED lighting patterns) displayed in the symbol display unit 53 or the symbol display unit 54 of special figure 2 are Furthermore, the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to this special feature. However, the game machine 10 uses the following symbols in the special feature 1 game or special feature 2 game: Without distinguishing between the outcome modes of the game, the fluctuating state and the stopped state are shown, for example, with an LED. It has a fourth design that is indicated by flashing and solid illumination.

[0238] The large symbol group 501 is responsible for game effects in order to enhance the entertainment value. Therefore, the large symbol group 5 01 is displayed largely by setting a variable display area approximately in the center of the display device 41. Large Symbol Group 501 includes the left, middle, and right symbols.

[0239] On display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol is The symbol on the right indicates that the symbol has stopped at "5", and the symbol on the right indicates that the symbol has stopped at "7". This indicates that, on display screen 500, the large symbol group 501 is in a stopped state in the special symbol variation display game. This indicates that the symbols are currently stopped.

[0240] Note that the large symbol group 501 and the small symbol group 502 are determined at the same time (predetermined at the start of the variation). The timing is determined based on the reception of a command indicating the end of the variation. Stop display (ring).

[0241] The small symbol group 502 is designed to improve the ease with which players can understand the game state by displaying the fluctuating display state. It is responsible for the information. Therefore, the small symbol group 502 does not interfere with the display effects of the large symbol group 501. To ensure visibility, it is displayed in small size on the periphery of the display device 41. The small pattern group 502 is It includes the left symbol, the middle symbol, and the right symbol. On the display screen 500, the left symbol constitutes the small symbol group 502. The pattern, the middle symbol, and the right symbol all indicate that the corresponding special symbol variation display game is in a stopped state. vinegar.

[0242] Furthermore, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display). ) and displays a stop without a temporary stop at the end of the variation. Note that the small symbol group 502 is a stop table The display may include a predetermined acceleration fluctuation period from the initial indication to reaching the predetermined speed, or it may not include such a period. It may also be displayed. Furthermore, the small symbol group 502 is displayed in the time between the constant speed fluctuation display and the stop display. The display may include a set period for deceleration fluctuations, or it may not include one.

[0243] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position itself It has a high degree of freedom, and its display mode can be changed significantly. Conversely, the small pattern group 502 is large Compared to pattern group 501, it is displayed smaller and has less flexibility in its display position (for example, fixed position). ).

[0244] The Special Feature 1 Reserve Count Display 503 displays the number of reserved balls for Special Feature 1 game. Display screen 500 The special feature 1 reserve count display 503 indicates that the number of reserved memories for special feature 1 game is "0". The Special Feature 2 Reserved Count Display 504 displays the reserved count for the Special Feature 2 game. Display screen 500 The special feature 2 reserve count display 504 indicates that the number of reserved memories for the special feature 2 game is "0".

[0245] The hold display (standby hold display) 505 indicates the number of holds for Special Feature 1 game and Special Feature 2, depending on the game state. The number of pending games, specifically one of the pending game counts, will be displayed using the pending icon 507. The display screen 500 shows the number of reserved balls in Special Feature 1 game by displaying reserved ball icons. The display of the "Gathering / Pending" indicator (Gathering / Pending) 506 indicates that the special game is changing based on the display of the pending / gathering icon. This is a display screen for the game state (Game State A) that indicates the state. Display screen 500 is the hold table. According to indication 505, if the number of reserved memories for Special Feature 1 game or Special Feature 2 game is "0" This indicates that there is a certain thing. Also, the display screen 500, by the pending consumption display 506, specifically indicates pending consumption. The absence of a hold-over icon on the base indicates that either Special Feature 1 or Special Feature 2 will vary. It indicates that it is not inside.

[0246] The display screen 510 shown in Figure 17(2) is the display screen after the variable display game has started. Display screen 510 is the screen that follows display screen 500, and is showing a variable display (three symbols are changing). The screen shown is the display screen in game state A (normal game state). This is one example. On the display screen 510, the left, middle, and right symbols of the large symbol group 501 change. This indicates that the special feature variation display game is currently showing a variation. Also, on display screen 510 In this game, the left, middle, and right symbols of the small symbol group 502 are changing, and the special symbol change display game is This indicates that the display is currently showing a variable value.

[0247] On display screen 510, the Special Feature 1 Reserved Count Display 503 shows that the number of reserved balls for Special Feature 1 game is "0". This indicates that the number of reserved items in Special Figure 2, display 504, is "0". This indicates that the hold display 505 is a game state that shows the number of holds for special figure 1 game, and This indicates that the number of reserved memories in the figure variation display game (special figure 1 game) is "0". On screen 510, the pending consumption display 506 displays the pending memory display during consumption, and the special symbol variation display This indicates that the game is currently displaying a variable status.

[0248] Note that display screens 500 and 510 include background displays, character displays, and text displays that are not shown in the illustration. It may include visual effects such as text display, and these visual effects may also be animated. It may also be possible to create displays that involve movement through such means.

[0249] Additionally, the pending consumption display 506 corresponds to the pending consumption icon 50 in the special feature game. This shows how the number 8 is displayed. The pending item icon 508 is, for example, spherical in shape, and pending. The digestion icon 508 also features animation (for example, deformation, color change, up and down movement, etc.). It is possible to create displays that include movement.

[0250] The hold indicator 505 is determined by its display mode (the hold memory indicator displayed on the hold indicator 505), The number of reserved memories in the special feature variation display game is clearly indicated, and the game results for each reserved memory are shown. It can notify the expected level. Note that the number of reserved or reserved memory refers to the number of special feature variation display games that have not yet been played. This refers to the number of execution-based startup memories.

[0251] The pending display 506 indicates, depending on its display mode, that the special feature variation display game is in a variation display state. It can indicate whether or not to proceed, and also inform the expected outcome of the game. Display screen 500 is The remaining consumption display 506 shows the frame as blank, indicating that the special feature variation display game is stopped. This indicates that... After this, the gaming machine 10 will determine the number of reserved memories for Special Feature 1 or Special Feature 2. The display of the variable value starts when the number of reserved memories reaches 1 or more.

[0252] The display screen 512 shown in Figure 17(3) is the display screen that appears after the display screen 510 while the symbols are stopped. Yes. Display screen 512 shows the result of the variable display game after the variable display in special feature 1 game has finished. The design is displayed in a fixed position for a predetermined period of time. Furthermore, the display screen 512 is a special illustration 1. In both the main game and the special feature 2 game, the number of reserved memories is set to "0".

[0253] Furthermore, in both Special Feature 1 and Special Feature 2, the number of reserved memories in the game machine 10 is Since the value is "0", the screen will be displayed for a predetermined period of time before the customer waiting animation begins. Then, in the special feature 2 game, when the number of reserved memories becomes "1" or more, the game machine 10 will... The display of the 2nd game's variation begins, and in the 2nd special feature game, the number of reserved memories is "0" and the 1st special feature game When the number of reserved memories in the game reaches "1" or more, the display of the special feature 1 game's variation begins.

[0254] The display screen 514 shown in Figure 18(1) is the display screen during the customer waiting animation after the display screen 512. This is one example. The display screen 514 shows the customer in a left-handed play state (for example, play state A). This is the display screen during the waiting animation. Display screen 514 shows the animation display 515 and the group of small symbols 502. The display content includes the number of reserved symbols for Special Feature 1 (503) and the number of reserved symbols for Special Feature 2 (504).

[0255] Display 515 is a display screen that informs the player that the machine is currently waiting for customers. The waiting time feature includes movie sequences (a partial introduction to the game's features, and information about the manufacturer and model). This may include repeatedly issuing warnings about excessive gaming, etc.

[0256] The display screen 514a shown in Figure 18(2) is a display screen during the customer waiting animation that follows the display screen 512. This is another example of screen 514. Display screen 514a shows the right-handed game state (for example, game state B, This is the display screen during the customer waiting animation for C, D, Special Feature 1 win, Special Feature 2 win, and V win. The display screen 514a includes a performance display 515, a playing instructions display 516, a group of small symbols 502, and a special The display content includes the number of reserved items shown in Figure 1 (503) and the number of reserved items shown in Special Figure 2 (504).

