Gaming machine

The gaming machine addresses the lack of player interest by incorporating a counting mechanism, game stop mechanism, and interactive display controls to create engaging gameplay experiences.

JP7891243B2Active Publication Date: 2026-07-16SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2022-05-25
Publication Date
2026-07-16

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Abstract

To improve an interest in a game.SOLUTION: A game machine which can execute a game on the basis of a satisfaction of a predetermined condition and can generate a state advantageous for a player, includes performance control means which controls a performance of a game. The performance control means can execute a result deriving performance which derives either a first result or a second result, in a state advantageous for the player. In the result deriving performance, a selection performance, selected from multiple types, can be executed. In each of the selection performances, a degree of reliability indicating a level of a possibility of deriving the first result is set. For a part or all of the multiple types of selection performances, an indication performance indicating a level of a possibility of deriving the first result in a result deriving performance being executed can be executed.SELECTED DRAWING: Figure 6-37
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of executing a game based on the establishment of predetermined conditions.

Background Art

[0002] Conventionally, a pachinko machine is a representative example of a gaming machine. In this pachinko machine, based on the winning of a game ball in a start port provided in the game area (start winning), a variable display game is started in which a plurality of identification information (such as symbols, marks, etc.) displayed on a variable display device provided in the game area is variably displayed. When the result of the variable display game is a special result, a special gaming state is entered in which a special variable winning device is opened and the player can obtain a profit. In such a gaming machine, it is possible to execute an effect for enhancing the player's sense of anticipation (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the interest of the game could not be sufficiently improved. The object of the present invention is to improve the interest of the game.

Means for Solving the Problems

[0005] [[ID=?]] In a typical embodiment of the present invention, a gaming machine capable of playing a game is provided. The gaming machine includes: a counting means for counting a count value based on the difference between a game value assigned to a player or a game value decided to be assigned to a player and the game value used; a game stop means for setting a predetermined flag when a predetermined condition based on the count value is met, thereby creating a game-unplayable state in which the game cannot be played; a game information display control means capable of displaying game information related to the game in a combination of illumination and extinguishing on a game information display unit composed of a plurality of light-emitting units; an effect display control means for controlling an effect display device capable of displaying effects corresponding to the game information; and an operation means located in a position operable by the player and capable of receiving adjustment operations related to the effects of the gaming machine. The flag is not initialized when the gaming machine is powered on. The count value is initialized when the power is powered on. The performance display control means can display a warning display on the performance display device to foretell the occurrence of a game-unplayable state when the count value is within a predetermined range before the occurrence of a game-unplayable state, and can display a notification display on the performance display device to notify the occurrence of a game-unplayable state when the game-unplayable state occurs. Furthermore, a code display that allows the player's information terminal to read predetermined information can be displayed on the display device. The game information display control means turns off all multiple light-emitting parts when the game is unavailable. The operation means prevents the acceptance of adjustments to the game machine when the game is unavailable. The code can be displayed on the display device in a predetermined manner before the game becomes unplayable, and can be displayed on the display device in the same predetermined manner as before the game becomes unplayable after the game becomes unplayable. [Effects of the Invention]