[0257] The playing instructions display 516 shows the player how to play (right-handed play) during the time-saving mode. This is a guiding display, and it is shown in the required display format, including messages and pictograms. For example, the hitting instruction display 516 displays the message "Hit to the right."

[0258] The display screen 500a shown in Figure 18(3) is another example of the display screen 500 when the symbols are stopped. Display screen 500a shows the right-hand play status (for example, play status B, C, D, special symbol 1 hit, special Figure 2 shows the display screen while the symbols are stopped (at the start of a spin, at the start of a spin). Display screen 500a is a decorative diagram. The large pattern group 501, the small pattern group 502 which is also a decorative pattern, and the special symbol 1 reserve number display. (Special Feature 1 Small Reserve, Special Feature 1 Standby Reserve Number Display) 503, and Special Feature 2 Reserve Number Display (Special Feature 2 Small Reserve) Special Feature 2 Standby Reserve Number Display) 504, and Reserve Display (Large Reserve, Standby Reserve Image Display) 50 Display 5, the pending payout display (display of pending payout image) 506, and the playing instructions display 516. do.

[0259] Next, Figure 19 shows the performance buttons and option setting section located on the upper tray unit. Let me explain. Figure 19 shows the performance buttons and options provided on the upper tray unit of the first embodiment. This is a diagram showing an example of the setting section.

[0260] First, the plan view of the upper tray unit 807 shown in Figure 19(1) and the option shown in Figure 19(2) The performance button 25 and the option setting unit 29 will be explained using an enlarged view of the option setting unit 29. .

[0261] The upper tray unit 807 has a roughly semicircular shape in plan view, and the front frame base 8 has a surface corresponding to the chord. Connect to 06, and orient the curved surface towards the player. The upper tray unit 807 is positioned in the center. An output button 25 is provided, and on the front frame base 806 side, to the left of the performance button 25, is the upper tray 21 A ball-removal lever 808 is provided on the front frame base 806 side and to the right of the performance button 25. A smartphone holder 809 is provided. The ball release lever 808 moves the ball from the upper tray 21 to the lower tray. This is the lever used to remove the ball. The smartphone mounting section 809 is a smartphone mounted on the mounting surface. The smartphone can be held on the upper tray unit 807. The smartphone mounting section 809 is Three ribs of different angles and lengths are provided on the mounting surface, allowing for the mounting of smartphones of different shapes. It is compatible with the placement of a smartphone. A display device is provided at a position corresponding to the phone's camera, and the smartphone is mounted on the smartphone mounting unit 809. It may be possible to read the necessary information from the smartphone.

[0262] Furthermore, the upper tray unit 807 has a card balance display section capable of displaying the balance of the prepaid card. 810 and a lending button that allows game lending operations within the balance of the prepaid card. The device features button 811 and a return button 812 that can accept the return of a prepaid card. It will be installed to the right of Tank 25.

[0263] Furthermore, the upper tray unit 807 is an option unit where the player can set various options. The setting unit 29 is located to the right of the performance button 25. The option setting unit 29 controls the four-way input operation The directional cursor switches 29a, 29b, 29c, and 29d can accept input, and the options The central part of the setting section 29 has a central switch 29e that can accept confirmation operations, etc., and a volume control. A plus adjustment button 29f that accepts adjustment operations to decrease the volume, and an adjustment operation to decrease the volume Includes a 29g negative adjustment button that can accept adjustments.

[0264] Furthermore, the option setting section 29 has a cross cursor integrally molded from a hard material, allowing for four directions. This allows for a choice between inputting an action and confirming an action. Furthermore, this enables option settings. When the player presses the entire option setting unit 29 without paying attention, the central part This facilitates operation detection from switch 29e.

[0265] Furthermore, the option setting unit 29 has a cross cursor integrally molded from a soft material, and each operation The working unit is molded separately, allowing for simultaneous input of two or more of the four-way input operation and the decision operation. It can be considered a success.

[0266] Furthermore, the upper tray unit 807 has an operation panel 813 surrounding the circular performance button 25. The control panel 813 is plated and features decorative lights to adorn the performance buttons 25. This makes it reflective. In this way, the control panel 813 is capable of reflecting the decorative effects of the performance button 25. It contributes to improvement.

[0267] Next, we will explain the intervention operation using the performance button 25 with reference to Figures 20 to 23. First, we will explain examples of intervention operation displays using Figures 20 and 21. Figure 20 is This figure shows an example (part 3) of the game display screen of the first embodiment. This figure shows an example (part 4) of the game display screen in the implementation mode.

[0268] The display screen 518 shown in Figure 20(1) is in the middle of a variable display game, and a reach animation is being performed. This is the display screen inside. Display screen 518 shows that the left and right symbols of the large symbol group 501 are "3". The display shows "Stopped," indicating that the middle symbol is changing and the special symbol change display game is currently showing a change. Furthermore, the display screen 518 shows that the left, middle, and right symbols of the small symbol group 502 change at a predetermined speed. It is moving, indicating that the special feature display game is currently showing a variation.

[0269] The display screen 518 further includes a special figure 1 reserve count display 503 and a special figure 2 reserve count display 504, and The display includes: retained display 505, held consumption display 506, and intervention operation performance suggestion displays 519 and 520. The contents are included. The pending consumption display 506 is a display of pending memory being consumed by the pending consumption icon 508. This displays and indicates that the special feature variation display game is currently showing variation. Note that display screen 518 is In conjunction with the display of intervention operation indication displays 519 and 520, the large symbol group 501 and the hold display 50 Hide item 5 and the pending item display 506 (including the pending item icon 508), and perform the intervention operation. The suggestive effects of the presentation indicators 519 and 520 may be enhanced.

[0270] Intervention operation indication displays 519 and 520 are indications that suggest an intervention operation is taking place. The intervention operation performance suggestion display 519 displays the performance button 25 in an incomplete display mode, and the intervention This suggests that there will be an interactive sequence, while also indicating that the intervention sequence has not yet begun. The incomplete display modes of the performance button 25 include, for example, static display using a still image, and semi-transparent display. There are various types of displays, including regular displays, flashing displays, reduced displays, and simplified displays. Intervention operation suggestion display 520 suggests The message "READY" is displayed, suggesting that there will be an intervention / manipulation sequence. The intervention / manipulation sequence has not yet begun, and the player is instructed to prepare for the intervention / manipulation sequence. The suggestive message uses text, as well as countdowns, pictograms, etc. That is also fine. Furthermore, the suggestion that there is an intervention or manipulation does not necessarily mean that there is an intervention or manipulation. It does not need to be proof, but it is necessary to notify that there will be an intervention operation or performance at a predetermined probability depending on the notification method. It is acceptable to do so.

[0271] The display screen 522 shown in Figure 20(2) is in the middle of a variable display game, and a reach animation is being performed. This is the inner display screen, and it follows display screen 518. Display screen 522 is the large symbol. Group 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504 , a pending display 505, a pending consumption display 506 (including the pending consumption icon 508), and intervention operation Includes production guidance displays 523, 524, and 525. Note that display screen 522 is for intervention operation production. In conjunction with the display of information signs 523, 524, and 525, the large symbol group 501 and the hold display 505 are displayed. Hide the pending display 506 (including the pending display icon 508) and the proposed intervention operation animation. The guidance effect of internal displays 523, 524, and 525 may be enhanced.

[0272] Intervention operation guidance displays 523, 524, and 525 are displays that guide you through the intervention operation. The intervention operation guidance display 523 displays the performance button 25 in its complete display form, and the target of operation This section will guide you through the operation controls (location, shape, and operation method of the performance button 25) and the intervention operation effects. It also indicates that an intervention operation is in progress. The complete display of the performance button 25 is incomplete. Any display method that is distinguishable when compared with other display methods is sufficient; perfection in the strict sense is not required. It is not possible. The complete display mode of the performance button 25 includes, for example, effects and animations. Features include dynamic displays, opaque displays, illuminated displays, enlarged displays, and detailed displays. (Intervention operation and presentation proposal) Internal display 524 displays the message "Press!" as a guidance message, indicating that an intervention operation is in progress. It provides guidance and encourages players to take action in response to intervention-based gameplay sequences. The sage may use pictograms or other visual aids in addition to text. Intervention Operation and Presentation Guide Display 525 is a display that indicates the acceptance period for intervention procedures, and does not use numbers, graphs, or other pictograms. Labeling using terms like "ram" is also acceptable.

[0273] Intervention refers to changing the manner in which game presentations are performed, in other words, intervening in the game presentations. This is an operation that is possible and is a predetermined input operation performed on a predetermined operating unit. (Gaming machine 10) In this case, pressing the performance button 25 corresponds to the intervention operation. Note that the intervention operation is pressing It doesn't have to be limited to operation; it can also be done by pulling, tilting, touching, etc. An input operation may be a single input operation (for example, a one-shot operation), or it may be multiple inputs. It may require force operation (for example, two-shot operation or rapid-fire operation), or predetermined It may require a time input operation (for example, a long press), or multiple input operations. It may also be a system for finding sequential combinations (for example, input operations such as Morse code). .

[0274] Furthermore, the intervention operation guidance displays 523, 524, and 525 prompt the player to perform the prescribed input operation. It also serves as an image to facilitate operation. As a result, the gaming machine 10 can provide the player with an image to assist them. Conversely, it is possible to provide opportunities to derive enjoyment from game presentations and enhance the level of enjoyment.

[0275] The display screen 526 shown in Figure 20(3) is in the middle of a variable display game, and a reach animation is being performed. This is the inner display screen, and it follows display screen 522. Display screen 526 is the large symbol. Group 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504 , a pending display 505, a pending consumption display 506 (including the pending consumption icon 508), and intervention operation Includes production and performance display 527. Intervention operation performance display 527 is as a result of receiving an intervention operation. These are visual effects, such as battle sequences.

[0276] Display screen 522a shown in Figure 21(1) and display screen 522b shown in Figure 21(2) are, This is another example of screen 522. Display screens 522a and 522b are intervention operation guidance displays 523. The display area content moves and displays. The movement of the intervention operation guidance display 523 is performed by the player. It may also be something that moves each time the output button 25 is pressed, thereby the gaming machine 10 This allows for appropriate guidance of repeated button presses. Furthermore, the intervention operation guidance table... The moving display in 523 may be a display that moves independently of the player's operation, and A special effect (for example, a change to a special display mode) that rewards a button press at a specific location. It may be performed as follows. The intervention operation guidance display 524 has a display position, number, etc. The presentation method may be changed to more strongly encourage players to take action in response to intervention sequences. The intervention operation guidance display 525 changes its display mode over time to inform the player. This makes it easy to understand and provides information on the application period for intervention procedures.

[0277] Next, we will explain the triggers for executing the intervention operation using Figure 22. Figure 22 shows the first actual This is a diagram showing an example of a timing chart for intervention and manipulation techniques. The intervention and manipulation techniques are 1 It can be performed during the display of the fluctuations. In other words, the intervention operation is performed by the game control device. 100 is able to execute one of the variable display patterns that notifies the performance control device 300. .

[0278] For example, the gaming machine 10 performs an intervention operation during the nth variation display. nth Intervention operations and effects performed in the display of fluctuations are controlled by the game control device 100 and the effect control device 300. In response to the variable display pattern identified by the specific command sent to it, the performance system This is one of the effects determined by device 300. The intervention operation effect is one variation. The process is completed while the display is active and will not be executed beyond a single display of the variation. For example, an intervention operation animation. This will not be executed across two fluctuation displays, nor will it be executed during customer waiting animations or winning animations. .

[0279] Intervention manipulation effects are only shown for a predetermined intervention manipulation effect period (for example, intervention manipulation effect suggestion). The performance will include displays 519 and 520. The intervention performance will take place after the suggestive performance. Guidance displays are shown only during the designated period for accepting intervention operations (for example, intervention operation guidance displays 523, 524, It is possible to perform an effect that includes the display of 525. The intervention operation effect is during the intervention operation acceptance period. If no intervention operation (for example, pressing the performance button 25) is detected within that time, then (A) The intervention operation demonstration will be terminated as shown. Note that the intervention operation demonstration will be performed within the intervention operation acceptance period. When no intervention is detected, the system waits for the intervention acceptance period to expire before displaying the "no intervention detected" animation. You can do it this way.

[0280] If an intervention operation is detected within the intervention operation acceptance period, the intervention operation will be performed as shown in (B). Upon detection of an intervention operation, a trigger event (for example, an intervention operation) is triggered for a predetermined trigger event period. Perform an effect accompanied by the display of effect display 527. The intervention effect is a series of effects that change in one go. It starts during the dynamic display period and ends within one variable display period.

[0281] Next, we will explain the audio effects associated with the intervention operation using Figure 23. Figure 23 is the first This figure shows an example of a timing chart for audio effects accompanying intervention operations in the embodiment. Intervention operation sequences that detect an intervention operation within the intervention operation acceptance period include suggestive sequences and guidance sequences. This includes trigger effects. Display effects include suggestive displays within suggestive effects and guidance effects. Information displays will be provided, and the trigger event display will be shown during the trigger event.

[0282] Audio effects accompanying intervention operations can be performed on multiple channels, for example, four channels The channels are assigned audio effects 1, 2, 3, and 4. Audio effect 1 is the base audio. This includes, for example, the background music during the variable display period, and the suggestive presentation period and the guidance presentation period. It is output throughout the entire trigger presentation period. Audio presentation 2 is in charge of suggestive presentation, and during the suggestive presentation period... During this period, voice guidance A is output, and during the remaining period, it is not output. Voice effect 3 is responsible for the guidance effect. During the guidance performance period, audio guidance B will be output, and it will not be output during the remaining period. Output 4 is responsible for trigger effects, outputting audio trigger effects during the trigger effect period, and for the remaining period This results in no output.

[0283] Furthermore, the gaming machine 10 can operate a movable part as one of its movable effects during a trigger effect. The movable part can perform a triggered animation. The movable part can move, for example, toward the center of the display device 41. This is a versatile display device 44 that works in conjunction with display and sound effects to enhance the appeal of the trigger effects. Furthermore, the movable parts are not limited to the panel display device 44, as long as they are capable of being used as trigger effects. Other types of devices or mechanisms may also be used.

[0284] Next, we will explain the suggestive operation and presentation using the central switch 29e using Figures 24 to 31. Let's clarify. First, we will explain examples of suggestive manipulation displays using Figures 24 and 25. Figure 24 This is a diagram showing an example (5) of the game display screen of the first embodiment. Figure 25 is the first This figure shows an example (6) of the game display screen of the embodiment.

[0285] The display screen 530 shown in Figure 24(1) is the display screen when the symbols are stopped, and special feature 1 game ( In a variable display game, after the variable display ends, the symbols that represent the result of the variable display game are predetermined. This displays a period of suspension. The display screen 530 shows the large symbol group 501 and the small symbol group 502. Special Feature 1 Reserved Count Display 503, Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserved Consumption Display 506 is displayed. Display screen 530 is a display where no suggestion operation or performance has yet been executed. Indicates the state.

[0286] The display screen 532 shown in Figure 24(2) is the display screen after starting the variable display game. The display screen 532 shows the large symbol group 501, the small symbol group 502, and the special symbol 1 reserve number display 503. Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserve Consumption Display 506 (Reserve Consumption Icon) (including n508) and suggestive operation guidance displays 533, 534. Note that display screen 53 2 is accompanied by the display of suggestive operation guidance displays 533 and 534, and the large symbol group 501 and the hold display Hide 505 and the pending completion display 506 (including the pending completion icon 508), and suggest The guidance effect of the operation and performance guidance displays 533 and 534 may be enhanced.

[0287] Display screen 532 is the screen that follows display screen 530, and is showing a variable display (three symbols are changing). The screen is shown. On display screen 532, the left, middle, and right symbols of the large symbol group 501 change. This indicates that the special feature variation display game is currently showing a variation. Also, on display screen 532 In this game, the left, middle, and right symbols of the small symbol group 502 are changing, and the special symbol change display game is This indicates that the display is currently showing a variable value.