[0006] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0007] [Figure 1-1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 1-2] This is a perspective view of a gaming machine according to one embodiment of the present invention, seen from the front. [Figure 1-3] This is a front view of the game board. [Figure 1-4] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 1-5] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 1-6]It is a diagram showing an example of the allocation rate of the results of a special figure variable display game, the allocation rate of big win symbols, the ordinary figure probability, and the number of games to reach the ceiling. [Figure 1-7] It is a diagram for explaining the transition of the game state. [Figure 1-8] It is a flowchart for explaining the main process. [Figure 1-9] It is a flowchart for explaining the main process. [Figure 1-10] It is a flowchart for explaining the timer interrupt process. [Figure 1-11] It is a flowchart for explaining the special figure game process. [Figure 1-12] It is a flowchart for explaining the common process of the special figure start port switch. [Figure 1-13] It is a flowchart for explaining the determination process of the special figure hold information. [Figure 1-14] It is a flowchart for explaining the normal process of the special figure. [Figure 1-15] It is a flowchart for explaining the start process of the special figure 1 variation and the start process of the special figure 2 variation. [Figure 1-16] It is a flowchart for explaining the setting process of the stop symbol of the special figure 1. [Figure 1-17] It is a flowchart for explaining the setting process of the stop symbol of the special figure 2. [Figure 1-18] It is a flowchart for explaining the process during the special figure variation. [Figure 1-19] It is a flowchart for explaining the setting process of the end of the time reduction. [Figure 1-20] It is a flowchart for explaining the process during the special figure display. 4] [Figure 1-21] It is a flowchart for explaining the process during the special figure display. [Figure 1-22] It is a flowchart for explaining the transfer setting process 1 of the process during the fanfare / interval sound. [Figure 1-23] It is a flowchart for explaining the setting process of the support operation. [Figure 1-24] It is a flowchart for explaining the big win end process. [Figure 1-25]It is a flowchart for explaining the specific area switch monitoring process. [Figure 1-26] It is a flowchart for explaining the small hit remaining ball process. [Figure 1-27] It is a flowchart for explaining the small hit end process. [Figure 1-28] It is a flowchart for explaining the main process of the effect control device. [Figure 1-29] It is a flowchart for explaining the received command check process. [Figure 1-30] It is a flowchart for explaining the received command analysis process. [Figure 1-31] It is a diagram for explaining an example of the effect. [Figure 1-32] It is a diagram for explaining an example of the effect. [Figure 1-33] It is a diagram for explaining an example of the effect. [Figure 1-34] It is a diagram for explaining an example of the effect. [Figure 1-35] It is a diagram for explaining an example of the effect. [Figure 1-36] It is a diagram for explaining an example of the effect. [Figure 1-37] It is a diagram for explaining an example of the effect. [Figure 1-38] It is a diagram for explaining an example of the effect. [Figure 1-39] It is a diagram for explaining an example of the effect. [Figure 1-40] It is a diagram for explaining an example of the image. [Figure 1-41] It is a diagram for explaining an example of the selection display. [Figure 2-1] It is a front view of the gaming machine according to an embodiment of the present invention. <​​​​​​​​​​​​​This figure shows an example of the distribution rate of the results of the special symbol variation display game, the distribution rate of the jackpot symbols, the probability of the normal symbols, and the number of games required to reach the ceiling. [Figure 2-7] This is a diagram to explain the transitions in the game state. [Figure 2-8] This is a flowchart explaining the main process. [Figure 2-9] This is a flowchart explaining the main process. [Figure 2-10] This is a flowchart explaining timer interrupt handling. [Figure 2-11] This is a flowchart explaining the special effects game processing. [Figure 2-12] This is a flowchart explaining the common processing for the special start port switch. [Figure 2-13] This is a flowchart explaining the process for determining special feature hold information. [Figure 2-14] This is a flowchart explaining the normal processing of special drawings. [Figure 2-15] This is a flowchart explaining the process for initiating the change in Special Figure 1 and the process for initiating the change in Special Figure 2. [Figure 2-16] This is a flowchart explaining the process for setting the stop symbol for Special Feature 1. [Figure 2-17] This is a flowchart explaining the process for setting the stop symbols in Special Feature 2. [Figure 2-18] This is a flowchart explaining the processing during special feature changes. [Figure 2-19] This is a flowchart explaining the process for setting up time-saving termination. [Figure 2-20] This is a flowchart explaining the processing during the display of special features. [Figure 2-21] This is a flowchart explaining the processing during the display of special features. [Figure 2-22] This is a flowchart explaining the fanfare / interval processing transition setting process 1. [Figure 2-23] This is a flowchart explaining the support operation setting process. [Figure 2-24] This is a flowchart explaining the process for ending a jackpot. [Figure 2-25]This is a flowchart explaining the monitoring process for switches in a specific region. [Figure 2-26] This is a flowchart explaining how to handle remaining balls after a small win. [Figure 2-27] This is a flowchart explaining the process for ending a minor win. [Figure 2-28] This is a flowchart explaining the main processing of the performance control system. [Figure 2-29] This is a flowchart explaining the process of checking received commands. [Figure 2-30] This is a flowchart explaining the process of parsing received commands. [Figure 2-31] This is a diagram illustrating an example of a production technique. [Figure 2-32] This is a diagram illustrating an example of a production technique. [Figure 2-33] This is a diagram illustrating an example of a production technique. [Figure 2-34] This diagram illustrates the execution methods of gameplay in a specific game state and the execution methods of the second special game state. [Figure 2-35] This diagram illustrates another example of how to perform gameplay in a specific game state. [Figure 2-36] This diagram illustrates the output methods for external information. [Figure 2-37] This is a front view of the game board in the first modified example. [Figure 3-1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 3-2] This is a perspective view of a gaming machine according to one embodiment of the present invention, seen from the front. [Figure 3-3] This is a front view of the game board. [Figure 3-4] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 3-5] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 3-6] This diagram shows an example of the distribution rate of the results of the special symbol variation display game, the distribution rate of the jackpot symbols, the number of games until the ceiling is reached, and the termination conditions for a specific game state. [Figure 3-7] This diagram illustrates the operation during a minor win. [Figure 3-8] This is a diagram explaining the game of displaying a variable graph. [Figure 3-9] This is a diagram to explain the transitions in the game state. [Figure 3-10] This diagram explains how to handle situations where time-saving measures overlap and how they are displayed on the integrated display device. [Figure 3-11] This diagram illustrates the information output to the outside of a gaming machine. [Figure 3-12] This diagram illustrates the information output to the outside of a gaming machine. [Figure 3-13] This is a flowchart explaining the main process. [Figure 3-14] This is a flowchart explaining the main process. [Figure 3-15] This is a flowchart explaining timer interrupt handling. [Figure 3-16] This is a flowchart explaining the special effects game processing. [Figure 3-17] This is a flowchart explaining the common processing for the special start port switch. [Figure 3-18] This is a flowchart explaining the process for determining special feature hold information. [Figure 3-19] This is a flowchart explaining the normal processing of special drawings. [Figure 3-20] This is a flowchart explaining the process for initiating the change in Special Figure 1 and the process for initiating the change in Special Figure 2. [Figure 3-21] This is a flowchart explaining the process for setting the stop symbol for Special Feature 1. [Figure 3-22] This is a flowchart explaining the process for setting the stop symbols in Special Feature 2. [Figure 3-23] This is a flowchart explaining the processing during special feature changes. [Figure 3-24] This is a flowchart explaining the process for setting up time-saving termination. [Figure 3-25] This is a flowchart explaining the processing during the display of special features. [Figure 3-26] This is a flowchart explaining the processing during the display of special features. [Figure 3-27]This is a flowchart explaining the fanfare / interval processing transition setting process 1. [Figure 3-28] This is a flowchart explaining the support operation setting process. [Figure 3-29] This is a flowchart explaining the process for ending a jackpot. [Figure 3-30] This is a flowchart explaining the monitoring process for switches in a specific region. [Figure 3-31] This is a flowchart explaining how to handle remaining balls after a small win. [Figure 3-32] This is a flowchart explaining the process for ending a minor win. [Figure 3-33] This is a flowchart explaining the main processing of the performance control system. [Figure 3-34] This is a flowchart explaining the process of checking received commands. [Figure 3-35] This is a flowchart explaining the process of parsing received commands. [Figure 3-36] This is a diagram illustrating an example of a production technique. [Figure 3-37] This is a diagram illustrating an example of a production technique. [Figure 3-38] This is a diagram illustrating an example of a production technique. [Figure 3-39] This is a diagram illustrating an example of a production technique. [Figure 4-1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 4-2] This is a perspective view of a gaming machine according to one embodiment of the present invention, seen from the front. [Figure 4-3] This is a front view of the game board. [Figure 4-4] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 4-5] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 4-6] This diagram shows an example of the distribution rate of the results of the special symbol variation display game, the distribution rate of the jackpot symbols, the number of games until the ceiling is reached, and the termination conditions for a specific game state. [Figure 4-7] This diagram illustrates the operation during a minor win. [Figure 4-8] This is a diagram explaining the game of displaying a variable graph. [Figure 4-9] This is a diagram to explain the transitions in the game state. [Figure 4-10] This diagram explains how to handle situations where time-saving measures overlap and how they are displayed on the integrated display device. [Figure 4-11] This diagram illustrates the information output to the outside of a gaming machine. [Figure 4-12] This diagram illustrates the information output to the outside of a gaming machine. [Figure 4-13] This is a flowchart explaining the main process. [Figure 4-14] This is a flowchart explaining the main process. [Figure 4-15] This is a flowchart explaining timer interrupt handling. [Figure 4-16] This is a flowchart explaining the special effects game processing. [Figure 4-17] This is a flowchart explaining the common processing for the special start port switch. [Figure 4-18] This is a flowchart explaining the process for determining special feature hold information. [Figure 4-19] This is a flowchart explaining the normal processing of special drawings. [Figure 4-20] This is a flowchart explaining the process for initiating the change in Special Figure 1 and the process for initiating the change in Special Figure 2. [Figure 4-21] This is a flowchart explaining the process for setting the stop symbol for Special Feature 1. [Figure 4-22] This is a flowchart explaining the process for setting the stop symbols in Special Feature 2. [Figure 4-23] This is a flowchart explaining the processing during special feature changes. [Figure 4-24] This is a flowchart explaining the process for setting up time-saving termination. [Figure 4-25] This is a flowchart explaining the processing during the display of special features. [Figure 4-26] This is a flowchart explaining the processing during the display of special features. [Figure 4-27]This is a flowchart explaining the fanfare / interval processing transition setting process 1. [Figure 4-28] This is a flowchart explaining the support operation setting process. [Figure 4-29] This is a flowchart explaining the process for ending a jackpot. [Figure 4-30] This is a flowchart explaining the monitoring process for switches in a specific region. [Figure 4-31] This is a flowchart explaining how to handle remaining balls after a small win. [Figure 4-32] This is a flowchart explaining the process for ending a minor win. [Figure 4-33] This is a flowchart explaining the main processing of the performance control system. [Figure 4-34] This is a flowchart explaining the process of checking received commands. [Figure 4-35] This is a flowchart explaining the process of parsing received commands. [Figure 4-36] This is a diagram illustrating an example of a production technique. [Figure 4-37] This is a time chart showing the timing of transitions between the display and presentation of specific images. [Figure 4-38] This is a diagram illustrating an example of a production technique. [Figure 4-39] This is a diagram illustrating an example of a production technique. [Figure 4-40] This is a diagram illustrating an example of a production technique. [Figure 4-41] This is a diagram illustrating an example of a production technique. [Figure 4-42] This is a diagram illustrating an example of a production technique. [Figure 4-43] This is a diagram illustrating an example of a production technique. [Figure 4-44] This is a time chart showing the timing of transitions between the display and presentation of specific images. [Figure 5-1] This is a perspective view of the gaming machine from the front. [Figure 5-2] This is a front view of the game board. [Figure 5-3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 5-4] This is a block diagram showing an example configuration of a game machine's performance control system. [Figure 5-5] This is a flowchart (part 1) showing the procedure for the main process. [Figure 5-6] This is a flowchart (part 2) showing the procedure for the main process. [Figure 5-7] This is a flowchart (part 3) showing the procedure for the main processing. [Figure 5-8] This diagram shows the RAM configuration of a microcontroller used for gaming. [Figure 5-9] This is a flowchart showing the procedure for initializing safety device information. [Figure 5-10] This is a flowchart showing the procedure for editing performance display. [Figure 5-11] This is a flowchart showing the procedure for handling timer interrupts. [Figure 5-12] This is a flowchart showing the output processing procedure. [Figure 5-13] This is a flowchart showing the procedure for the prize entry switch / status monitoring process. [Figure 5-14] This is a flowchart showing the procedure for monitoring fraud and prize winnings. [Figure 5-15] This is a flowchart showing the procedure for updating the prize count counter. [Figure 5-16] This flowchart shows the procedure for checking the status of a gaming machine. [Figure 5-17] This flowchart shows the procedure for changing / confirming probability settings. [Figure 5-18] This is a flowchart showing the procedure for processing special game graphics. [Figure 5-19] This flowchart shows the procedure for monitoring the start switch. [Figure 5-20] This flowchart shows the procedure for common processing of the special start port switch. [Figure 5-21] This is a flowchart showing the procedure for monitoring switches in a specific area. [Figure 5-22] This is a flowchart showing the procedure for normal processing of special drawings. [Figure 5-23] This is a flowchart showing the procedure for initiating the change process (Special Figure 1). [Figure 5-24] This is a flowchart showing the procedure for starting the variation process in Special Figure 2. [Figure 5-25] This is a flowchart showing the procedure for setting the jackpot flag 1. [Figure 5-26] This is a flowchart showing the procedure for setting the jackpot flag 2. [Figure 5-27] This is a flowchart showing the procedure for determining a jackpot. [Figure 5-28] This is a flowchart showing the procedure for determining minor wins. [Figure 5-29] This is a flowchart showing the procedure for determining whether a support unit is hit. [Figure 5-30] This is a flowchart showing the procedure for setting the stop symbol in Special Feature 1. [Figure 5-31] This is a flowchart showing the procedure for setting the stop symbol in Special Feature 2. [Figure 5-32] This is a flowchart showing the procedure for setting special illustration information. [Figure 5-33] This is a flowchart showing the procedure for setting the variation pattern. [Figure 5-34] This is a flowchart showing the procedure for 2-byte distribution. [Figure 5-35] This is a flowchart showing the procedure for sorting. [Figure 5-36] This is a flowchart showing the procedure for setting the change start information. [Figure 5-37] This is a flowchart showing the procedure for processing during special feature changes. [Figure 5-38] This flowchart shows the procedure for setting up the time-saving termination process. [Figure 5-39] This is a flowchart showing the procedure for checking the performance mode information. [Figure 5-40] This is a flowchart showing the procedure for the first part of the special display processing. [Figure 5-41] This flowchart shows the procedure for the latter half of the special display processing. [Figure 5-42] This flowchart shows the procedure for setting up support operation. [Figure 5-43] This is a flowchart showing the procedure for processing special effects in the game. [Figure 5-44] This is a flowchart showing the procedure for normal operation of special features. [Figure 5-45] This is a flowchart showing the procedure for ending a jackpot. [Figure 5-46] This is a flowchart showing the procedure for the jackpot termination setting process 1. [Figure 5-47] This is a flowchart showing the procedure for the jackpot termination setting process 2. [Figure 5-48] This is a flowchart showing the procedure for processing the general diagram game. [Figure 5-49] This is a flowchart showing the procedure for gate switch monitoring. [Figure 5-50] This is a flowchart showing the procedure for monitoring the regular electricity entry switch. [Figure 5-51] This is a flowchart showing the procedure for normal processing. [Figure 5-52] This flowchart shows the procedure for setting up the transition process during normal diagram changes. [Figure 5-53] This flowchart shows the procedure for processing during normal graph fluctuations. [Figure 5-54] This is a flowchart showing the procedure for processing while the general diagram is displayed. [Figure 5-55] This is a flowchart showing the procedure for processing each drawing. [Figure 5-56] This flowchart shows the procedure for the transition to normal operation settings. [Figure 5-57] This flowchart shows the procedure for disposing of remaining light bulbs in regular operation. [Figure 5-58] This is a flowchart showing the procedure for the completion process per drawing. [Figure 5-59] A flowchart showing the procedure for the first part of the external information editing process. [Figure 5-60] This is a flowchart showing the procedure for the latter half of the external information editing process. [Figure 5-61] This is a time chart showing the transmission of external information or test signals. [Figure 5-62] This is a flowchart showing the procedure for processing related to safety devices. [Figure 5-63] This is a flowchart showing the procedure for out-of-bounds integration processing. [Figure 5-64] This is a flowchart showing the procedure for controlling the performance display device. [Figure 5-65] This is a flowchart showing the procedure for verifying the number of tokens won. [Figure 5-66] This is a flowchart showing the procedure for monitoring the operation of safety devices. [Figure 5-67] This is a flowchart showing the main processing of the performance control system. [Figure 5-68] This is a flowchart showing the process of checking received commands. [Figure 5-69] This is a flowchart showing the process of parsing received commands. [Figure 5-70] This is a flowchart showing the processing of single-use commands. [Figure 5-71] This is a flowchart showing the pre-read symbol command processing. [Figure 5-72] This is a flowchart showing the processing of predictive variable commands. [Figure 5-73] This is a flowchart for processing pattern-based commands. [Figure 5-74] This is a flowchart showing the processing of variable commands. [Figure 5-75] This is a flowchart showing the process for setting up variable effects. [Figure 5-76] This is a flowchart showing the procedure for processing hit-related commands. [Figure 5-77] This table shows the configuration of the performance-related devices depending on the status of the safety devices. [Figure 5-78] This is an example of a screen transition diagram (Example 1) showing the display screens of a display device in chronological order. [Figure 5-79] This is an example of a screen transition diagram (Example 1) showing the display screens of a display device in chronological order. [Figure 5-80] This is another example (Example 2) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 5-81] This diagram illustrates an example of an operation notification display when the vehicle is not waiting for customers. [Figure 5-82] This diagram illustrates the display of the notification before and after a reach during a variable display, excluding when waiting for customers. [Figure 5-83] This diagram illustrates an example of an operation notification display while waiting for customers. [Figure 5-84] An example of the display screen of the device in the settings confirmation state (settings confirmation mode) is shown. [Figure 5-85] This figure shows an example of a specific model display that appears in a format other than video (Example 1). [Figure 5-86] This figure shows an example of a specific model display that appears in a format other than video (Example 2). [Figure 5-87] This diagram shows an example of a menu screen and an item screen corresponding to the item selected on the menu screen. [Figure 5-88] This diagram illustrates an example of the relationship between the operation of a safety device, the menu screen, and the item screen corresponding to the item selected on the menu screen. [Figure 5-89] This is a timing chart illustrating an example of the relationship between the operation of a safety device, its display, and the action buttons. [Figure 5-90] This diagram illustrates an example of the relationship between the operation of a safety device, its display, and the action buttons. [Figure 5-91] This diagram illustrates an example of the relationship between the operation of a safety device and the menu screen. [Figure 5-92] This diagram illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 5-93] This diagram illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 5-94] This timing chart illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 5-95]This diagram illustrates an example of the relationship between the in-game movie and the menu screen. [Figure 5-96] This diagram illustrates a variation of the menu screen. [Figure 5-97] This diagram illustrates an example of an indicator showing that the system is in operation. [Figure 5-98] This timing chart illustrates an example of the relationship between the activation of a safety device and an external signal. [Figure 5-99] This flowchart illustrates an example of the initial operation setting process performed by a performance control system. [Figure 5-100] This flowchart illustrates an example of the power-saving mode processing performed by a gaming control device. [Figure 5-101] This flowchart illustrates an example of the power saving function setting process performed by the performance control system. [Figure 6-1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 6-2] This is a perspective view of a gaming machine according to one embodiment of the present invention, seen from the front. [Figure 6-3] This is a front view of the game board. [Figure 6-4] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 6-5] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 6-6] This diagram shows an example of the distribution rate of results in the special symbol variation display game, the distribution rate of the big win symbols and small win symbols, the probability of the normal symbols, and the number of games until the ceiling is reached. [Figure 6-7] This is a diagram to explain the transitions in the game state. [Figure 6-8] This is a flowchart explaining the main process. [Figure 6-9] This is a flowchart explaining the main process. [Figure 6-10] This is a flowchart explaining timer interrupt handling. [Figure 6-11] This is a flowchart explaining the special effects game processing. [Figure 6-12] This is a flowchart explaining the common processing for the special start port switch. [Figure 6-13] This is a flowchart explaining the process for determining special feature hold information. [Figure 6-14] This is a flowchart explaining the normal processing of special drawings. [Figure 6-15] This is a flowchart explaining the process for initiating the change in Special Figure 1 and the process for initiating the change in Special Figure 2. [Figure 6-16] This is a flowchart explaining the process for setting the stop symbol for Special Feature 1. [Figure 6-17] This is a flowchart explaining the process for setting the stop symbols in Special Feature 2. [Figure 6-18] This is a flowchart explaining the processing during special feature changes. [Figure 6-19] This is a flowchart explaining the process for setting up time-saving termination. [Figure 6-20] This is a flowchart explaining the processing during the display of special features. [Figure 6-21] This is a flowchart explaining the processing during the display of special features. [Figure 6-22] This is a flowchart explaining the fanfare / interval processing transition setting process 1. [Figure 6-23] This is a flowchart explaining the support operation setting process. [Figure 6-24] This is a flowchart explaining the process for ending a jackpot. [Figure 6-25] This is a flowchart explaining the jackpot termination setting process 1 and the jackpot termination setting process 2. [Figure 6-26] This is a flowchart explaining the monitoring process for switches in a specific region. [Figure 6-27] This is a flowchart explaining how to handle remaining balls after a small win. [Figure 6-28] This is a flowchart explaining the process for ending a minor win. [Figure 6-29] This is a flowchart explaining the main processing of the performance control system. [Figure 6-30] This is a flowchart explaining the process of checking received commands. [Figure 6-31] This is a flowchart explaining the process of parsing received commands. [Figure 6-32] This is a diagram illustrating an example of a production technique. [Figure 6-33] This is a diagram illustrating an example of a production technique. [Figure 6-34] This is a diagram illustrating an example of a production technique. [Figure 6-35] This is a diagram illustrating an example of a production technique. [Figure 6-36] This diagram illustrates the selectable patterns and their reliability levels. [Figure 6-37] This is a diagram illustrating an example of a production technique. [Figure 6-38] This is a diagram illustrating an example of a production technique. [Figure 6-39] This is a diagram illustrating an example of a production technique. [Figure 6-40] This is a diagram illustrating an example of a production technique. [Figure 6-41] This diagram illustrates the selectable patterns and their reliability levels. [Modes for carrying out the invention]

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

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

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

[0011] Furthermore, the lower part of the glass frame 15 is provided with an upper tray (storage tray) 21 for supplying game balls to a ball launching device (not shown), and an upper tray ball outlet 22 through which game balls dispensed from a payout unit located on the back side of the gaming machine 10 flow out. In addition, the upper edge of the upper tray 21 is provided with a performance button 25 that incorporates a performance button switch 25a (see Figure 1-5) for receiving press input from the player. The performance button 25 also incorporates a drive source that vibrates the performance button 25. In other words, the gaming machine 10 of this embodiment is equipped with a vibration function that provides a predetermined notification by vibrating the performance button 25. The performance button 25 may be configured to be convertible from a normal state (the state shown in Figures 1-1 and 1-2) to a protruding state (a state in which the upper surface (pressing surface) of the performance button 25 is higher than in the normal state).

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

[0013] To the right of the performance button 25 are a dispensing button (ball dispensing button) 27a, which the player operates when receiving balls from an adjacent ball dispensing machine; a return button (dispensing button) 27b, which the player operates to eject a prepaid card from the card unit of the ball dispensing machine; a balance indicator (balance display unit) 27c, which displays the balance of the prepaid card; an upper tray operation lever 27d, which the player operates to move the game balls in the upper tray 21 down to the lower tray 23; and a mobile device holder 28 for placing a mobile device such as a smartphone owned by the player. To the left of the performance button 25 are a volume control button 27e, a directional pad 29, and the like. In the gaming machine 10 of this embodiment, when a player rotates the handle 24, the ball launching device launches game balls supplied from the upper tray 21 toward the game area 32 on the front of the game board 30. In addition, when a player operates the effect buttons 25 or the directional keys 29, the display device 41 (see Figure 1-3) can perform effects and other actions that involve the player's operation in the variable display game (decorative special feature variable display game).

[0014] Next, an example of the game board 30 will be described using Figure 1-3. Figure 1-3 is a front view of the game board 30 of this embodiment. As shown in Figure 1-3, the game board 30 comprises a flat game board body that serves as a mounting base for various components. The game board body is made of wood or synthetic resin, and the front of the game board body is provided with a game area 32 surrounded by resin side cases 33 provided at each of the four corners of the game board 30 and an outer peripheral wall (guide rail) 31. The game machine 10 is configured to play by launching game balls from a ball launching device into the game area 32 surrounded by the outer peripheral wall 31. Windmills and obstacle nails are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.

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

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

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

[0018] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the center case 40. Inside the normal symbol start gate 34, a gate switch 34a (see Figure 1-4) is provided for detecting game balls that have passed through the normal symbol start gate 34. When a game ball that has been launched into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.

[0019] Three general prize slots 35 are located in the lower left game area 32 of the center case 40, and one general prize slot 35 is located in the right game area 32 of the center case 40. The entry of game balls into these general prize slots 35 is detected by a prize slot switch 35a (see Figure 1-4) provided in the general prize slot 35.