[0288] On display screen 532, the Special Feature 1 Reserved Count Display 503 shows that the number of reserved balls for Special Feature 1 game is "0". This indicates that the number of reserved items in Special Figure 2, display 504, is "0". This indicates that the hold display 505 is a game state that shows the number of holds for special figure 1 game, and This indicates that the number of reserved memories in the figure variation display game (special figure 1 game) is "0". On screen 510, the pending consumption display 506 displays the pending memory display during consumption, and the special symbol variation display This indicates that the game is currently displaying a variable status.

[0289] Note that display screens 500 and 510 include background displays, character displays, and text displays that are not shown in the illustration. It may include visual effects such as text display, and these visual effects may also be animated. It may also be possible to create displays that involve movement through such means.

[0290] The suggestive operation guidance displays 533 and 534 are displays that guide the user through the suggestive operation. The production and direction guidance display 533 displays the general shape of the option setting unit 29 in an incomplete display manner, The central switch 29e is displayed in its complete form, and the operating unit (central switch 29 It provides guidance on the location, shape, and operation method of e, as well as suggestive operation and performance, and indicates when the suggestive operation and performance are in progress. This guides you through the process. The complete display mode of the central switch 29e is shown in comparison to the incomplete display mode. Any display method that allows for differentiation is acceptable; strict perfection is not required. Central switch 2 The complete display modes of 9e include, for example, dynamic displays with effects and animations. This includes shade, transparency, and brightness. The suggestive operation guidance display 534 provides guidance messages and Then, the message "Try pressing it!" is displayed, informing the player that a suggestive action is in progress. This encourages suggestive actions in response to suggestive actions in the performance. In addition to text, the guidance message will also include pictograms. It may also be made using lamb or other similar ingredients.

[0291] An indication operation is an operation that provides an opportunity to suggest a set value, and is performed using a designated operating unit. This is a predetermined input operation performed by pressing the central switch 29e. The act of "making a suggestion" corresponds to a suggestive operation. Note that suggestive operations are not limited to pressing, but also include pulling, tilting, etc. It may also involve touching, etc. Also, a suggestive operation is a single input operation (for example) It can be a one-shot operation, or it can be a multiple-input operation (for example, a two-shot operation). It may require a rapid tapping operation, or an input operation for a predetermined period of time (for example, a long press operation). It may also be a request for a result, or a combination of multiple input procedures (for example, Morse code). It may also require input operations such as the following.

[0292] Furthermore, the suggestive operation guidance displays 533 and 534 prompt the player to perform a predetermined input operation. It also serves as an image display. As a result, the gaming machine 10 provides the player with a favorable view. It can provide opportunities for appropriate gaming and enhance entertainment value.

[0293] The display screen 536 shown in Figure 24(3) is the display screen while the variable display game is in play. This is the display screen after display screen 532. Display screen 536 shows the large symbol group 501 and the small symbol group 5 02, Special Feature 1 Reserved Count Display 503, Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserve Includes pending consumption display 506 (including pending consumption icon 508) and suggestive operation effect display 537. The suggestion operation display 537 is an indication of the set value as a result of receiving a suggestion operation. It appears. The suggestive operation display 537 is, for example, the message "LUCKY DAY!" It displays a lion-like character. The message "LUCKY DAY!" and lion Characters like "ン" are messages that suggest a high setting, for example.

[0294] Furthermore, the opportunities to display the suggestive operation guidance displays 533 and 534 are not limited to during the fluctuation display. For example, as shown in the display screen 538 in Figure 25(1), a guide table of suggestive operation and performances is displayed while the symbols are stopped. This may also provide an opportunity to display the information shown in Figures 533 and 534, or the display screen shown in Figure 25(2). As in 540, during the customer waiting animation, there is an opportunity to display the suggestive operation animation guidance displays 533 and 534. It may also be so. In addition, the opportunity to display the suggestive operation guidance displays 533 and 534 is during a win. It may also be set to any other game state.

[0295] Furthermore, the suggestive operation display 537 may, for example, display the message "BAD DAY!" It may also be something that displays a character like "Ma" to suggest a low setting. The suggestive operation display 537 indicates the setting value using either a message or a character. It could be one of these, or both, or a combination of both, to suggest the setting value. It may also be the case that the suggestion operation display 537 is the display screen 54 shown in Figure 25(3). As in example 2, messages and characters are not displayed probabilistically, and the set values ​​are not always displayed. It is also acceptable if no incitement is involved.

[0296] The display screen 538 shows the large symbol group 501, the small symbol group 502, and the special symbol 1 reserve number display 5 03, Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserve Consumption Display 506, and Indication Operation The production and direction information displays 533 and 534 are included in the display content, but the large symbol group 501 and the hold display 505 Then, the pending display 506 is hidden, and the guidance effect of the suggestive operation performance displays 533 and 534 is disabled. You can also try to enhance the fruit.

[0297] Furthermore, the display screen 540 shows the small symbol group 502, the special symbol 1 reserve count display 503, and the special symbol 2 reserve. Number display 504, performance display (waiting for customers performance) 515, suggestive operation performance guidance display 533, 53 The display content includes 4, but also includes the small symbol group 502, the special symbol 1 reserve count display 503, and the special symbol 2 reserve count table. Selectively hide at least one of the indicators 504 and the performance indicator 515 to perform suggestive operation The guidance effect of exit signs 533 and 534 may be improved.

[0298] Next, an example of a trigger for the execution of suggestive manipulation will be explained using Figure 26. Figure 26 is the This figure shows an example (part 1) of the timing chart for the suggestive operation and presentation of one embodiment. The suggestive manipulation can be performed beyond a single fluctuation display. In other words, the suggestive manipulation can Of the one variation display pattern that the game control device 100 notifies the performance control device 300 of, The execution is not limited to the above. Suggestive operation and performance may include, for example, the performance control device 300 and the game control device 1 The trigger for execution can be determined without instructions from 00. Also, suggestive manipulation effects can be, for example, shortened playtime. Commands that indicate the state of a technique, or commands that act as event triggers such as starting a prize The performance control device 300 may be instructed to execute the action.

[0299] For example, the gaming machine 10 starts accepting suggestion operations during the (n-1)th variation display. An intriguing manipulation performance is performed. The intriguing manipulation performance that started in the (n-1)th variation display is Without ending during the nth variation display, the program continues beyond the nth variation display to the (n+1)th variation. The suggestion operation animation will end when the acceptance of the suggestion operation during the display ends. The effects can be executed not just for a single display variation, but across two or more display variations. Even if the incitement manipulation sequence is performed beyond a single variation display, if it includes a waiting sequence for the customer, good.

[0300] The performance control device 300 can determine the trigger for starting and ending the acceptance of suggestion operations. The determination of the triggers for starting and ending the acceptance of suggestion operations will be explained later using Figure 33. I will reveal it.

[0301] The suggestive manipulation effect will only be used for a predetermined period of the suggestive manipulation effect (for example, the suggestive manipulation effect guide The presentation will include displays 533 and 534. The guidance presentation will be performed during the suggestion operation acceptance period. If no suggestive operation (for example, pressing the central switch 29e) is detected, then (A) As indicated, the process will end after the expiration of the period for accepting suggestion operations.

[0302] If a suggestive operation is detected during the suggestive operation acceptance period, the suggestive operation will be performed as shown in (B). Upon detection of suggestive manipulation, the suggestive manipulation acceptance period will end, and the trigger will only be available for a predetermined trigger presentation period. Perform a special effect (for example, an effect that includes the display of suggestive manipulation effect display 537).

[0303] Note that, unlike intervention-type actions, suggestive actions are performed before guidance actions. This is not what is being done. As a result, suggestive presentations are implemented in a wider variety of situations than intervention / manipulation presentations. It becomes possible to perform the action. In addition, suggestive manipulation effects are also performed in the same way as intervention manipulation effects. You may also implement a guided tour.

[0304] Next, we will explain another example of the trigger for the execution of suggestive manipulation tactics using Figure 27. Figure 27 is the This figure shows an example (part 2) of the timing chart for the suggestive operation and presentation of one embodiment. For example, the gaming machine 10 starts accepting suggestion operations from the (n-1)th variation display trigger. The production and direction are carried out. The suggestive operation and direction that started in the (n-1)th variation display is one Without ending during the fluctuation display, and going beyond the nth fluctuation display, the winning animation is interspersed and the post-winning animation continues. The suggestion operation animation will end when the suggestion operation acceptance period for the first variation display ends. Furthermore, suggestive manipulation effects can be executed not just for a single fluctuation display, but across two or more fluctuation displays. Furthermore, the suggestive manipulation effect will include a winning animation when it is performed beyond a single variation display. That's fine.

[0305] Next, an example of audio production associated with suggestive manipulation will be explained using Figure 28. An example of a timing chart for audio effects accompanying suggestive operation effects in the first embodiment (Part 1) This is a diagram. If a suggestive operation is detected during the suggestive operation acceptance period, the suggestive operation performance will be guided. This includes the direction and trigger direction. The display direction is performed as part of the direction direction, and the trigger direction is We will display a triggering animation within the game.

[0306] Audio effects accompanying suggestive manipulation can be executed on multiple channels, for example, two The channel is assigned to audio effects 1 and 2. Audio effect 1 is responsible for the base audio. For example, background music during periods of variable display, waiting for customers, and winning, as well as during guidance and presentation periods. It is output throughout the entire trigger presentation period. Audio presentation 2 is in charge of the guidance presentation, and during the guidance presentation period The system outputs voice guidance during certain periods and does not output it during the rest of the time.

[0307] Furthermore, the gaming machine 10 has movable parts that can be used for interactive effects, but the trigger effect in the suggestive operation effect In the opening sequence, the movable part trigger animation that operates the movable part is not performed. As a result, the gaming machine 10 This prevents inconsistencies between timely suggestive manipulation and other effects. Cut.

[0308] Next, we will explain an example of audio effects associated with suggestive manipulation during customer waiting sequences using Figure 29. Figure 29 shows the timing chart of the audio effects accompanying the suggestive operation effects of the first embodiment. This figure shows one example (part 2). The customer waiting animation is executed only once immediately after transitioning to the customer waiting state. There is a customer waiting sequence A, and a customer waiting sequence B that is repeated after the execution of customer waiting sequence A.

[0309] If a suggestive operation is detected during the suggestive operation acceptance period, the suggestive operation sequence will include the guidance sequence and the trigger sequence. This includes display effects, which include guidance displays within guidance effects and trigger effects within trigger effects. Display the information.

[0310] Audio effects accompanying suggestive manipulation can be executed on multiple channels, for example, two The channel is assigned audio effects 1 and 2. Audio effect 1 is the base for customer waiting effect A. The voice for the customer waiting effect B will be disabled during this period. Voice effect 2 will be in charge of the guidance effect. During the guidance and presentation period, audio guidance is output during customer waiting presentation A, and during customer waiting presentation B, non- This results in output. As a result, the gaming machine 10 can detect when a gaming machine that is not currently in use is playing a game on another gaming machine. This can prevent situations that diminish a person's interest.

[0311] Furthermore, the gaming machine 10 has movable parts that can be used for interactive effects, but the trigger effect in the suggestive operation effect In the opening sequence, the movable part trigger animation that operates the movable part is not performed. As a result, the gaming machine 10 This prevents inconsistencies between timely suggestive manipulation and other effects. Cut.

[0312] Next, using Figure 30, we will show an example of audio effects associated with suggestive manipulation effects that go beyond customer waiting effects. Let me explain. Figure 30 shows the timing chart of the audio effect accompanying the suggestion operation effect in the first embodiment. This figure shows an example (part 3) of the customer waiting performance. The suggestion operation performance is performed during the customer waiting performance This can be done even after the display has finished and the fluctuation display has started.

[0313] Audio effects accompanying suggestive manipulation can be executed on multiple channels, for example, two The channel is assigned audio effects 1 and 2. Audio effect 1 is the base for customer waiting effect A. The voice for the customer waiting effect B will be disabled during this period. Voice effect 2 will be in charge of the guidance effect. During the guidance and presentation period, voice guidance will be output during the designated customer waiting output guarantee period, while waiting for customers. Output will cease after the output guarantee period expires. Note that the output guarantee period while waiting for customers is a customer waiting animation. The period will be longer than period A. As a result, when a gaming machine 10 is not in use, other gaming machines will be available. This can prevent situations that diminish the enjoyment of players while they are playing the game. In addition, the game machine 10 has a base sound It is possible to set a period during which voice guidance can be output during periods when output is not available, thereby providing a certain level of guidance effect. It can be obtained.

[0314] Furthermore, the gaming machine 10 has movable parts that can be used for interactive effects, but the trigger effect in the suggestive operation effect In the opening sequence, the movable part trigger animation that operates the movable part is not performed. As a result, the gaming machine 10 This prevents inconsistencies between timely suggestive manipulation and other effects. Cut.

[0315] Furthermore, the gaming machine 10 resumes audio output upon detection of the player starting a game. The detection of the start of gameplay is triggered by the end of the waiting animation, the start of the reel spinning display, touch detection, etc. That's good too.

[0316] Next, using Figure 31, we will discuss another example of audio effects associated with suggestive manipulation effects that go beyond customer waiting effects. Let me explain. Figure 31 shows the timing chart of the audio effect accompanying the suggestion operation effect in the first embodiment. This figure shows an example (part 4) of the customer waiting performance. The suggestion operation performance is performed during the customer waiting performance This can be done even after the display has finished and the fluctuation display has started.

[0317] Audio effects accompanying suggestive manipulation can be executed on multiple channels, for example, two The channel is assigned audio effects 1 and 2. Audio effect 1 is the base for customer waiting effect A. The voice for the customer waiting effect B will be disabled during this period. Voice effect 2 will be in charge of the guidance effect. During the guidance and presentation period, voice guidance will be output during the designated customer waiting output guarantee period, while waiting for customers. Output will cease after the output guarantee period expires. Note that the output guarantee period while waiting for customers is a customer waiting animation. The period will be shorter than period A. As a result, when a gaming machine 10 is not in use, other gaming machines will be available. This can prevent situations that diminish the enjoyment of players while they are playing the game. In addition, the game machine 10 has voice guidance. It is possible to set a period during which the base audio can be output during periods of no output, and the occurrence of a customer waiting state. A certain level of guidance effect can be obtained for this purpose.

[0318] Furthermore, the gaming machine 10 has movable parts that can be used for interactive effects, but the trigger effect in the suggestive operation effect In the opening sequence, the movable part trigger animation that operates the movable part is not performed. As a result, the gaming machine 10 This prevents inconsistencies between timely suggestive manipulation and other effects. Cut.

[0319] Furthermore, the gaming machine 10 resumes audio output upon detection of the player starting a game. The detection of the start of gameplay is triggered by the end of the waiting animation, the start of the reel spinning display, touch detection, etc. That's good too.

[0320] Next, we will explain the opportunities for performing intervention and suggestion operations using Figure 32. Figure 3 Figure 2 shows an example of the opportunity to perform the intervention operation and suggestion operation in the first embodiment. First, an example of the opportunity to perform intervention and suggestion operations is shown in Figure 32(1). Gaming machine 10 The game state is divided into six categories: waiting state, game state A, B, C, D, and winning state. Separately, the presence or absence of intervention operation effects and suggestion operation effects can be set for each state type. It has four game state types, A, B, C, and D, and offers opportunities to be executed in the waiting state and the winning state. There are no opportunities to perform the action in these two state types. The suggestive operation animation is performed in the waiting state and game state A and B. There are six state types, C, D, and the hit state, for which there is an opportunity to execute, and for which there is no opportunity to execute. No. In this way, the gaming machine 10 has a wide range of suggestive operation effects compared to intervention operation effects. It offers a wide range of implementation opportunities and aims to diversify the opportunities for players to find enjoyment in the game.

[0321] Next, Figure 32(2) shows another example of the opportunity to perform intervention manipulative actions and suggestive manipulative actions. Intervention manipulative actions The performance can be executed in two states: game state A and winning state, and in the waiting state and game state. There are no opportunities to perform actions in the four state types: B, C, and D. The suggestive operation animation is for game states B and C. There are four states, D and D, that offer opportunities for execution, and there are two states: waiting state and game state A. There are no execution opportunities depending on the state. In this way, the gaming machine 10 has diverse The game machine 10 can obtain an opportunity to perform an intervention operation performance in a specific manner. The opportunity to execute the system can be set when a certain level of operation is expected.