[0020] In the game area 32 below the center case 40, there is a starting prize entry point 36 (first starting prize entry area) that provides the conditions for starting the special feature 1 variable display game (first special feature variable display game). Game balls that enter the starting prize entry point 36 are detected by the starting point 1 switch 36a (see Figure 1-4).

[0021] To the right of the center case 40 is a normal variable prize winning device 37 (second start prize winning area) which provides the starting conditions for the special figure 2 variable display game (second special figure variable display game). Game balls that enter the normal variable prize winning device 37 are detected by the start port 2 switch 37a (see Figure 1-4). The normal variable prize winning device 37 is equipped with a movable member 37b, which normally maintains a closed state (a state unfavorable to the player) in which game balls cannot flow in. When the result of the normal variable display game reaches a predetermined result, the normal electric solenoid 37c (see Figure 1-4), which acts as a drive device, operates in an inverted "V" shape, changing the normal variable prize winning device 37 to an open state (a state favorable to the player) in which game balls can easily flow in. Furthermore, the standard variable prize winning device 37 may be configured such that it is possible to win prizes even when the movable member 37b is in the closed state, and in the closed state, it may be more difficult for prizes to be won than in the open state.

[0022] In the game area 32 at the lower right of the center case 40, there is a special variable prize winning device (large prize opening) 38 that can be switched between a state where it does not accept game balls and a state where it easily accepts them, depending on the result of the special variable display game. The special variable prize winning device 38 has an attacker-type opening and closing door 38c that can be opened by rotating the upper end in a direction that tilts towards the front, and opening it converts the upper large prize opening into a state in which game balls can flow in. The special variable prize winning device 38 converts the large prize opening from a closed state to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize opening and awarding the player a predetermined game value (prize balls). Game balls that have entered the special variable prize winning device 38 are detected by the large prize opening switch (count switch) 38a (see Figure 1-4).

[0023] Inside the large prize winning area (winning area), there is a specific area into which game balls can flow, and a lever member operated by a lever solenoid 38f (see Figure 1-4) is provided to change the probability of game balls flowing into the specific area. The specific area is equipped with a specific area switch 38d (see Figure 1-4) that can detect the inflow of game balls, and based on the detection of game balls by the specific area switch 38d, a state advantageous to the player is generated (in this embodiment, a special game state is generated). Game balls that flow into the specific area are discharged to the outside of the special variable prize winning device 38.

[0024] Furthermore, a remaining ball discharge switch 38e (see Figure 1-4) is provided inside the large prize opening to detect game balls that are discharged to the outside of the special variable prize device 38 without flowing into a specific area. When the number of game balls detected by the large prize opening switch 38a located inside the large prize opening (the number of game balls that flowed into the large prize opening) matches the number of game balls detected by the specific area switch 38d and the remaining ball discharge switch 38e (the number of game balls discharged from the large prize opening), it can be confirmed that all the game balls in the upper large prize opening have been discharged, and basically, a new large prize opening will not be opened until this confirmation is complete.

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

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

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

[0028] Figure 1-4 is a block diagram of the control system of the pachinko game machine 10 according to this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that comprehensively controls the game, and consists of a CPU unit 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input unit 120 having input ports, an output unit 130 having output ports and drivers, and a data bus 140 connecting the CPU unit 110, the input unit 120, and the output unit 130.

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

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

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

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

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

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

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

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

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

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

[0039] Furthermore, this reach state may include multiple reach animations, and a special outcome pattern may be derived. As reach animations with different possibilities (different expected values), there are normal reach (N reach) and special reach. Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach) and Premium Reach are set. Note that the expected value is for Reach. Normal reach < Special 1 reach < Special 2 reach < Special 3 reach < They are arranged to increase in order of the premium reach. Also, this reach state is at least In the case where a special result mode is derived in the special figure variable display game (when it is a big win), the variation is included in the display mode. That is, it is also included in the variation display mode in the case where it is determined that a special result mode is not derived in the special figure variable display game (when it is a loss). Therefore, the state in which the reach state has occurred is a state with a higher probability of being a big win compared to the case where the reach state does not occur.

[0040] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the effect control device 300, or to generate and output drive signals for the solenoid and the display device to control the entire gaming machine 10. Also, although not shown, [[ID=1​​​​​​​​​​​​​​​​​​​​​​​​​From among the multiple variation pattern tables stored, select one variation pattern table To obtain the result. Specifically, CPU111A obtains the game result (jackpot) of the special feature variation display game. (minor win or loss), or the probability state of the special symbol variation game as the current game state (low probability) Based on the rate state or high probability state, the number of starting memories, etc., multiple fluctuation pattern tables Select and retrieve one of the variation pattern tables from among them. Here, CPU111A When executing the special feature variation display game, multiple variation patterns stored in ROM111B Obtaining fluctuation distribution information: Get one of the fluctuation pattern tables from the pattern tables. To take action.

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

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

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

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

[0046] Furthermore, a signal from the setting key switch 152 that detects the operation of the setting key operation unit is input to the third input port 124. The setting key operation unit has a keyhole into which a setting key is inserted, and is configured such that the corresponding setting key can be turned from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor capable of detecting that it is in the state of being turned to the second position, and is in an on state when it is in the state of being turned to the second position, and is in an off state when it is not in the state of being turned to the second position.

[0047] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting a plurality of probability setting values to which probability values that become special results in the special figure variation display game are assigned. By operating these operation units, a probability setting value to which a probability value that becomes a special result in the special figure variation display game is assigned can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, six probability setting values of "Setting 1" to "Setting 6" are prepared.

[0048] When selecting a probability setting value, a probability setting value change mode in which the probability setting value can be changed is entered by turning on the power of the gaming machine while operating (pressing) the RAM initialization switch 112 with the setting key of the setting key operation unit turned to the second position. During the probability setting value change mode, the RAM initialization By operating (pressing) switch 112, the probability setting value can be changed. The selected probability setting value is used to display the calculated base value and the payout ratio. The performance display device 153 displays the probability setting value. While performing operations related to this (such as in probability setting change mode or probability setting confirmation mode), The rate setting information is displayed, and otherwise, the calculated base value and bonus ratio are displayed. It's like this.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0066] Next, the configuration of the performance control device 300 will be explained using Figure 1-5. The performance control device 300 includes a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and a sound source LSI 314 which controls the output of sound in order to play various melodies and sound effects from speakers 19a and 19b.

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

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

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

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

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

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

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

[0074] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light-emitting diodes). Circuit 332, frame decoration with LED (light-emitting diode) installed in glass frame 15 Frame decoration LED control circuit that drives and controls the device (e.g., frame decoration device 18 including display board 350) The circuit board display device 44 is located on the road 333 and the game board 30 (including the center case 40). For example, a movable mechanism (such as a display device 41) that works in conjunction with the display to enhance the visual effect is driven A control circuit 334 for the control panel and movable parts is provided. Lamps, motors and solenoids are provided. These control circuits 332-334, which drive and control the devices, are accessed via the address / data bus 340. It is connected to the main control microcontroller 311. Furthermore, the glass frame 15 has a motor (for example, a motor). A frame presentation device is provided, which is equipped with a drive source such as a motor that operates the display device. It may also be equipped with a control circuit for the movable frame that drives and controls the movement.

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

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

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

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

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

[0080] In the gaming machine 10 of this embodiment, the game is played by launching game balls (pachinko balls) from a ball launching device toward the game area 32. The launched game balls flow down the game area 32, changing their direction of rolling due to direction-changing members such as obstacle nails and windmills placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 38, or flow into the out opening 30a located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 38, a number of prize balls corresponding to the type of prize entry opening are discharged from a payout unit controlled by a payout control device 200 (see Figure 1-4) into the upper tray 21 or lower tray 23 of the glass frame 15.

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

[0082] Inside the regular starting gate 34, there is a mechanism for detecting game balls that have passed through the regular starting gate 34. A gate switch 34a consisting of a non-contact type switch is provided, and the game area 32 When the game ball that has been driven inside passes through the normal starting gate 34, the gate switch 34a More detectable. In the CPU 111A of the game microcontroller 111 of the game control device 100, Based on the input of a game ball detection signal from the gate switch 34a provided in the starting gate 34 in the diagram. Therefore, if the number of general diagram start memories is less than the upper limit (for example, 4), the number of general diagram start memories is added (+1 ) and store one regular diagram start memory in RAM111C. The number of regular diagram start winning memories is one The general diagram hold indicator 58 of the group display device 50 is displayed. In addition, the general diagram start memory contains gates The result of the regular display game, extracted based on the input of the game ball detection signal from the 34a. A random value used for determining the outcome (a random value for winning) is stored.

[0083] And, if there is a general diagram start memory and it is possible to start the general diagram variation display game, that is, general diagram variation The dynamic display game is not in progress, but the regular variable display game is hit and the regular variable prize winning device 37 is opened. If it is not a winning state that can be converted to a state, the first winning state stored in the general diagram start memory is used. The random value used for determination is compared with the determination value stored in ROM111B, and the regular graph variation display game This process determines whether the result is a win or a loss and starts the game displaying the randomized values ​​for the win / loss determination. If it matches the judgment value, the regular display game becomes a win and a specific result pattern (regular The result shown in the figure will be derived.

[0084] Furthermore, the game control device 100 performs the process of executing the regular display variation game, and the batch display device A general display unit 57 provided in 50 displays a predetermined number of lights for a set period of time. After displaying the turns repeatedly in a predetermined order, the system then adjusts the display based on the results. The process involves displaying a regular diagram variation game that shows the lighting pattern (result form) at a stop. Furthermore, the general diagram display unit 57 is configured with the display device 41, and the general identification information is, for example, numbers, symbols, Using character images and the like, these are displayed in a variable manner for a predetermined time, and then stopped to show the result. It may be configured to show

[0085] If the result of the regular display game is a win, the regular display unit 57 will show a special result pattern. The light pattern is stopped, and the standard electric solenoid 37c is activated, and the standard variable prize mechanism Control is performed to release the movable member of piece 37 for a predetermined time (for example, 24 ms or 1648 ms). In other words, the game control device 100 performs conversion control of the conversion member (movable member). This is a means of execution. If the result of the general diagram variation display game is a loss, the general diagram display unit 57 will show The system performs control to display the resulting lighting pattern as a result of the misalignment.

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

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

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

[0089] In the display unit 51 in Figure 1 and the display unit 52 in Figure 2, after displaying the fluctuations, a predetermined result pattern is displayed. Stop display. If the result of the special feature variation display game is a jackpot, Special Feature 1 display 51 or the display mode of the special figure 2 display unit 52 corresponds to the special result mode (Big Win) The result is a jackpot, and the player enters the first special game state (the so-called jackpot state). Also, if the result of the special symbol variation display game is a minor win, special symbol 1 display 51 or special symbol The display mode of the 2nd display unit 52 becomes the special result mode (minor win result mode) corresponding to the second special result. This results in a minor win, and the player enters the second special game state (the so-called minor win state). In other words, Special Figure 1 The display unit 51 displays the first variation game (special feature 1 variation) based on the entry of a game ball into the starting prize slot 36. It forms a first variable display means capable of displaying a dynamic display game. Also, the display unit 52 in special figure 2 is normally The second variable display game (special figure 2 variable display game) is based on the entry of game balls into the variable prize winning device 37. This constitutes a second variable display means capable of displaying ).

[0090] Furthermore, the game control device (game control means) 100 is in a jackpot game state (first special game state) After the end of the game, the situation becomes more favorable to the player than the normal game state (such as a higher probability of winning or normal electricity Control that generates a game state (specific game state) in which the game can be played (with support) It is possible to do so. That is, the game control device (game control means) 100 is in a specific game state. To serve as a means of generation.

[0091] Furthermore, in response to the execution of the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, the display device 41 This decorative feature displays multiple types of decorative identification information (numbers, symbols, character designs, etc.) in a variable manner. The display of changing figures game is now running. Display device 41 special display of changing figures game The room includes a decorative display for the Special Feature 1 variable display game and a Special Feature 2 variable display. There is a special display game corresponding to the game shown, and these are displayed in separate display areas. And, in accordance with the fluctuations in the corresponding special feature display game, the fluctuation display is performed, corresponding In the special feature variation display game, a display corresponding to the result is shown as the result is derived.

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

[0093] Figure 1-6 shows an example of the distribution ratio in this embodiment. Figure 1-6(a) shows an example of the distribution rate of results in the special symbol variation display game. There are four types of results in the special symbol variation display game, as shown in Figure 1-6(a), for example: big win, small win, support win, and miss. In this embodiment, the distribution rate of big wins is the same for special symbol 1 and special symbol 2, but it may be different for special symbol 1 and special symbol 2. Also, in Figure 1-6(a), the distribution rate of big wins is the same when the probability setting value is "setting 1", "setting 2", and "setting 3", but it may be different. Also, in Figure 1-6(a), the distribution rate of big wins is the same when the probability setting value is "setting 4", "setting 5", and "setting 6", but it may be different.

[0094] Furthermore, in Figure 1-6(a), the distribution rates for minor wins and support wins are the same regardless of the probability setting value, but they may be different. In other words, in this embodiment, changing the probability setting value changes only the probability of winning a major win, while the probabilities of minor wins and support wins remain unchanged. Furthermore, the distribution rate for minor wins is higher in Special Feature 2 than in Special Feature 1. As a result, Special Feature 2 has a higher probability of resulting in a minor win, and when a minor win occurs, it leads to the first special game state (big win) by flowing into a specific area, making Special Feature 2 a more advantageous special feature display game for the player.

[0095] Figure 1-6(b) shows an example of the distribution rate of different types of jackpots. There are four types of jackpots, as shown in Figure 1-6(b), for example: 5R Jackpot A, where the 5R Jackpot A symbol stops and is displayed as the jackpot symbol (the resulting state of the jackpot); 5R Jackpot B, where the 5R Jackpot B symbol stops and is displayed; 10R Jackpot A, where the 10R Jackpot A symbol stops and is displayed; and 10R Jackpot B, where the 10R Jackpot B symbol stops and is displayed. 5R Jackpot A has a special game state of 5 rounds, and after the special game state ends, it returns to the normal support state (specific game state) of Support A. 5R Jackpot B has a special game state of 5 rounds, and after the special game state ends, it returns to the normal support state of Support B. 10R Jackpot A has a special game state of 10 rounds, and after the special game state ends, it returns to the normal support state of Support B. 10R Jackpot B has a special game state of 10 rounds, and after the special game state ends, it returns to the normal support state of Support C. Supports A through C have different termination conditions for the normal power support state, and the normal power support state terminates when the conditions shown in Figure 1-6(e) are met.

[0096] In Figure 1-6(b), the distribution rate of the types of jackpots differs depending on the game state in which the special symbol variation display game is executed. In the normal game state, 5R jackpot A and 10R jackpot A are selectable. In the specific game state, 5R jackpot B, 10R jackpot A, and 10R jackpot B are selectable. Furthermore, for jackpots that occur when game balls flow into a specific area of ​​the special variable prize winning device 38 during the second special game state based on a minor win, the type of jackpot is selected as described above based on the game state in which the special variable display game that resulted in the minor win was executed. Note that the selection rates for special symbol 1 and special symbol 2 may differ.

[0097] Figure 1-6(c) shows an example of a regular variable display game. The probability of winning and the variation time in the regular variable display game are constant regardless of the game state. Furthermore, when the regular variable display game results in a win, the opening time of the regular variable prize winning device 37 is longer when regular electric support is in effect (1648ms) than when regular electric support is not in effect (24ms), making it easier to win. In addition, the maximum number of regular electric counts is set to 1, and when one game ball enters the regular variable prize winning device 37, the device closes even if the opening time has not elapsed. Furthermore, it is sufficient that winning into the normal variable prize winning device 37 is easier in the state with normal variable prize winning support (second state) than in the state without normal variable prize winning support (first state), and this may involve changing one or more of the following: probability, variation time, opening time, or maximum normal count.

[0098] Furthermore, the gaming machine of this embodiment is equipped with a so-called ceiling function, as shown in Figure 1-6(d). That is, when the number of game executions reaches the ceiling number (500 in this case), the machine enters the normal support state of Support C without generating a special game state. The number of game executions is always counted regardless of whether normal support is enabled or disabled when in a low probability state, and the counting is suspended when in a high probability state. In the gaming machine of this embodiment, the special symbol probability is always constant, so it is always counted. The number of game executions is the sum of the number of times the special symbol 1 variable display game has been executed and the number of times the special symbol 2 variable display game has been executed.

[0099] The timing for clearing the game execution count is when the normal power support state is entered, triggered by reaching the ceiling count, or when the condition device is activated (first special game state). Note that the timing for clearing the game execution count can be changed as appropriate; for example, it can be done when selecting to clear the game execution count when operating the RAM initialization switch 112, or when the power is turned on instead of when the RAM is cleared.

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

[0101] Figure 1-6(e) shows the termination conditions for the normal power support state (specific game state). In the normal power support state of Support A, the normal power support state ends when one of the following conditions is met: the number of times the Special Feature 2 variable display game is executed reaches 1; the total number of times the Special Feature 1 variable display game and the Special Feature 2 variable display game are executed reaches 6; or a minor win occurs once in the Special Feature 2 variable display game. Similarly, in the normal power support states of Support B and Support C, the normal power support state ends when the number of games shown in Figure 1-6(e) is executed.

[0102] [Game State Transition Diagram (Game Flow)] First, we will explain the transitions (transitions) in the game state due to the game control of the game control device 100. Figure 1-7 is an example of a game state transition diagram (game flow) showing the transitions in the game state in this embodiment. The game states include the normal game state ST1, the first special game state ST2 based on the first special result (jackpot), the second special game state ST3 based on the second special result (minor win), the specific game state ST4, and the remaining reserved ball consumption state ST5. In each game state, the performance control device 300 controls the performance mode which determines the performance style of the game, the main starting area which is the starting area that should be targeted in that game state, the main variable special symbol which is the type of special symbol variation display game that should be mainly executed, and the launch direction of the game ball are determined.

[0103] In the gaming machine 10 of this embodiment, the aim is to enter the starting prize entry point 36 by shooting to the left. This allows you to aim for a win in the normal variable prize winning device 37 by shooting to the right. In other words, the player can select the starting area to aim at according to their will. In this state, either the Special Feature 1 variable display game or the Special Feature 2 variable display game will be the primary mode. It is designed with the assumption that the game will proceed in this manner, and the player will proceed with the game in accordance with this design. In order to do so, the game will primarily proceed with one of the special feature display games that was designated as the main feature in the design. The game is designed to be advantageous to the player. The special feature variation display game designated as the primary feature is called the main variation, and the other special feature variation display is called the main variation. The game is sometimes referred to as having irregular fluctuations.

[0104] Normal game state ST1 increases the opening time per unit of time of the normal variable prize winning device 37. There is no support for regular trains that makes it easier to win prizes, and the special figure fluctuation display game and the regular figure fluctuation display game have changed There is no way to shorten the operating time. The main variable special feature is a special feature 1 variable display game, The starting area is the starting prize entry opening 36, and in order to aim for this starting prize entry opening 36, the firing direction is left-handed. It is set as such. Furthermore, the performance mode that defines the performance style is set to "Normal Stage".

[0105] The first special game state, ST2, is a state without normal power support and no time reduction. The performance mode that defines the outcome is called the jackpot mode. In this first special game state ST2, Since the separate variable prize winning device 38 is opened, the firing direction is set to right. In the second special game state ST3, the normal electric support and time reduction are determined by the state at the time of winning a minor win. There are cases where it is intended to be continued and cases where it is not. Also, the performance mode that defines the performance style is a minor win. This is considered a mode. In this second special game state ST3, the special variable prize winning device 38 is opened. Therefore, the firing direction is set to right.

[0106] The special game state ST4 is a state that remains for a specified number of games after the first special game state ST2. This is the state in which the opening time per unit time of the normally variable prize winning device 37 is improved to make it easier to win prizes. This means that there is support available for regular train services. If there is regular train support, it is also possible to shorten the time of the special feature variation display game to reduce the variation time. Furthermore, the main variable special feature is a special feature 2 variable display game, and the main starting area is a normal variable prize winning device 37 Therefore, the firing direction is set to right in order to aim for this normal variable prize winning device 37. The ST4 technique state has normal electric support and the special feature 2 variable display game where small wins occur frequently. Since it primarily executes the game, it is a more advantageous state for the player than the normal game state ST1. This puts one in a favorable position.

[0107] The remaining reserved state ST5 is the second start memory that remains when the specific game state ST4 ends. The game based on the special feature 2 variable display is in a playable state. In this remaining reserve consumption state ST5, there is no regular electric support, but the special feature variation display game variation time Shortening the time required is acceptable. Since there is no regular electric support, aim for the starting prize entry point 36 when firing. The direction is specified as left-handed, but since it is a short period following the specific game state ST4, left-handed It is not necessary to give clear instructions. Also, the special symbol variation display game in ST5 state of remaining reserved The average of the fluctuation time of the special symbol fluctuation display game in specific game state ST4 is the average of the fluctuation time of the special symbol fluctuation display game. It is shorter than the average. The remaining reserved state ST5 is based on the second start memory that mainly occurs in the specific game state ST4. Since the game mainly involves displaying the 2nd special feature, it is more for the player than the normal game state ST1. It is a situation that is advantageous to the other party, and it creates an advantageous situation.

[0108] The transition between game states occurs when the first special result (jackpot) is achieved, the second special result (minor win) is achieved, a support win is achieved, the first special game state ends, the second special game state ends, a set number of games are played, or the ceiling is reached. When a jackpot is hit in the normal game state ST1, the game transitions to the first special game state ST2. After the first special game state ST2 ends, the game enters a state with normal support and reduced play time for a period of time until the conditions shown in Figure 1-6(e) are met, and then transitions to the specific game state ST4. If a jackpot is won in the specific game state ST4 or the remaining reserved ball consumption state ST5, the game will transition to the first special game state ST2, and then to the specific game state ST4. Furthermore, if a support bonus is triggered or the ceiling is reached, the game will proceed directly to Special Game State ST4 without going through the 1st Special Game State ST2.

[0109] In the specific game state ST4, the normal power support makes it easier for game balls to enter the normal variable prize winning device 37, which enables the generation of a second start memory and makes it possible to execute the special figure 2 variable display game. If the conditions shown in Figure 1-6(e) are met in this specific game state ST4, the normal power support ends, and if there are any remaining reserves which are the second start memories generated in the specific game state ST4, the game transitions to the remaining reserve consumption state ST5, and if there are no remaining reserves, the game transitions to the normal game state ST1.

[0110] In the gaming machine of this embodiment, the second start memory is processed with priority over the first start memory. In particular, if a jackpot is hit in the normal game state ST1, there is a high probability that the special symbol 1 variation display game will be executed based on the remaining first start memory immediately after the start of the specific game state ST4. This ensures that time is available to accumulate the second start memory. Specifically, the variation time of the first special symbol variation display game in the specific game state ST4 is set to be longer than the variation time of the second and subsequent variations (for example, 100s), ensuring that time is available to accumulate the second start memory. Furthermore, as shown in Figure 1-6(e), when executing the Special Feature 1 variation display game in the specific game state ST4, it is possible to stay in the specific game state ST4 for 5 games longer than when only executing the Special Feature 2 variation display game. This number is greater than the upper limit of 4 for the first start memory, so executing the Special Feature 1 variation display game based on the remaining first start memory at the start of the specific game state ST4 does not put the player at a disadvantage.

[0111] In the ST5 state of remaining reserved balls, the special feature 2 variation display game is based on the 2nd start memory, which is the remaining reserved balls. You can stay until it ends. In this remaining reserve consumption state ST5, it is a specific game state ST A series of consecutive effects are performed, starting with number 4. After the end of this remaining reserved state ST5 The game transitions to normal gameplay state ST1.

[0112] In normal game state ST1, specific game state ST4, or remaining reserve consumption state ST5, a small win If this happens, the game will transition to the second special game state, ST3. In the second special game state ST3, if a game ball enters a specific area (V-win), then the first The game transitions to special game state ST2. In the game machine of this embodiment, the special variable prize winning device 38 is used for the game. When a ball enters, it is almost certain to enter a specific area. Therefore, a minor win If this happens, it is almost certain that you will be able to transition to the first special game state ST2, and a small win Playing many Special Feature 2 variation display games, which have a high probability of occurring, is advantageous for the player. This is how it works. Of course, a lever member installed inside the special variable prize winning device 38 controls the specific area It would also be possible to control the probability of inflow into that state.

[0113] Furthermore, if no game balls flow into a specific area during the second special game state ST3, the game will transition to the specific game state ST4, the remaining reserved ball consumption state ST5, or the normal game state ST1. If a minor win occurs in the Special Feature 1 variable display game, and the number of games shown in Figure 1-6(e) has not been played, the game transitions to the specific game state ST4. Also, if the number of games shown in Figure 1-6(e) has been played, but there are remaining reserves, which are the second start memory generated in the specific game state ST4, the game transitions to the remaining reserve consumption state ST5. Also, if the number of games shown in Figure 1-6(e) has been played and there are no remaining reserves, the game transitions to the normal game state ST1.

[0114] If a minor win occurs in the Special Feature 2 variable display game, and there are remaining reserves, which are the second start memory generated in the specific game state ST4, the game will transition to the remaining reserve consumption state ST5. Since the termination condition of the normal electric support state includes the occurrence of a minor win in the Special Feature 2 variable display game, if the game was in the specific game state ST4, the normal electric support state will end and the game will transition to the remaining reserve consumption state ST5 even if the number of games shown in Figure 1-6(e) has not been played. Also, if there are no remaining reserves, the game will transition to the normal game state ST1.

[0115] The following describes the control of a gaming machine that performs this type of game. First, the control performed by the gaming microcomputer (gaming microcontroller) 111 of the gaming control device 100 will be described. The control processing by the gaming microcontroller 111 mainly consists of the main processing shown in Figures 1-8 and 1-9 and the timer interrupt processing shown in Figure 1-10, which is performed at a predetermined time interval (for example, 4 milliseconds).

[0116] [Main process] First, let's explain the main process. The main process starts when the power is turned on. In this main process, as shown in Figures 1-8 and 1-9, first, a process to disable interrupts (step X1) is performed, and then a stack pointer setting process (step X2) is performed to set the stack pointer, which is the starting address of the area where values ​​such as registers are saved when an interrupt occurs. Next, register bank 0 is specified (step X3), and the upper address of the RAM starting address is set in a predetermined register (for example, register D) (step X4). In this embodiment, the address range of RAM is 0000h to 01FFh, and the upper address is either 00h or 01h, and in step X4, the starting 00h is set. Next, a launch stop signal is output and the launch permission signal is set to the disabled state (step X5). The launch permission signal is set to the disabled state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.

[0117] After that, the state of the RAM initialization switch 112 and the setting key switch 152 is read ( Step X6) The process of setting the power-on delay timer is performed (Step X7). In the processing of P X7, by setting predetermined initial values, the game control device 1 which constitutes the main control means Subordinate control means that perform various controls according to instructions from 00 (for example, a payout control device 200 and a performance control device) A waiting time (e.g., 3 seconds) to wait for the program of the control device 300) to start up normally. This is set. As a result, when the power is turned on, the game control device 100 will start up first. Before the subordinate control device (for example, the payout control device 200 or the performance control device 300) starts up, command This prevents the command from being sent to the slave control unit, which could cause the slave control unit to miss the command. Yes, it is possible. That is, when the game control device 100 is powered on, the main control means (game control The startup of device 100) is delayed to allow the subordinate control devices (dispensing control device 200, performance control device 300, etc.) to start up. This constitutes a waiting means for setting a predetermined waiting time to wait for the startup of ).

[0118] Furthermore, the timing of the power-on delay timer is used for RAM validity check (checksum calculation). This is performed using memory areas that are not subject to the validation (such as RAM areas or registers that are not subject to validation). This means that when calculating check data such as checksums for the RAM area, some parts This prevents the control process from becoming complicated when powering on, as it eliminates the need to exclude the RAM area from calculations. It can be stopped.

[0119] After the process of setting the power-on delay timer (step X7) is performed, a power outage occurs. Determine if there are any (step X8), and if a power outage has occurred (step X8; Y), play Wait for the power to the machine to be shut off. Specifically, in step X8, for example, power outage monitoring input from power supply unit 400 is performed. Set the number of times (e.g., 2 times) to read and check the signal via the port and data bus. Then, it determines whether the power outage monitoring signal is on. This determines whether the power outage monitoring signal remains ON for the set number of checks. If the power outage monitoring signal has not remained on for the number of checks, the power outage monitoring signal will turn on. The process returns to determining whether this is the case. Also, if the power outage monitoring signal remains ON for the number of checks, In the event of a power outage, it is determined that a power outage has occurred. The same applies to steps X34 and X54 described later. It appears that a power outage occurs when a power outage monitoring signal is continuously received for a predetermined period. By making this determination, it is possible to prevent false detection of power outages due to noise, etc., when the power is turned on. It can appropriately address problems in the situation.