[0322] Furthermore, Figure 32(3) shows another example of the opportunity to perform intervention manipulative actions and suggestive manipulative actions. Intervention manipulative actions The opportunities to perform performance and suggestive manipulation performances are not limited to being set according to the state type, Instead of being set according to, or in addition to being set according to, it is set according to the game type. It is also acceptable. The intervention operation is performed using two game types: Special Feature 1 game and Special Feature 2 game. There are no game types that have a meeting but do not have an opportunity to be executed. The suggestive manipulation effect is executed in Special Feature 2 game. There is an opportunity to play, but there is no opportunity to play in Special Feature 1 game. In this way, the gaming machine 10 is diverse This provides an opportunity to perform intervention and manipulation sequences. In addition, the gaming machine 10 provides suggestive manipulation sequences. This allows you to set execution opportunities when a certain level of operation is expected.

[0323] Next, we will explain the triggers for initiating and ending the acceptance of suggestion operations using Figure 33. Figure 33 shows the trigger for starting operation reception and the trigger for ending operation reception in the suggestion operation performance of the first embodiment. This is a diagram showing an example of the machine.

[0324] The gaming machine 10 has one or more triggers for starting and ending suggestion operation reception. The trigger type can be set. For example, the gaming machine 10 can set trigger types A, B, C, and D. It is possible, and the gaming machine 10 provides various hints at the start and end of hint operation reception triggers. This can enhance the enjoyment of the gameplay and presentation.

[0325] The gaming machine 10 initiates an operation to accept an indication of the occurrence of a specific game state (for example, game state B). The termination of a specific game state (for example, game state B) will be used as the trigger for ending the suggestion operation acceptance. This is possible (Trigger Type A).

[0326] Furthermore, the gaming machine 10 detects a specific game state (for example, game state A) and a specific amount of operation ( For example, the occurrence of 100 games played is used as a trigger for accepting requests for specific game states (for example) If, then, the end of game state A) or the detection of a predetermined amount of operation after the detection of a specific amount of operation (for example, 4 games) The completion of the suggested operation can be used as the trigger for ending the acceptance of the operation (trigger type B).

[0327] Furthermore, the gaming machine 10 receives an operation that suggests the occurrence of a specific RTC value detection (for example, at 7 PM every day). The system will be initiated by the start of the process, and the operation will be terminated when a predetermined time (for example, 3 minutes) has elapsed. Yes (Trigger type C).

[0328] Furthermore, the gaming machine 10 has a chance of winning the initial draw (for example, 1 in 500 for each game run) and The detection of a touch signal triggers the start of operation acceptance, followed by a termination lottery (for example, every 4 minutes for each game run). 1) Winning and no touch signal detection can be used as a trigger to end operation acceptance (Contract model) Separate D).

[0329] Next, Figures 34 and 35 illustrate display examples when intervention and suggestion operations are executed simultaneously. Let me explain. Figure 34 is a diagram showing an example (7) of the game display screen of the first embodiment. Yes. Figure 35 shows an example (number 8) of the game display screen of the first embodiment.

[0330] The display screen 544 shown in Figure 34(1) is a table showing the state when intervention operation animations and suggestion operation animations are executed simultaneously. This is the display screen. Display screen 544 shows the large symbol group 501, the small symbol group 502, and the number of reserved special symbols 1. Display 503, Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserve Consumption Display 506 (Reserve (Including digestion icon 508), intervention operation performance suggestion displays 519, 520, and suggestion operation performance Includes display 533 and 534. Note that display screen 544 is an intervention operation suggestion display 51 9, 520 and the suggestive operation guidance display 533, 534 are displayed, along with the large symbol group 501 and the hold Hide the pending display 505 and the pending consumption display 506 (including the pending consumption icon 508). , the guidance effect of the intervention operation performance suggestion displays 519, 520 and the suggestion operation performance guidance displays 533, 534 You can also try to enhance the fruit.

[0331] Note that the suggestion operation guidance displays 533 and 534 are guidance images placed on display layer L4. This is a form of A, and the intervention operation suggestion displays 519 and 520 are located on display layer L5. This is one form of the guidance image B. In other words, the suggestive operation guidance displays 533 and 534 are intervention operations This is displayed in priority over the production / direction suggestion indicators 519 and 520.

[0332] The display screen 546 shown in Figure 34(2) is a table showing the state when intervention operation animations and suggestion operation animations are executed simultaneously. This is a display screen, and it is a display screen that follows display screen 544. Display screen 546 is a group of large symbols. 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504, The pending display 505, the pending completion display 506 (including the pending completion icon 508), and the intervention operation. This includes performance guidance displays 523, 524, and 525, and suggestive operation performance guidance displays 533 and 534. The display screen 546 shows the intervention operation guidance display 523, 524, 525 and the suggestive operation display. In conjunction with the display of information displays 533 and 534, the large symbol group 501, the hold display 505, and the hold consumption are displayed. Hide display 506 (including the pending clear icon 508), and display 5 of the intervention operation guidance display 5 To enhance the guidance effect of 23, 524, 525 and the suggestive operation guidance display 533, 534. You may do so.

[0333] Note that the suggestion operation guidance displays 533 and 534 are guidance images placed on display layer L4. This is a form of A, and the intervention operation guidance displays 523, 524, and 525 are on display layer L5. This is one form of the guide image B that is placed. That is, the suggestion operation performance guide displays 533 and 534 are This is displayed in priority to the intervention operation guidance displays 523, 524, and 525.

[0334] The display screen 548 shown in Figure 34(3) is a table showing the state when intervention operation animations and suggestion operation animations are executed simultaneously. This is a display screen, and it is a display screen that follows display screen 546. Display screen 548 is a group of large symbols. 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504, The pending display 505, the pending completion display 506 (including the pending completion icon 508), and the intervention operation. This includes the performance display 527 and the suggestive operation performance guidance displays 533 and 534. Note that the display screen 548 This is in conjunction with the display of intervention operation performance display 5275 and suggestion operation performance guidance displays 533, 534. The pattern group 501, the hold indicator 505, and the hold consumption indicator 506 (including the hold consumption icon 508) Hide the (mu) and the intervention operation performance display 527 and the suggestion operation performance guidance displays 533, 534 It would be good to improve the effectiveness of the guidance.

[0335] Note that the suggestion operation guidance displays 533 and 534 are guidance images placed on display layer L4. This is a form of A, and the intervention operation display 527 is a guide image B placed on display layer L5. This is one form of the suggestion operation performance guidance display 533, 534 is an intervention operation performance display 5 It will be displayed with priority over item 27.

[0336] The display screen 550 shown in Figure 35(1) is a table showing the time when intervention operation animations and suggestion operation animations are executed simultaneously. This is the display screen. Display screen 550 shows the large symbol group 501, the small symbol group 502, and the number of reserved special symbols 1. Display 503, Special Feature 2 Reserved Count Display 504, Reserve Display 505, Reserve Consumption Display 506 (Reserve (Including digestion icon 508), intervention operation performance suggestion displays 519, 520, and suggestion operation performance This includes the display 537. Furthermore, the display screen 550 is an intervention operation suggestion display 519, 520 and In conjunction with the display of the suggestive operation display 537, the large symbol group 501, the hold display 505, and the hold consumption are displayed. Hide display 506 (including the pending consumption icon 508), and display 5 suggesting intervention operation. 19, 520 and the suggestive operation display 537 may be made to enhance the guidance effect.

[0337] Furthermore, the suggestive operation display 537 is a form of the guidance image A placed on display layer L4. Yes, intervention operation suggestion displays 519 and 520 are guide images B placed on display layer L5. This is one form of suggestion operation display 537, intervention operation display suggestion display 519, 5 It will be displayed with priority over 20.