[0120] In other words, the game control device 100 monitors for the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the activation of the game control device 100, which serves as the main control means. This will enable us to respond to power outages that occur during the period, and to address malfunctions when the power is turned on. It can be dealt with appropriately. Note that access to RAM is permitted until the waiting period ends. It has not been changed, and the memory contents from the previous power outage are still retained, therefore here During a power outage, there is no need to perform backup processes, etc. Therefore, if a power outage occurs during the standby period... Even if an error occurs, there is no need to back up the RAM, reducing the burden on the control system. .

[0121] On the other hand, if no power outage occurs (step X8;N), the power-on delay timer Update the value by -1 (step X9), and determine if the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), i.e., the waiting time has not ended. If not, the process returns to determining whether a power outage has occurred (step X8). Also, the timer If the value of is 0 (step X10;Y), that is, if the waiting time has ended, Access to read / write memory (RWM) such as RAM and EEPROM. Grant permission (step X11) and output off data to all output ports (set to a state where there is no output). ) (Step X12).

[0122] Next, the serial port (a port pre-installed on the gaming microcontroller 111) is used for this implementation. In this configuration, it is used for communication with the performance control device 300 and the payout control device 200) and is set (step (P X13), timer interrupt signal in the game microcontroller 111 (clock generator) and Activates the CTC (Counter / Timer Circuit) circuit to generate a random number update trigger signal (CTC). The process (step X14) is performed. Note that the CTC circuit is located within the microcontroller 111 for gaming. It is located in the clock generator. The clock generator is located in the oscillator circuit 113. A frequency divider circuit divides the oscillation signal (original clock signal), and CPU1 operates based on the divided signal. A timer interrupt signal with a predetermined period (e.g., 4 milliseconds) and a random number generation circuit are supplied to 11A. It includes a CTC circuit that generates a CTC signal that triggers the random number update to be supplied. Next, the RAM error flag is set (step X15). Here, if there is a RAM error... Assuming there is a problem with the RAM regardless of whether or not there is one, first, the RAM error flag Set the value to the designated register.

[0123] Next, the value of the power outage test area 1 in RWM is normal power outage test area check data 1 (for example) It is determined whether it is 5Ah (step X16), and if it is normal (step X16; Y), The value of the power outage test area 2 in the RWM is normal power outage test area check data 2 (e.g., A5h). Determine if it is (step X17). Then, if the value in the power outage test area 2 is normal (S Step X17;Y), checksum calculation process calculates the checksum of a predetermined area within the RWM. Perform the calculation (step X18) and check if the calculated checksum matches the checksum at the time of power failure. Determine if they match (step X19). If the checksums match (step X19; Y) Since there is no abnormality in the RAM, the RAM abnormality flag is cleared (step X20), We will be migrating to the X21.

[0124] Furthermore, if the check data in the power outage inspection area is determined to be abnormal (step If step X16;N or step X17;N) the checksum is determined not to match, In step X19 (N), the setting key switch is determined based on the state read in step X6. Determine whether both the switch 152 and the RAM initialization switch 112 are in the ON state (step X21). And at least the setting key switch 152 and the RAM initialization switch 112 If one of them is in the OFF state (step X21; N), the RAM abnormality flag is set. Determine if (step X22). If the RAM abnormality flag is set (step The game control device 100 is malfunctioning because there is an abnormality in the RAM (X22;Y). A command for the main abnormal error notification is sent to the performance control board (performance control device 300) to notify the error. I believe (Step X24).

[0125] On the other hand, if the RAM abnormality flag is not set (step X22; N), the probability Check if the setting change flag is set (step X23). Then, set the probability. If the "Changing" flag is set (step X23;Y), the main abnormal error report will be issued. The command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the same as the probability setting flag set before the power outage occurred. That is, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, Since the operation of the game control device 100 stops, the process of step X24 is performed. Next, the 7-segment display data at the time of game stoppage is sent to the 5th drive via the 2nd output port 134. Output to B138e (step X25). Then output the ON data for the security signal. In addition to applying force, it outputs off data for signals other than security signals (step X26). Return to step X25.

[0126] Furthermore, both the setting key switch 152 and the RAM initialization switch 112 are in the ON state. In the case of (step X21; Y), determine if the RAM abnormality flag is set (S Step X27). And if the RAM error flag is not set (Step X27) ;N) sets the probability setting change flag (step X29). This sets the probability setting The system switches to fixed value change mode. After that, the command during the probability setting change is sent to the performance control board (performance control Send to device 300) (step X30), and proceed to step X31. Performance control device In unit 300, based on receiving a command during probability setting change, the display on the display device 41 displays , the illumination of the LEDs of the frame decoration device 18 and the panel decoration device 46, the operation of the panel display device 44, speaker 1 The system uses audio output from 9a and 19b to indicate that the probability setting is being changed. cormorant. On the other hand, if the RAM abnormality flag is set (step X27;Y), the probability setting The process of clearing the fixed value (step X28) is performed. This clears the probability setting value in RWM. The area is set to 0, and the probability setting value becomes "setting 1". Then, step X29, After processing X30, proceed to step X31.

[0127] Also, at least one of the setting key switch 152 and the RAM initialization switch 112 is turned off. The state is (step X21; N), and both the RAM abnormality flag and the probability setting change flag are set. If not (steps X22;N and X23;N), read in step X6. Based on the embedded state, determine whether the setting key switch 152 is in the ON state (step X35). And if the setting key switch 152 is not in the ON state (step X35;N ) In step X6, the RAM initialization switch 112 is turned ON based on the state read in step X6. Determine if it is in that state (step X43).

[0128] If it is determined that the RAM initialization switch 112 is not in the ON state (step X43; N) That is, both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state. If necessary, proceed to step X41 to perform the processing for when power is restored normally after a power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the ON state (step X43) ;Y) proceeds to step X44 to perform initialization. That is, RAM initialization Switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 is initially Initialization means for initializing data stored in RAM based on the operation of the initialization operation unit. To accomplish.

[0129] Furthermore, if the setting key switch 152 is in the ON state (step X35; Y), The flag indicating that the rate setting is being checked is set (step X36). This activates the probability setting value confirmation mode. The process then transitions to the next step. After that, the command during the probability setting confirmation is sent to the performance control board (performance control device 300). Send to (step X37). The performance control device 300 receives the command during probability setting confirmation. Based on the reception, the display on the display device 41, the frame decoration device 18, and the LEDs of the panel decoration device 46 are activated. The illumination of the display, the operation of the display panel 44, and the output of sound from speakers 19a and 19b, A notification will be issued indicating that the probability settings are being checked.

[0130] Furthermore, in order to guarantee the output of a security signal for more than 50 milliseconds, Save a value corresponding to 128ms in the control timer area (step X31). The Tee signal triggers a timer interrupt in the probability setting value change mode or probability setting value confirmation mode. Output during the process probability setting change / confirmation process (step X122), otherwise T It is output during the external information editing process (step X120) of the interrupt processing. Therefore, 12 If the probability setting change mode or probability setting confirmation mode ends in less than 8 milliseconds, The security signal continues due to the external information editing process (step X120) of the interrupt processing. The output is generated in less than 128 milliseconds. In other words, the probability setting value change mode and probability setting value confirmation are enabled. Even when the mode ends, it will transition to the probability setting change mode or the probability setting confirmation mode. A security signal is output for 128 milliseconds after that. The value saved in the security signal control timer area is limited to a value corresponding to 128 milliseconds. However, at least 5 Since a security signal needs to be output for 0 milliseconds, set a value corresponding to 50 milliseconds or more. It needs to be moved.

[0131] Then, interrupts are enabled (step X32), and it is determined whether the setting key switch 152 is in the off state (step X33). In step X33, the determination is not based on the state read in step X6 (the state when the power is turned on), but on the state read in the input processing of the timer interrupt processing (Figure 1-10) (step X103) (the current state). If it is determined in step X33 that the setting key switch 152 is in the off state, the probability setting value is determined. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power outage has occurred (step X34). If no power outage has occurred (step X34; N), the process returns to step X33. If a power outage has occurred (step X34; Y), the process proceeds to step X55. If the probability setting change flag is set and it is determined in step X34 that a power outage has occurred, it is determined in step X23 of the main processing after the power outage has been restored (Figures 1-8 and 1-9) that the probability setting change flag is set.

[0132] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), the process to disable interrupts (step X38) is performed. Between the process to enable interrupts (step X32) and the process to disable interrupts (steps X38, X55), the timer interrupt process (Figure 1-10) is performed at predetermined time intervals (e.g., 4 milliseconds). In this timer interrupt process, the probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. In other words, the main process remains in standby until the change or confirmation of the probability setting value is completed (or until a power outage occurs). Next, a notification termination command is sent to the performance control board (performance control device 300) (step X39). Upon receiving the notification termination command, the performance control device 300 terminates any ongoing notifications (notifications indicating that the probability setting value is being changed or notifications indicating that the probability setting value is being checked).

[0133] Next, it is determined whether the probability setting change flag is set (step X40), and the probability If the flag is not set during setting change (step X40; N), i.e., probability setting If the "Checking" flag is set, the area to be initialized (for example, the power outage test area, The initial values ​​after a power outage are saved in the checksum area and the area related to error monitoring. Perform power outage recovery processing (step X41) including the necessary procedures. The probability setting confirmation flag is in this state. It can be cleared with X41. After that, the command for power restoration corresponding to the special game processing number is sent to the performance control board (performance control The data is sent to device 300) (step X42), and the process proceeds to step X47. In this case, step X42 is used for the machine specification command, probability setting information command, and special feature 1 hold count command. Command, Special Feature 2 Reserve Count Command, Probability Information Command, Performance Count Information Command, Screen Specification Sends multiple commands, such as commands. Screen-specified commands include Special Figure 1 and Special Figure Regarding point 2, in all cases, the normal processing described later is in progress, i.e., the special feature variation display game is running. If you are neither in a special game state nor in a special game state, and you are waiting for customers, then the command on the customer waiting demo screen will appear. It sends this, and otherwise sends the recovery screen command. Also, depending on the model, In addition to these commands, commands such as high-probability count information commands are also sent.

[0134] On the other hand, if the probability setting change flag is set (step X40;Y), Clear the RAM area other than the rate setting value to 0 (step X44). In step X44, RAM area for rate setting value (work area (1-byte area for probability setting value)) and performance display ( The RAM area (work area and stack area) used for displaying the value and payout ratio is not cleared. The RAM area for skill control (work area and stack area) is cleared to zero. Therefore, probability The setting change flag is cleared in step X44. Note that in step X44, You can choose to clear the stack area and unused areas or not.

[0135] Then, the initial values ​​from the RAM initialization are saved in the area to be initialized (step X45). The areas to be initialized here are the customer waiting demo area and the area related to the settings of the performance mode. Then, the command for RAM initialization is sent to the performance control board (performance control device 300). (Step X46). In this embodiment, step X46 is used to specify the model, confirm Rate setting information command, Special Feature 1 Reserved Count command, Special Feature 2 Reserved Count command, Probability information command Commands for displaying performance count information and RAM initialization (along with displaying the customer waiting demo screen) A command to notify the system of RAM initialization with light and sound for a predetermined period of time (e.g., 30 seconds). It sends multiple commands such as ). Depending on the model, in addition to these commands, Information on the number of times the special feature variation display game has been executed, including the command for the number of performances and the support for regular trains. It also sends commands that include information about the number of support sessions.

[0136] Next, the process of starting up the random number generation circuit is performed (step X47). Specifically, The random number generation circuit is activated by a designated register (CTC update enable register) within the number generation circuit. The CPU111A performs tasks such as setting the code (specified value) for random number generation. Bit transpose pattern of hardware random numbers (in this case, jackpot random numbers) generated by the circuit's hardware. The settings are also configured. The bit transposition pattern refers to the bit arrangement of the extracted random numbers (the upper bit row). The bits (before transposition) are swapped in a predetermined order to create a different bit arrangement (the bit transposition of the lower row). This is a pattern that defines how to rearrange bits when storing them as (the arrangement after placement). By swapping bits of random numbers according to the turn order, it is possible to disrupt the regularity of the random numbers. This can enhance the confidentiality of random numbers. Note that the bit transposition pattern is a fixed single It could be any pattern, or you could choose from several pre-prepared patterns. That's good. It would also be good to allow users to configure it as they wish.

[0137] Subsequently, a predetermined register (soft random number register 1 to n) in the random number generation circuit when the power is turned on. The values ​​are extracted, and the corresponding random initial values ​​(in this embodiment, the winning symbols of the special feature are determined) are generated. As the initial value (start value) of the special symbol random number and the random number that determines the win of the regular symbol (win random number) Save to the designated area of ​​RWM (step X48), then enable interrupts (step X 49) In the random number generation circuit within the CPU 111A used in this embodiment, every time the power is turned on The initial value of the software random number register changes accordingly, so this value is used for various initial values By setting it as the initial value (start value) for random numbers, the regularity of the random numbers generated by the software is disrupted. This makes it difficult for players to obtain random numbers fraudulently.

[0138] Next, an initial random number update process is performed to update the values ​​of various initial random numbers and break the regularity of the random numbers. (Step X50) is performed. Note that, although not particularly limited, in this embodiment... The jackpot random numbers, special symbol random numbers, and winning random numbers use random numbers generated by a random number generation circuit. It is configured to generate the jackpot random numbers at the same speed as the CPU's operating clock. This is a so-called "high-speed counter" that is updated based on a clock of the above speed, and special symbol random numbers The random number is a CTC output with the same period as the timer interrupt processing, which is the processing unit of the program. The timer interrupt handler is updated based on a different CTC (CTC2) than CTC (CTC0). It is a "slow counter". Also, in the case of special symbol random numbers and winning random numbers, the random numbers cycle through once. Each time, the starting value is changed using a random initial value (generated by software), which is what is known as "initial The "period value change method" is employed. Furthermore, each of the aforementioned random numbers is countered by +1 or -1. It could be an update, or it could be a random occurrence where all values ​​within the range appear differently without repetition until a full cycle is completed. Formula update is also acceptable. In other words, the jackpot random number is a random number that is updated only by hardware, and the special symbol The random numbers for the patterns and the winning numbers are random numbers that are updated by both hardware and software. In this embodiment, a random number generator (winning symbol random number generator) is not provided to determine the winning symbol in the regular display. Therefore, although there is only one type of winning symbol in the regular game, a random number generator for winning symbols is provided to allow for multiple types of winning symbols in the regular game. You could also allow customers to choose from several options.

[0139] After the initial random number update process in step X50, the process to disable interrupts is performed (step X51). This is followed by the performance display editing process (step X52). Then, the process to enable interrupts is performed. After performing (step X53), determine if a power outage has occurred (step X54), power outage If this does not occur (step X54; N), then the initial value random number update process (step X5 Return to 0). In other words, if no power outage has occurred, the initial random number update process and performance display will be performed. The editing process and power outage monitoring are performed repeatedly. An interrupt occurs before the initial random number update process (step X50). By allowing (step X49), a timer interrupt occurs during the initial random number update process. When this occurs, interrupt handling takes priority, and the timer interrupt updates the initial random number. This prevents interrupt handling from being overwhelmed by delays caused by processing.

[0140] Note that the initial random number update process in step X50 is performed not only by the main process but also by timer interrupt processing. Even within the logic, there is a method of performing an initial value random number update process, and if such a method is adopted... To avoid the initial random number update process being executed in both, the initial random number is generated in the main process. When performing an update operation, it is necessary to disable interrupts, perform the update, and then release the interrupts, Unlike this embodiment, the initial random number update process is not performed within the timer interrupt processing, but within the main processing. If only that is done, there is no problem in canceling the interrupt before the initial random number update process, This has the advantage of simplifying the main processing.

[0141] On the other hand, if a power outage occurs (step X54; Y), interrupts are temporarily disabled. The process (step X55) outputs off-data to all output ports (step X56). conduct. Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step X57). ), save the power outage inspection area check data 2 to power outage inspection area 2 (step X58). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. X59), after performing the process of saving the calculated checksum (step X60), RW After performing the process to prohibit access to M (step X61), the power to the gaming machine is shut off. Wait for it to finish. In this way, the check data is saved in the power outage test area, and the power By calculating the checksum at the time of power cutoff, the information stored in the RWM before the power cutoff can be determined. It is possible to determine whether the data has been properly backed up when the power is turned on again.

[0142] Based on the above, the main control means (game control device 100) that comprehensively controls the game, and the main Subordinate control means (dispensing control device 200, performance control) that perform various controls according to instructions from the control means. In a gaming machine equipped with a device 300, etc., the main control means, when the power is turned on, Set a predetermined waiting time to delay the activation of the main control means and wait for the activation of the subordinate control device. The device (game control device 100) and the stop device that monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with an electrical monitoring means (game control device 100). Furthermore, it is equipped with a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is powered during a power outage. The system is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control The device 100) determines that a power outage has occurred if it continues to receive a power outage monitoring signal for a predetermined period of time. This means that it will be fixed.

[0143] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit Initialization means that initializes the data stored in RAM111C based on the operation performed. The system includes a game control device 100) and reads the operating state of the initialization means before the start of the waiting time. This will result in it becoming crowded. Furthermore, the main control means (game control device 100) will, after the waiting time has elapsed, send data to the RAM 111C. This means you are granting access.

[0144] [Timer interrupt handling] Next, we will explain the timer interrupt processing. Timer interrupt processing is initiated when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. In other words, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the gaming microcontroller 111, it automatically enters an interrupt-disabled state, and the timer interrupt processing shown in Figure 1-10 begins.

[0145] When timer interrupt processing starts, first, register bank 1 is specified (step X1). 01). By switching to register bank 1, the designated register (for example, used in the main process) The register save process was performed to transfer the value held in the register to the RWM. They become equivalent. Next, the upper part of the RAM starting address is entered into a designated register (for example, register D). Set the dress (step X102). In step X102, in the main process The same process as in step X4 is performed, but the register bank is different. Next, various sensors and Inputs from switches and signal acquisition, that is, input processing that reads the status of each input port. Perform the procedure (step X103).

[0146] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set. (Step X104) The probability setting change flag or the probability setting confirmation flag is set. If present (step X104; Y), the probability setting change / confirmation process (step X122) is performed. This completes the timer interrupt processing. On the other hand, if neither the probability setting change flag nor the probability setting confirmation flag is set: (Step X104;N) is performed based on the output data set in various processes. (Large prize slot solenoid 38b, lever solenoid 38f, general-purpose solenoid 37c, etc.) Output processing (step X105) is performed for controlling the drive of the actuator, etc. When a launch stop signal is output in step X5 of the main processing, this output processing is performed. This triggers a launch permission signal, and the launch permission signal is set to a state where it can be authorized. This launch permission signal is output to the launch control device via the payout control device. No modifications or alterations are made to the numbers. Furthermore, the firing permission signal is the firing permission status as seen from the game control device. The first signal indicates the state, and the second signal indicates the firing permission status as seen by the dispensing control device ( The launch authorization signal is also generated within the payout control unit and output to the launch control unit. In other words, two When a launch authorization signal is output to the launch control system, and both systems are authorized to launch: The system is configured to allow the game balls to be launched.

[0147] Next, the commands set in the transmission buffer during various processes are output to the dispensing control device 200. Disbursement command transmission process (step X106), random number update process 1 (step X107), Random number update process 2 (step X108) is performed. Random number update process 1 (step X107) , the initial value (start value) of the special symbol random numbers and winning random numbers that are subject to the initial value random number update process ) will be updated. After that, start port 1 switch 36a, start port 2 switch 37a, prize port S Switch 35a monitors whether there is a normal signal input from the large prize slot switch 38a, and awards Ball settings, opening of the front frame and glass frame, and the normal variable prize winning device 37 and special variable prize winning device 38. The prize slot switch / status monitoring process (step X109) monitors for errors such as fraudulent prize entry. )

[0148] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge is a special type of discharge. In the moving prize winning device 38, the number of game balls discharged from the special variable prize winning device 38 (specific area sweet The number of game balls detected by the switch 38d and the remaining ball outlet switch 38e is used in the special variable prize winning mechanism. The number of game balls that flowed into slot 38 (the number of game balls detected by the big prize slot switch 38a) exceeds this number. And so on. Furthermore, if an abnormal discharge is occurring, the abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), proceed to step X116. To stop the game from progressing.

[0149] On the other hand, if no abnormal discharge is occurring (step X110;N), the special feature variation display game will be played. Special game processing (step X112) that performs processing related to the regular figure variation display game The general game processing (step X114) is performed to configure the game machine 10, and special figures are provided. A segment LED that displays various information related to the display of a variable display game and gameplay, according to the desired content. Perform segment LED editing processing (step X115) to drive the LED to display the desired result.

[0150] Next, the detection signal from the magnetic sensor 61 is checked to determine if there are any abnormalities. Magnet fraud monitoring process (step X116): Check the detection signal from the panel radio wave sensor 62. The panel radio wave interference monitoring process (step X117) performs a process to determine if there are any abnormalities, and vibration sensors The vibration monitoring unit checks the detection signal from the NSA65 and processes it to determine if there are any abnormalities. Step X118: Abnormal discharge monitoring, which performs a process to determine if an abnormal discharge has occurred. The process (step X119) is performed. Furthermore, the signals to be output to various external devices are output buffered. External information editing process to set (step X120), related to the control of the performance display device 153 The performance display monitor control process (step X121) is performed, and the timer interrupt process is terminated. ru.

[0151] In this embodiment, the process of restoring the interrupt-disabled state (i.e., enabling interrupts) is performed. Processes such as (a process to do something) or a process to restore the register bank specification (i.e., specifying register bank 0) The process described above is performed automatically when the interrupt returns (at the end of the timer interrupt processing). Depending on the CPU used, the process of restoring the interrupt-disabled state and specifying the register bank may be required. Some gaming machines require an instruction to execute a restoration process.

[0152] [Special Picture Game Processing] Next, we will detail the special game processing (step X112) in the timer interrupt processing described above. Let me explain. In the special game processing, start port 1 switch 36a and start port 2 switch 3 Monitoring of input 7a, overall control of processing related to the special feature variation display game, and setting of the special feature display. conduct.

[0153] As shown in Figure 1-11, in the special feature game processing, first, a start-out switch monitoring process (step A1) is performed to monitor the entry of a ball into the start-out switch 1 36a and the start-out switch 2 37a. In the start-out switch monitoring process, when a game ball enters the start-out entry 36 and the normal variable entry device 37 which form the second start-out entry, various random numbers (such as a jackpot random number) are extracted, and a pre-determination of the game result based on the entry is performed to determine the game result in advance before the start of the special feature variable display game based on the entry.

[0154] Next, the large prize slot switch monitoring process (step A2) is performed. During the process, the game balls are inspected at the large prize slot switch 38a located inside the special variable prize winning device 38. The process monitors the output. Then, it monitors the detection of game balls in a specific area 38h. Perform switch monitoring (Step A3).

[0155] Next, if the special feature game processing timer is not "0", update it by -1 (step A4). The minimum value of the special feature game processing timer is set to "0". Determine if the current value is "0" (Step A5). The value of the special game processing timer is If the value is 0 (step A5; Y), that is, time has run out or time has already run out. If it is selected, the special feature is referenced in order to branch to the process corresponding to the special feature game processing number. Set the game sequence branch table in a register (step A6), and use the table Then, obtain the branch destination address of the process corresponding to the special game processing number (Step A7). Then, a subroutine call is made according to the special game processing number (step A8).

[0156] In step A8, if the special feature game processing number is "0", then the special feature variation display game variation. It monitors the start and sets the start of the special feature variation display game, the settings for the effects, and the processing during the special feature variation. Perform the necessary information settings and other configurations in the special drawing routine processing (Step A9). In step A8, if the special feature game processing number is "1", set the stop display time for the special feature. Or, special feature display processing (Step A) which involves setting information necessary for processing while the special feature is displayed. 10) Perform this.

[0157] In step A8, if the special feature game processing number is "2", play the special feature variation display game. If the result is a jackpot, the fanfare command will be set according to the type of jackpot, and each jackpot The fanfare timing can be set according to the opening pattern of the grand prize slot, and the fanfare / in Special display processing (Step A11) involves setting the necessary information for performing the intermediate processing of the display. )

[0158] In step A8, if the special game processing number is "3", the opening time of the grand prize slot is set. This is a fan-made program that handles tasks such as updating the number of openings and setting the information necessary to perform the process while the grand prize slot is open. Perform the vale / interval processing (step A12). In step A8, if the special game processing number is "4", the jackpot round is the final round. If it's not the end, set the interval command, while if it's the final round, end This process involves setting commands and configuring information necessary for handling remaining balls in the main prize area. Perform the process of opening the large prize slot (Step A13).

[0159] In step A8, if the special game processing number is "5", the jackpot round is the final round. If it's a jackpot, the process involves setting the time required for any remaining balls in the jackpot pocket to be ejected, and the jackpot Processing of remaining balls in the main prize slot (Step A14): Setting the necessary information for the termination process. To do so. In step A8, if the special feature game processing number is "6", then in order to perform the regular special feature processing... The game ends with a big win (step A15), which involves setting necessary information.

[0160] In step A8, if the special game processing number is "7", then when a small win occurs, the big win Setting the opening time and pattern of the prize slot, setting the fanfare command, and processing during minor wins. The process during the mini-win fanfare (step A16) involves setting the necessary information to perform the action. conduct. In step A8, if the special game processing number is "8", the ending command is set. Small win processing (Step A) involves setting information necessary for determining the status and processing remaining balls after a small win. 17) Perform this. In step A8, if the special game processing number is "9", a big win occurs during the minor win processing. This process sets the time required for any remaining balls that have entered the mouth to be ejected, and also performs the process of ending a minor win. The process of handling remaining balls after a minor win (step A18) is performed, which involves setting the necessary information. In step A8, if the special feature game processing number is "10", the special feature normal processing will be performed. The minor win termination process (step A19) is performed to set the necessary information.

[0161] After that, a table for controlling the fluctuations of the display unit 51 in special figure 1 is prepared (Step A 20) Symbol variation control processing (step) related to the control of the variation of special symbols by the special symbol display 51 Perform step A21). Then, prepare a table to control the fluctuations of the display unit 52 in special figure 2. After that (step A22), the symbol variation related to the control of the variation of special symbols by the special symbol display 52. The control process (step A23) is performed. After that, the operation of the lever solenoid 38f is controlled. The lever solenoid control process (step A24) is performed, and the special feature game process is terminated. On the other hand, in step A5, if the value of the special game processing timer is not "0" (step A5; N), that is, if time has not run out, proceed to step A20, and The following steps will be performed.

[0162] [Common processing for start port switches in special drawings] Next, the special design start switch common processing performed in the start switch monitoring process described above I will explain in detail. The special drawing common processing for the start port switch is for the start port 1 switch 36a and start port 1. When there is input to switch 37a, the following processing is performed in common for each input: be.

[0163] As shown in Figure 1-12, in the special start-up switch common processing, first, the start-up signal output count, which is the number of times information regarding the number of wins at the monitored start-up switch among start-up switch 1 36a and start-up switch 2 37a is output to the management device outside the game machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count overflows (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the RWM start-up signal output count area (step A134), and the process proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), the process proceeds to step A135. In this embodiment, values ​​from "0" to "255" can be stored in the start-up signal output count area. Furthermore, if the loaded value is "255", the updated value becomes "0" after a +1 update, and the system is configured to determine that the number of output counts has overflowed.

[0164] Next, among the start port 1 switch 36a and start port 2 switch 37a, the start port to be monitored Determine if the number of special feature hold (start memory) to be updated corresponding to the switch is below the upper limit (stat Step A135). If the number of special symbols to be updated is not less than the upper limit (Step A135; N ) terminates the common processing for the special start port switch.

[0165] Furthermore, if the number of special symbols to be updated is less than the upper limit (step A135; Y), The number of special feature reserves for the new target (number of special feature 1 reserves or number of special feature 2 reserves) is updated by +1 (Step A13) 6) Save the target starting gate winning flag (step A137). Then, the monitored target Calculate the address of the random number storage area corresponding to the start switch and the number of special symbols held (step A138) The jackpot random numbers prepared by the hardware random number acquisition process are stored in the RWM jackpot random number storage area. Save (Step A139).

[0166] Next, extract the special symbol random numbers from the start switch to be monitored and prepare them (Step A1 40) Save to the RWM's special symbol random number storage area (Step A141). Next, random number variables 1 to 3 are stored in the corresponding random number variable area of ​​the RWM. Step A145 is performed, followed by the special feature hold information determination process (Step A146). Next, the start switch and special feature retention count command corresponding to the monitored special feature retention count command. Prepare (step A147), perform the performance command setting process (step A148), The common processing for the special start port switch is terminated.