[0338] The display screen 552 shown in Figure 35(2) is a table showing the state when intervention operation animations and suggestion operation animations are executed simultaneously. This is a display screen, and it is a display screen that follows display screen 550. Display screen 552 is a group of large symbols. 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504, The pending display 505, the pending completion display 506 (including the pending completion icon 508), and the intervention operation. This includes the performance guidance displays 523, 524, and 525, and the suggestive operation performance display 537. Surface 552 is the intervention operation performance guidance display 523, 524, 525 and the suggestion operation performance display 537 Along with the display, the large symbol group 501, the hold display 505, and the hold consumption display 506 (hold consumption eye) (Including CON 508) is hidden, and intervention operation performance guidance displays 523, 524, 525 are shown. The guidance effect of the instigation operation display 537 may be enhanced.

[0339] Furthermore, the suggestive operation display 537 is a form of the guidance image A placed on display layer L4. Yes, the intervention operation guidance displays 523, 524, and 525 are proposed to be placed on display layer L5. This is one form of internal image B. That is, the suggestion operation performance display 537 is the intervention operation performance guidance display 5 It will be displayed in priority to 23, 524, and 525.

[0340] The display screen 554 shown in Figure 35(3) is a table showing the state when intervention operation animations and suggestion operation animations are executed simultaneously. This is a display screen, and it is a display screen that follows display screen 552. Display screen 554 is a group of large symbols. 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504, The pending display 505, the pending completion display 506 (including the pending completion icon 508), and the intervention operation. This includes the performance display 527 and the suggestive operation performance display 537. Note that the display screen 554 is for intervention operations. In conjunction with the display of the performance display 527 and the suggestive operation performance display 537, the large symbol group 501 and the hold display 5 Hide 05 and the pending consumption display 506 (including the pending consumption icon 508), and then perform the intervention operation The guidance effect of the production display 527 and the suggestion operation display 537 may be enhanced.

[0341] Furthermore, the suggestive operation display 537 is a form of the guidance image A placed on display layer L4. Yes, the intervention operation display 527 is a form of the guidance image B placed on display layer L5. In other words, the suggestion operation display 537 is displayed in priority over the intervention operation display 527. .

[0342] Thus, in the gaming machine 10, suggestive manipulation effects are more beneficial to the player than intervention manipulation effects. Therefore, when intervention and suggestion operations are executed simultaneously, the suggestion takes precedence over the intervention operation. Display the operation animation.

[0343] The gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect It has the following characteristics. Furthermore, conventional gaming machines lack sufficient entertainment value in their promotional effects. First Embodiment The gaming machine 10 provides a gaming machine that can enhance the entertainment value of the promotional effects.

[0344] (1) The gaming machine (for example, gaming machine 10) is connected to a display device (for example, display device 41) The identification information (for example, the large symbol group 501, the small symbol group 502) can be displayed in a variable manner. A first operation unit (for example, a performance button) that can receive a first player operation (for example, a button press) (25) and a second operation unit (central) that can receive a second player operation (for example, a press operation) Switch 29e) and a first prompting image that encourages a first player operation (for example, an intervention operation guidance image). Display 523, 524, 525) and a second prompting image that encourages a second player operation (for example, display Control means capable of displaying the instigation operation guidance display 533, 534) on a display device (for example, play The control means includes a technical control device 100 and a performance control device 300. The control means controls the performance during the variation display of 1 1. Enable the display of a facilitating image (see, for example, Figure 22), and beyond the variation display of 1, a second facilitating image The image is made displayable (see, for example, Figures 26 and 27), and the second enhancement image takes precedence over the first enhancement image. Make the image displayable (see, for example, Figure 34(2)).

[0345] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) has the following characteristics in one aspect: It has the following characteristics. Furthermore, conventional gaming machines lack sufficient entertainment value in their promotional effects. First implementation The game machine 10 in this form provides a game machine that can enhance the excitement of the promotional effects. The gaming machine 10 in this form allows for the creation of an intriguing element where players guess setting values ​​that are not observable.

[0346] (1) The gaming machine (for example, gaming machine 10) is set to a value (for example, from setting 1 to setting 6) The game's performance (for example, the probability of winning a jackpot) can be set (see Figure 14 for example) In a setting display device that is not observable by the user (for example, a probability setting value display device 136), the setting value This enables the display of a variable display device (for example, display device 41) that can be observed by the player. In this system, identification information (for example, large symbol group 501, small symbol group 502) can be displayed in a variable manner. That is, a first operation unit (for example, an operation) that can receive a first player operation (for example, a press operation) The output button 25) and the second operation unit capable of receiving a second player operation (for example, a press operation) A central switch 29e) and a first prompting image that prompts a first player operation (for example, an intervention operation). The display instructions (523, 524, 525) and the second prompting image that encourages the second player to take action (for example) If so, a control means capable of displaying suggestive operation guidance displays (533, 534) on a variable display device ( For example, it includes a game control device 100 and a performance control device 300. The control means is a variation of 1 During display, the first promotional image can be displayed (see, for example, Figure 22), and beyond the 1st variation display. Make the second facilitator image available (see, for example, Figures 26 and 27), and prioritize it over the first facilitator image. Enable the display of a second promotional image (see, for example, Figure 34(2)).

[0347] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) has the following characteristics in one aspect: It has the following characteristics. Furthermore, conventional gaming machines lack sufficient entertainment value in their promotional effects. First implementation The game machine 10 in this form provides a game machine that can enhance the excitement of the promotional effects. The gaming machine 10 in this form can create an entertainment element by allowing players to guess information about the game that is not easily grasped by the player. Make it Noh.

[0348] (1) The gaming machine (for example, gaming machine 10) has identification information (for example, the symbols of special feature 1 game) The symbols for the special game (2nd game) and the symbols for the regular game (3rd game) are displayed in a variable manner on the back of the gaming machine. It is provided on the side (for example, the rear side relative to the front frame 12) and provides information related to the game (for example, A first display device capable of displaying game performance and setting values ​​(for example, a performance display device 135 and a probability setting device) A fixed value display device 136) and an identification information device provided on the front side of the gaming machine (for example, large symbols) A second display device (for example, display device 41) capable of displaying the group 501 and the small pattern group 502 in a variable manner. And a first operation unit (for example, a performance) that can receive a first player operation (for example, a button press operation) Button 25) and a second operation unit (middle) capable of receiving a second player operation (for example, a press operation) A central switch (29e) and a first prompting image that encourages a first player operation (for example, an intervention operation animation). Instructional displays (523, 524, 525) and a second prompting image that encourages a second player operation (for example) Control means capable of displaying suggestive operation guidance displays (533, 534) on a second display device (for example For example, it includes a game control device 100 and a performance control device 300. The control means is a variable table During the display, the first enhancement image can be displayed (see, for example, Figure 22), and beyond the first variation display, the second Make the second promotional image available (see, for example, Figures 26 and 27), and prioritize the second promotional image over the first promotional image. 2. Enable the display of a facilitator image (see, for example, Figure 34(2)).

[0349] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect: It has the following characteristics. Furthermore, conventional gaming machines lack sufficient excitement in their promotional effects. First Actual The implemented gaming machine 10 provides a gaming machine that can enhance the enjoyment of the promotional effects. The gaming machine 10 in this configuration makes it possible to suppress the loss of opportunities for operation by the first player.

[0350] (1) The gaming machine (for example, gaming machine 10) is connected to a display device (for example, display device 41) The identification information (for example, the large symbol group 501, the small symbol group 502) can be displayed in a variable manner. A first operation unit (for example, a performance button) that can receive a first player operation (for example, a button press) (25) and a second operation unit (central) that can receive a second player operation (for example, a press operation) Switch 29e) and a first prompting image that encourages a first player operation (for example, an intervention operation guidance image). Display 523, 524) and the period during which the first player operation can be accepted (for example, the period during which intervention operation is accepted) An informational image (for example, an intervention operation performance information display 525) that guides the player (period) and the second player A second prompting image (for example, suggestive operation guidance display 533, 534) and a display device Control means that can be displayed on the device (for example, game control device 100, performance control device 300), Includes. The control means enables the display of a first facilitating image during the fluctuation display of 1 (see, for example, Figure 22). (See Figures 26 and 27) and enable the display of a second enhancement image beyond the first fluctuation display (see Figures 26 and 27 for example). ), and enable the display of the second promotional image in priority to the first promotional image (see, for example, Figure 34(2)). (see).

[0351] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect: It has the following characteristics. Furthermore, conventional gaming machines lack sufficient excitement in their promotional effects. First Actual The implemented gaming machine 10 provides a gaming machine that can enhance the enjoyment of the promotional effects. The gaming machine 10 in this configuration is designed to create an entertaining experience through the coordination of its movable parts.

[0352] (1) The gaming machine (for example, gaming machine 10) is connected to a display device (for example, display device 41) The identification information (for example, the large symbol group 501, the small symbol group 502) can be displayed in a variable manner. A first operation unit (for example, a performance button) that can receive a first player operation (for example, a button press) (25) and a second operation unit (central) that can receive a second player operation (for example, a press operation) Switch 29e) and a movable part that can operate based on the first player's operation (for example, a board display). Device 44) and a first prompting image (for example, an intervention operation guidance display) that prompts the first player to perform an action. 523, 524, 525) and a second prompting image that encourages a second player action (for example, suggestive action) Control means capable of displaying production guidance displays (533, 534) and game control on a display device (for example, game control The control means includes the device 100 and the performance control device 300. The control means provides a first prompt during the fluctuation display of 1. Enable the display of the advanced image (see, for example, Figure 22), and beyond the first variation display, the second enhanced image Make it displayable (see, for example, Figures 26 and 27), and prioritize the second promotional image over the first promotional image. Make it displayable (see, for example, Figure 34(2)).

[0353] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect: It has the following characteristics. Furthermore, conventional gaming machines lack sufficient excitement in their promotional effects. First Actual The implemented gaming machine 10 provides a gaming machine that can enhance the enjoyment of the promotional effects. The gaming machine 10 in this configuration is designed to create an entertaining experience in conjunction with game guidance.

[0354] (1) The gaming machine (for example, gaming machine 10) is connected to a display device (for example, display device 41) The identification information (for example, the large symbol group 501, the small symbol group 502) can be displayed in a variable manner. A first operation unit (for example, a performance button) that can receive a first player operation (for example, a button press) (25) and a second operation unit (central) that can receive a second player operation (for example, a press operation) Switch 29e) and gameplay in the first game area (for example, the left game area), or the A second game area (for example, the right-hand game area) that allows the player to play more advantageously than the first game area. A game guidance unit (for example, display device 41, playing instruction display 51) that can guide the player during gameplay. 6) and a first prompting image that encourages the first player to perform an action (for example, an intervention action guidance display 523 ,524,525) and a second prompting image that encourages a second player action (for example, a suggestive action animation) Guide displays 533, 534) and control means (for example, a game control device) capable of displaying them on a display device. 100, including a performance control device 300). The control means provides the first game area via the game guidance unit. In a state where gameplay is being guided within the area (for example, game state A, see Figure 32(1)) Then, the first promotional image can be displayed during the display of variation 1 (see, for example, Figure 22), and variation 1 Beyond the initial display, a second promotional image can be displayed (see, for example, Figures 26 and 27), and the first promotional image... The second enhancement image can be displayed in priority to the main image (see, for example, Figure 34(2)).

[0355] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect: It has the following characteristics. Furthermore, conventional gaming machines lack sufficient excitement in their promotional effects. First Actual The implemented gaming machine 10 provides a gaming machine that can enhance the enjoyment of the promotional effects. The gaming machine 10 in this configuration can enhance the enjoyment of the winning period.

[0356] (1) The gaming machine (for example, gaming machine 10) is connected to a display device (for example, display device 41) A game in which identification information (for example, large symbol group 501, small symbol group 502) can be displayed in a variable manner. For example, Special Feature 1 game, Special Feature 2 game) result in a win (for example, Special Feature 1 win, Special Feature (Figure 2) is derivable and a first player operation (for example, a press operation) is accepted. A first control unit (for example, a performance button 25) and a second player operation (for example, a button press operation) A second operating section (central switch 29e) capable of receiving input, and a first prompting screen that prompts the first player to perform an action. Images (for example, intervention operation performance guidance displays 523, 524, 525) and second player operations A second prompting image (for example, suggestive operation guidance display 533, 534) is displayed on the display device. It includes control means that can be displayed (for example, a game control device 100, a performance control device 300). The control means enables the display of a first enhancement image during the fluctuation display of 1 (see, for example, Figure 22), It is possible to display a second promotional image for a period exceeding the first fluctuation display (for example, Figure 26, 2 (See 7), the second facilitator image can be displayed in priority to the first facilitator image (for example, Figure 27, See Figure 34(2).

[0357] Furthermore, the above processing functions can be implemented by a computer. In that case, A program is provided that describes the processing content of the functions that the gaming machine should have. By running the GAM program on a computer, the above processing functions are realized on the computer. The program describing the processing details is recorded on a computer-readable recording medium. It can be stored. Examples of computer-readable recording media include magnetic memory devices. Examples include optical discs, magneto-optical recording media, and semiconductor memory. Magnetic storage devices include hard disks. These include hard disk drives (HDDs), flexible disks (FDs), magnetic tapes, etc. DVD (Digital Versatile Disk), DVD-RAM, CD (Compact Disk)-RO Examples include M / RW (ReWritable). Magneto-optical recording media include MO (Magneto-Optical disk). These include:

[0358] When distributing a program, for example, a DVD or C disc containing the program. Portable storage media such as D-ROMs are sold. Also, programs can be placed on server computers. Stored in a storage device, it can be accessed from a server computer to other computers via the network. You can also transfer that program to the data provider.

[0359] The computer running the program, for example, will have the program recorded on a portable storage medium. The program transferred from the RAM or server computer is stored in its own memory. The computer then reads the program from its own memory and enters the program into the computer. The process will be executed accordingly. Note that the computer will directly program from the portable storage medium. It can also read the data and execute the process according to the program. The data is transferred from a server computer connected via a network. Each time, it is possible to sequentially execute the processing according to the received program.

[0360] Furthermore, at least a portion of the above processing functions is handled by a DSP (Digital Signal Processor), A SIC (Application Specific Integrated Circuit), PLD (Programmable Logic De This can also be implemented using electronic circuits such as (vice).

[0361] Furthermore, the gaming machine of the present invention is a pachinko machine as shown in the disclosed embodiments. This is not limited to gaming machines; for example, other pachinko machines, arrangement ball games, etc. All gaming machines that use game balls, such as mahjong ball games and other game machines that use tokens. This is applicable to slot machines.

[0362] Furthermore, the disclosed embodiments are illustrative and not restrictive in all respects. It should be considered that... It may be used. The scope of the present invention is indicated by the claims rather than by the above description. All changes within the meaning and scope of the claims and equivalents are intended to be included. . [Explanation of Symbols]

[0363] 10 Gaming Machines 30 game boards 41 Display device 100 Game control devices 300 Performance control device

Claims

[Claim 1] A gaming machine capable of displaying identification information in a variable manner, A first operation unit capable of receiving operations from a first player, A second operation unit capable of receiving operations from a second player, The system includes a control means capable of displaying a first prompting image that prompts the first player operation and a second prompting image that prompts the second player operation on a display device, The first promotion image includes a first image that mimics the shape of the first operating unit, a first guidance message image that prompts operation of the first operating unit, and an operation acceptance period guidance image that indicates the period during which operation of the first operating unit can be accepted. The second promotional image includes a second image that mimics the shape of the second operating unit and a second guidance message image that prompts operation of the second operating unit. The control means is The first promotional image can be displayed during the display of the first variation, and the second promotional image can be displayed during the customer waiting animation. During the variable display of the above 1, the operation acceptance period guidance image is fixed and displayed at a first position, the first image image is made displayable in a first display area including a second position and a third position different from the second position, and the first guidance message image is displayed in a second display area smaller than the first display area to display the first promotion image, and an image transition effect that can transition from a first state in which the first image image is displayed at the second position to a second state in which the first image image is displayed at the third position is made executable without accepting an operation of the first operation unit, while still accepting an operation of the first operation unit. In both the first state and the second state, the first guidance message image is displayed superimposed on the front of the first image image. When the second promotional image is displayed during the customer waiting animation, the second guidance message image is displayed without being superimposed on the second image. Gaming machine.

Citation Information

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