[0167] Here, the game control device 100 (RAM111C) controls the start prize entry port 36 and the normal variable prize entry port Based on the detection of game balls in the starting area of ​​position 37, a predetermined random number is extracted and the variable display game It is a start memory means that stores up to a predetermined number of start memories that will be execution rights. The memory means (game control device 100) records the entry of game balls into the first starting prize entry opening (starting prize entry opening 36). Based on the award, various random values ​​are extracted and stored as the first starting memory, up to a predetermined number, and the second starting memory Based on the entry of game balls into the prize-winning slot (normal variable prize-winning device 37), various random values ​​are extracted. A predetermined number of items are stored as a second start memory.

[0168] [Special Feature Hold Information Determination Processing] Next, the special feature hold information determination process in the common processing of the start port switch described above (step A14 6) Details will be explained. The special feature hold information determination process is performed based on the special feature of the corresponding start memory. Before the start of the variable display game, determine the result-related information corresponding to the start memory. This is a look-ahead process.

[0169] As shown in Figure 1-13, first, a jackpot determination process (step A154) is performed to determine whether or not it is a jackpot based on whether or not the jackpot random value matches the jackpot determination value. If the determination result is a jackpot (step A155; Y), a jackpot special symbol random number check table corresponding to the target start switch is set (step A156), the stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start switch common processing is obtained (step A157), and the process proceeds to step A168.

[0170] On the other hand, if the result of the judgment is not a jackpot (step A155; N), the jackpot random number is a minor win. The minor win determination process determines whether or not it is a minor win based on whether or not it matches the judgment value (step Perform step A159). If the result of the judgment is a minor win (step A160; Y) This involves setting a random number check table for small wins (step A161), and the special symbol start opening Stop symbol information corresponding to the special symbol random numbers prepared in step A140 of the common switch processing. Obtain the data (step A162) and proceed to the process in step A168.

[0171] On the other hand, if the result of the judgment is not a minor win (step A160; N), the jackpot random number is support Support hit determination process that determines whether or not it is a support hit based on whether or not it matches the hit determination value. Perform step A163). If the result is not a support hit (step A164). ;N) sets the information for the losing stop symbols (step A167), and step A168 Proceed to processing. Furthermore, if the judgment result is a support win (step A164; Y), a special diagram for support wins is displayed. Set the pattern random number check table (Step A165), and perform the common processing for the special feature start port switch. In step A140, obtain the stop symbol information corresponding to the special symbol random number prepared (step Step A166), proceed to step A168.

[0172] Then, the pre-read stop symbol command corresponding to the target start switch and stop symbol information is Prepare (Step A168), and perform the performance command setting process (Step A169). Next Special Picture Information Setting Process: Sets special picture information, which is a parameter for setting the variation pattern. (Step A170) is performed to set the variation pattern of the special feature variation display game. Perform the standard processing (Step A171). Subsequently, the first half variation number indicates the variation pattern in the variation mode of the special feature variation display game. And prepare a look-ahead variation pattern command corresponding to the second-half variation number that indicates the second-half variation pattern. Then (Step A172), perform the performance command setting process (Step A173), and save the special feature The retention information determination process is terminated. Note that the special drawing information setting process in step A170 and step The variable pattern setting process in P171 is performed during the normal special feature processing, and then the special feature variable display game starts. This is similar to the process that is executed at certain times.

[0173] The above process will result in the special feature variation display game, which includes the result of the pre-read target's start memory. The reading symbol command and information on the variation pattern in the special variation display game based on the start memory. A pre-read variation pattern command including this is prepared and sent to the performance control device 300. This determines the result-related information corresponding to the start memory (whether it's a jackpot or not, and the type of variation pattern). The result (pre-read result) is used to display the start timing of the special feature variation game based on the corresponding start memory. This can be communicated to the performance control device 300 in advance, and especially displayed on the display device 41. The special display changes the start timing of the special display variation game, for example. This makes it possible to inform players of result-related information before the game ends.

[0174] In other words, the game control device 100 stores the start memory means (game control device 100) and The random numbers stored in this way are judged before the execution of the variable display game based on the start memory (for example) (This determines whether or not a special result will occur, etc.) and serves as a pre-determination means. In addition, it is stored in the starting memory. The timing for pre-determining the generated random value is not only at the time of the start-up win when the start memory is generated, but also This can be done at any time before the variable display game based on the startup memory is played.

[0175] [Special Illustrated Normal Processing] Next, we will explain the details of the normal special feature processing (step A9) in the special feature game processing described above. As shown in Figure 1-14, in the normal special feature processing, first, it is determined whether the number of special feature 2 reserved (second start memory) is "0" (step A301). If it is determined that the number of special feature 2 reserved (step A301; Y), it is determined whether the number of special feature 1 reserved (first start memory) is "0" (step A305). If it is determined that the number of special feature 1 reserved (step A305; Y), it is determined whether the customer waiting demo has started (step A309). If the customer waiting demo has not started (step A309; N), the customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).

[0176] Next, prepare the customer waiting demo command (step A311), and then perform the performance command setting process. (Step A312) is performed. Next, "0" is set as the processing number for the special drawing normal processing. Then (Step A313), save the processing number in the special game processing number area (Step Step A314). Then, clear the variable symbol discrimination flag area (Step A315), Save the fraud monitoring period flag in the prize entry fraud monitoring period flag area (step A316) ), the special feature normal processing ends. In other words, the special feature variation display game is ready to start. If the startup conditions are not met, the control device 300 displays a customer waiting demo command that indicates standby information. This means it is set to send to [a specific address / platform]. On the other hand, if the customer waiting demo has already started in step A309 (step A309; Y) proceeds to step A313 without performing steps A310 to A312. do.

[0177] Also, in step A301, if the number of reserved symbols in special feature 2 is not "0" (step A301; N) prepares a decorative special feature hold count command corresponding to the special feature 2 hold count (step A302). ). Next, the performance command setting process (step A303) is performed, and the special feature 2 variation start process ( Perform step A304) to terminate the special drawing normal processing. Also, in step A305, if the number of reserved symbols in special feature 1 is not "0" (step A305; N) prepares a decorative special feature hold count command corresponding to the number of special feature 1 holds (step A306) ). Next, the performance command setting process (step A307) is performed, and the special feature 1 variation start process ( Perform step A308) to complete the special drawing normal processing.

[0178] [Special Figure 1: Start of Variation Process] Next, we will explain in detail the Special Feature 1 variation start process (step A308) in the Special Feature normal processing described above. The Special Feature 1 variation start process is performed at the start of the first Special Feature variation display game. As shown in Figure 1-15(a), first, the Special Feature 1 variation flag, which indicates the type of Special Feature variation display game to be executed (in this case, Special Feature 1), is saved in the variation symbol discrimination flag area (step A321). Next, the Big Win Flag 1 setting process (step A322) is performed, which sets the Big Win Flag 1 to determine whether the first Special Feature variation display game is a Big Win by determining the Big Win random number, sets the Minor Win Flag to determine whether the first Special Feature variation display game is a Minor Win, sets the Minor Win Flag to determine whether the first Special Feature variation display game is a Support Win, and sets the Minor Win Flag to determine whether the first Special Feature variation display game is a Support Win, sets the Minor Win Flag to determine whether the first Special Feature variation display game is a Support Win, and sets the Minor Win Flag to determine whether the first Special Feature variation display game is a Support Win, sets the Minor Win Flag to determine whether the Minor Win

[0179] Next, the special figure 1 stop symbol setting process (step A) related to the setting of the special figure 1 stop symbol (symbol information) After performing step 323), set the special pattern information, which is a parameter for setting the variation pattern. The special feature information setting process (step A324) is performed. The parameters include the game state and the number of reserved balls. The stop symbol pattern number and the remaining number of regular train support rounds are used. Next, the first special figure Information is set to refer to various information regarding the setting of the fluctuation patterns in the variable display game. Prepare the table, which is the Special Feature 1 Variable Pattern Setting Information Table (Step A325) ). After that, the change is set to set the variation pattern, which is the variation mode in the first special feature variation display game. The motion pattern setting process (step A326) is performed, and the start of the variation in the first special feature variation display game is set. The process of setting information to start of changes (step A327) is performed to set the information.

[0180] Next, set "1" as the processing number for the special feature change processing (Step A328) The processing number is saved in the special game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and the variation of Special Feature 1 begins. The relevant signals (for example, the signal to turn ON while special symbol 1 is changing) are saved to the test signal output data area. (Step A331). Then, save the variable flag to the variable control flag area in Figure 1. (Step A332), the flashing control timer (Display Unit 5 in Figure 1) is set to the flashing control timer area in Figure 1. Set the initial value (100ms in this case) of the timer for the blinking cycle (Step A33) 3). Next, save the initial value (in this case, "0") in the Special Feature 1 variable symbol number area (Ste (A334), the special figure 1 variation start process is terminated.

[0181] [Special Figure 2: Start of Variation Process] Next, we will explain in detail the Special Feature 2 variation start process (step A304) in the Special Feature normal processing described above. The Special Feature 2 variation start process is performed at the start of the second Special Feature variation display game, and is the same process as the Special Feature 1 variation start process shown in Figure 1-15(a), but applied to the second start memory.

[0182] As shown in Figure 1-15(b), first, a special symbol 2 variation flag indicating the type of special symbol variation display game to be executed (special symbol 2 in this case) is saved in the variation symbol discrimination flag area (step A341). Next, a jackpot flag 2 setting process (step A342) is performed, which involves setting loss information and jackpot information in the jackpot flag 2 to determine whether the second special symbol variation display game is a jackpot by determining the jackpot random number, setting loss information and jackpot information in the minor win flag to determine whether the second special symbol variation display game is a minor win, and setting loss information and support win information in the support win flag to determine whether the second special symbol variation display game is a support win.

[0183] Next, the setting process for the stop symbols (symbol information) of the stop symbols in the special figure 2 (Step A After performing step 343), set the special diagram information, which is a parameter for setting the variation pattern. The special feature information setting process (step A344) is performed. The parameters include the game state and the number of reserved balls. The stop symbol pattern number and the remaining number of regular train support rounds are used. Next, the second special figure Information is set to refer to various information regarding the setting of the fluctuation patterns in the variable display game. Prepare the table for setting the variable pattern in Special Feature 2 (Step A345). ). After that, the change is set to the variation pattern, which is the variation mode in the second special feature variation display game. The motion pattern setting process (step A346) is performed, and the start of the variation in the second special feature variation display game is set. The process of setting information to start of changes (step A347) is performed to set the information.

[0184] Next, set "1" as the processing number for the special feature change processing (Step A348) The processing number is saved in the special game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and the variation of Special Feature 2 begins. The relevant signals (for example, the signal to turn ON during the variation of special symbol 2) are saved to the test signal output data area. (Step A351). Then, save the variable flag to the variable control flag area in Figure 2. (Step A352), the flashing control timer (Display 5 in Figure 2) is set to the flashing control timer area in Figure 2. Set the initial value (100ms in this case) of the timer for the blinking cycle of step A35. 3). Next, save the initial value (in this case, "0") in the Special Feature 2 variable symbol number area (Ste (A354), the special figure 2 variation start process is terminated.

[0185] In other words, the game control device 100 changes the special symbols based on the start memory stored in the start memory means. It constitutes a special feature variation display game execution control means for executing a dynamic display game. The execution control means, based on the first start memory, displays the first special feature variation as a special feature variation display game. The game is executed, and based on the second start memory, the second special feature variation display game is executed. This will involve carrying out the action.

[0186] [Special Feature 1 Stop Symbol Setting Process] Figure 1-16 shows the process of setting the stop symbol for Special Figure 1 in the Special Figure 1 variation start process of this embodiment (step A323). In this special symbol 1 stop symbol setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step A431). If it is a jackpot (step A431; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) (step A432). Next, the special symbol 1 jackpot symbol table is set (step A433), and the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 1 stop symbol number area (step A434). The type of jackpot is selected through this process.

[0187] After that, the special feature 1 jackpot stop symbol information table is set (step A435), stop symbols Get the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step (A436). The stop symbol pattern refers to the stop on the special symbol indicator (in this case, special symbol 1 indicator 51). This is for setting the stop symbol and the stop symbol on the display device 41. Next, the stop symbol number The corresponding upper limit information for the number of rounds is obtained and saved in the upper limit information area for the number of rounds (step (P437), obtain time reduction judgment data corresponding to the stop symbol number and time reduction judgment data Save to area A438, and display corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A439). This information is used to save the actual special game state. Gameplay mode, performance mode after the end of the special game state, and selection table for variations after the end of the special game state. This is for setting up variation pattern scenarios, which are information regarding the transition of the group. Next, prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A455).

[0188] On the other hand, if the big win flag 1 is not a big win (step A431;N), then the minor win flag is used. 1 determines if it is a minor win (step A440), and if it is a minor win (step A44 0;Y) loads the random number for the special symbol from the special symbol random number storage area (for 1 reserved number) of Special Symbol 1. (Step A441). Next, set the special feature 1 small win symbol table (Step A442). Then, obtain the stop symbol number corresponding to the loaded special symbol random number and place it in the special symbol 1 stop symbol number area. Save (Step A443). This process selects the type of minor win. Then stop The stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (S Step A444), save the performance mode transition information corresponding to the stop symbol pattern (Ste Step A445), prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A 455).

[0189] Also, if minor win flag 1 is not a minor win (step A440;N), then support win flag Determine if G1 is a support hit (step A446), and if it is a support hit (step A44 6;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 1. (Step A447). Next, set the special feature 1 support winning symbol table (Step A448). ), obtain the stop symbol number corresponding to the loaded special symbol random number and enter the special symbol 1 stop symbol number area Save to (Step A449). This process selects the type of support.

[0190] After that, the stop symbol pattern corresponding to the stop symbol number is obtained and placed in the stop symbol pattern area. Save (Step A450), and obtain the time reduction judgment data corresponding to the stop symbol number. Save the data to the time reduction determination data area (step A451) and the corresponding stop symbol pattern. Save the performance mode transition information (step A452), and the decoration corresponding to the stop symbol pattern Prepare the special drawing command (Step A455). Also, if support hit flag 1 is not a support hit (step A446; N), then it is a miss. The stop symbol number is saved in the Special Feature 1 stop symbol number area (step A453), and it stops as a miss. Save the pattern to the stop pattern area (step A454), stop pattern Prepare the decorative special drawing command corresponding to the line (step A455). Through the above process, The stopping symbols are set according to the result of the special symbol variation display game.

[0191] After that, save the decorative special effect command to the decorative special effect command area (step A456), Perform the performance command setting process (step A457). This decorative special effect command will be used later in the performance. The data is transmitted to the control device 300. Then, the symbol data corresponding to the stop symbol number is output as a test signal. Save to the power data area (Step A458), Special Feature 1 Special Feature Symbol Random Number Storage Area (Number of Reserves) Clear (for 1) to 0 (step A459) and end the special feature 1 stop symbol setting process.

[0192] [Special Feature 2 Stop Symbol Setting Process] Figure 1-17 shows the process for setting the stop symbol for Special Figure 2 in the Special Figure 2 variation start process of this embodiment (step A343). Note that the process for setting the stop symbol for Special Figure 2 is the same process as the process for setting the stop symbol for Special Figure 1, but applied to Special Figure 2. In this special symbol 2 stop symbol setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471). If it is a jackpot (step A471; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) of special symbol 2 (step A472). Next, the special symbol 2 jackpot symbol table is set (step A473), and the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 2 stop symbol number area (step A474). The type of jackpot is selected through this process.

[0193] After that, the special feature 2 jackpot stop symbol information table is set (step A475), stop symbols Get the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step (P476). The stop symbol pattern refers to the stop on the special symbol indicator (in this case, special symbol 2 indicator 52). This is for setting the stop symbol and the stop symbol on the display device 41. Next, the stop symbol number The corresponding upper limit information for the number of rounds is obtained and saved in the upper limit information area for the number of rounds (step (P477), obtain time reduction judgment data corresponding to the stop symbol number and time reduction judgment data Save to area A478, and display corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A479). This information is used to save the actual special game state. Gameplay mode, performance mode after the end of the special game state, and selection table for variations after the end of the special game state. This is for setting up variation pattern scenarios, which are information regarding the transition of the group. Next, prepare the special decorative symbol command corresponding to the stop symbol pattern (Step A495).

[0194] On the other hand, if the big win flag 2 is not a big win (step A471;N), then the minor win flag is used. 2 determines if it is a minor win (step A480), and if it is a minor win (step A48 0;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 2. (Step A481). Next, set the special feature 2 small win symbol table (Step A482). Then, obtain the stop symbol number corresponding to the loaded special symbol random number and put it into the special symbol 2 stop symbol number area. Save (Step A483). This process selects the type of minor win. Then stop The stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (S Step A484) Saves the performance mode transition information corresponding to the stop symbol pattern (Ste Step A485), prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A 495).

[0195] Also, if minor win flag 2 is not a minor win (step A480;N), then support win flag Determine if G2 is a support hit (step A486), and if it is a support hit (step A48 6;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 2. (Step A487). Next, set the Special Feature 2 support winning symbol table (Step A488). ), obtain the stop symbol number corresponding to the loaded special symbol random number and enter the special symbol 2 stop symbol number area Save to (Step A489). This process selects the type of support.

[0196] After that, the stop symbol pattern corresponding to the stop symbol number is obtained and placed in the stop symbol pattern area. Save (Step A490), and obtain the time reduction judgment data corresponding to the stop symbol number. Save the data to the time reduction determination data area (step A491) and the corresponding stop symbol pattern. Save the performance mode transition information (step A492), and the decoration corresponding to the stop symbol pattern Prepare the special drawing command (Step A495). Also, if support hit flag 2 is not a support hit (step A486;N), then it is a miss. The stop symbol number is saved in the Special Feature 2 stop symbol number area (step A493), and it stops as a miss. Save the pattern to the stop pattern area (step A494), stop pattern Prepare the decorative special drawing command corresponding to the line (step A495). Through the above process, The stopping symbols are set according to the result of the special symbol variation display game.

[0197] After that, save the decorative special effect command to the decorative special effect command area (step A496), Perform the performance command setting process (step A497). This decorative special effect command will be used later in the performance. The data is transmitted to the control device 300. Then, the symbol data corresponding to the stop symbol number is output as a test signal. Save to the power data area (Step A498), Special Feature 2 Special Feature Symbol Random Number Storage Area (Number of Reserves) Clear (for 1) to 0 (step A499) and end the special symbol 2 stop symbol setting process. In this way, when setting the stopping symbols for each result, a common special symbol random number is used regardless of the result. By using this method, the number of types of random numbers required can be reduced, simplifying the specifications and programs of the gaming machine. This allows for a reduction in the burden of control.

[0198] [Special Feature Fluctuation Processing] Figure 1-18 shows the special feature variation processing (step A10) in the special feature game processing of this embodiment. In this special feature variation processing, first, the symbol stop command corresponding to the variation symbol discrimination flag is prepared. After preparing (step A601), perform the performance command setting process (step A602). Next Then, set the display time corresponding to the stop symbol pattern (step A603), and the set table The displayed time is saved in the special game processing timer area (step A604). That is, the game The control device 100 sets a stop display time to display the stop result of the variable display game. This constitutes a means for setting the stop display time.

[0199] Next, determine if regular train support is in operation (step A605), and if regular train support is not in operation In case (step A605;N), proceed to step A612. Also, during regular power support In one case (step A605; Y), it is determined whether it is a variation of Figure 1 (step A6 06). If the variation is as shown in Figure 1 (step A606; Y), proceed to step A609. Furthermore, if the variation is not as shown in Figure 1 (step A606; N), the number of time-reduced variations is in the 2-range. The number of time reduction fluctuations 2 is updated to -1 (step A607), and the number of time reduction fluctuations 2 becomes 0. Determine the value (Step A608).

[0200] If the number of time reduction fluctuations 2 is 0 (step A608; Y), the regular power support is terminated. Perform the time-saving termination setting process (step A611), and then proceed to step A612. Also, if the number of time reduction variations 2 is not 0 (step A608; N), the time reduction variation The number of time reduction variations in the count 1 area is updated by -1 (step A509), and the number of time reduction variations Determine if the value has changed from 1 to 0 (Step A610). If the number of time reduction fluctuations is 0 (step A610; Y), the regular power support is terminated. Perform the time-saving termination setting process (step A611), and then proceed to step A612. Also, if the number of time reduction variations is not 0 (step A610; N), then step A6 We will move to 12.

[0201] In other words, in the case of the special figure 1 variable display game, only the number of time reductions is reduced by 1, and special figure 2 In games with variable display, both the time reduction variation count 1 and the time reduction variation count 2 are deducted. Then, if either the number of time reduction fluctuations 1 or the number of time reduction fluctuations 2 becomes 0, the regular train Support is being discontinued.

[0202] After the performance mode information check process (step A612) is completed, the remaining reserved ball consumption state ends. Determine if it has been done (Step A613). The remaining reserved state being finished here means that the remaining reserved In addition to the termination conditions for the remaining game state ST5 being met, the remaining game will also be available when the specific game state ST4 ends. This includes cases where no record exists. If the remaining pending state has not been completed (step A613;N), then step A616 The process will then proceed. Also, if the remaining pending state is completed (step A613; Y), the result will be Determine if it is a miss (Step A614). If the result is not incorrect (step A614; N), proceed to step A616. If the result is incorrect (step A614; Y), a signal regarding the termination of the time-saving process is issued (for example, The jackpot signal 2 is turned OFF and saved to the external information output data area (step A615), We will now move on to step A616.

[0203] In step A616, set "2" as the processing number for processing while displaying the special drawing (step Step A616), save that processing number in the special game processing number area (Step A61 7) Furthermore, signals related to the end of the variation of Special Symbol 1 (for example, the signal indicating that Special Symbol 1 is still varying is turned OFF) ) is saved to the test signal output data area (step A618), and the change termination in Figure 2 is The signal (for example, the signal for special symbol 2 variation being turned OFF) is saved to the test signal output data area. (Step A619) The number of times the special feature variation display game is executed is related to output to the external information terminal. The initial value of the control timer (for example, 256 milliseconds) is saved in the control timer area for the pattern confirmation count signal. (Step A620). Subsequently, the control of the Special Feature 1 Variable Display Game in the Special Feature 1 Display Unit 51 As information for your use, the stop flag related to the stop of fluctuations on the display unit 51 in Figure 1 is set in the fluctuation control unit 51 in Figure 1. Save to the lag area (step A621), Special Figure 2 variable display gauge on Special Figure 2 display 52 As information for controlling the system, the stop flag related to the stop of fluctuations on the display unit 52 in Figure 2 is set in Figure 2 The data is saved to the dynamic control flag area (step A622), and the special feature variation processing is terminated.

[0204] [Time-saving termination setting process] Figure 1-19 shows the time-saving termination setting process (step A611) during special symbol variation processing. In this time-saving termination setting process, first, signals related to the termination of time-saving (for example, the signal for special symbol 1 variation time reduction state is OFF, the signal for special symbol 2 variation time reduction state is OFF, the signal for normal symbol 1 high probability state is OFF, the signal for normal symbol 1 variation time reduction state is OFF, and the signal for normal electric mechanism 1 opening extension state is OFF) are saved to the test signal output data area (step A632).

[0205] Next, the number for no time reduction is saved in the game status display number area (step A633), Save the "Normal Low Probability & No Time Reduction" flag in the Game Mode Flag Area (Step A63) 4) Save the low probability and no time reduction flag for the special feature game mode flag area (step (P635). Then, clear the time reduction variation count 1 area (step A636), time reduction variation count Clear two areas (Step A637). Subsequently, a signal related to left-handed shooting instruction (for example, turning off firing position designation signal 1) is used as a test signal. Save to the output data area (step A638), and the indicator LED during right-hand play (for example, the first In order to turn off the game status display unit 56a), the number in the game status display number 2 area is set to indicate that the player is in left-handed play mode. Save the number (step A639), and enter the normal base state information into the normal base state determination area. Save (Step A640) and finish updating the number of time reduction variations.

[0206] [Processing during special display] Figures 1-20 and 1-21 show the special feature display processing (step A11) in the special feature game processing of this embodiment. In this special display processing, first, the support win flag set in the big win flag 1 setting process Load the first flag and the second support win flag set in the second big win flag setting process (S Step A701) Clear the support flag area 1 and support flag area 2 of the RWM. (Step A702). Next, the minor win flag 1 and the major win flag 2 are set in the major win flag 1 setting process. The small win flag 2 set in the regular processing is loaded (step A703), and the RWM Clear the minor win flag area 1 and minor win flag area 2 (Step A704).

[0207] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting process The jackpot flag 2 set in the regular processing is loaded (step A705), and the RWM Clear the jackpot flag area 1 and the jackpot flag area 2 (step A706). Next, determine if the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot In this case (Step A707;Y), it is a jackpot in the second special feature variation display game (Special Feature 2 Jackpot) Test signals related to the start of the device (for example, the "condition device operating" signal is ON, and the "continuous operation device for special features operating" signal is ON) The signal (ON, special symbol 2 win signal ON) is saved to the RWM test signal output data area. Then (step A710), set the round number upper limit table (step A711).

[0208] On the other hand, if the jackpot flag 2 is not a jackpot (step A707;N), the loaded Determine if the jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step P708;Y) relates to the start of a jackpot (Special Symbol 1 jackpot) in the first special symbol variation display game. Test signals (for example, the condition device operation signal is ON, the continuous operation device for special features is ON, special Save the signal (ON for each separate symbol 1) to the RWM test signal output data area (Step A 709) Set the round number limit table (step A711).

[0209] Next, the upper limit of the number of rounds corresponding to the upper limit of the number of rounds information (in this embodiment, "1 Get "0" or "5") and save it to the upper limit range of the RWM round count (Step A7) 12). Next, obtain the round LED pointer corresponding to the upper limit of the number of rounds, and R Save to the WM's round LED pointer area (step A713).

[0210] Next, load the decorative special effect command from the RWM decorative special effect command area and prepare (S Step A714) performs the performance command setting process (Step A715). After that, the general diagram changes. In the dynamic display game and the special symbol variation display game, the probability of a winning result is the normal probability state (low probability state). Prepare a probability information command related to the information (state) (step A716), and perform command Perform the setting process (step A717). Then, perform the special figure 1 or special figure 2 stop symbol setting process. Fanfare record corresponding to the set symbol information (stop symbol number or stop symbol pattern) Prepare the command (step A718), then perform the performance command setting process (step A719) This fanfare command is transmitted to the performance control device 300 at the start of the special game state. This provides information about the start of a special game state.

[0211] Next, information on the opening of the grand prize slot, and the winning results in the regular and special symbol variation display games. The signal corresponding to the probability state is saved to the RWM's external information output data area. Step A720). In this embodiment, in step A720, the information about the opening of the large prize slot is confirmed. As signals corresponding to the rate state, the jackpot 2 signal and jackpot 3 signal are saved. The ON / OFF status of each is determined by the information on the opening of the big prize slot and the probability state. For example, the Big Win 2 signal If it is a jackpot with payouts (the information about opening the jackpot opening is other than jackpot opening information 1), then O N, a jackpot without payout (so-called sudden jackpot, etc.). Information on the opening of the large prize slot 1 If this is the case, it will be ON during a jackpot while in a time-saving state, and OFF otherwise. Furthermore, the jackpot signal 3 is ON if it is a jackpot with payouts, and ON if it is a jackpot without payouts. In this case, it will be turned OFF. Note that in this embodiment of the gaming machine, all wins result in payouts.

[0212] After that, information about the opening of the grand prize slot was displayed, and a win was achieved in the regular and special symbol variation display games. Set the jackpot fanfare time corresponding to the probability state of the result (Step A721) ), save the set jackpot fanfare time to the special feature game processing timer area ( (A722). Then, load the special feature game mode flag, and load the loaded flag into the special feature Save to the game mode flag backup area (step A723). This will result in special outcomes. The probability state of the special feature and the time-saving state at the time of occurrence are stored. And later, the stored information Based on the information gathered, the performance mode after the special game state ends is determined.

[0213] Then, clear the area of ​​fraudulent winnings in the grand prize slot corresponding to the grand prize slot opening information ( Step A724) The monitoring period for fraudulent activity at the big prize gate corresponding to the information on opening the big prize gate. Save the "out of monitoring period" flag to the area (step A725). Then, FanFa - Fanfare / Interval processing transition setting for transitioning to interval processing The regular process 1 (step A726) is performed, and the special display processing ends. In other words, game control. If the result of the device 100 is special in either the first special symbol variation display game or the second special symbol variation display game Based on the results, a special game state is generated in which the special variable prize winning device 38 is converted to an open state. This constitutes a means of generating a special game state.

[0214] On the other hand, if the jackpot flag 1 is not a jackpot (step A708;N), the special symbol variation display will appear. Determine whether the game's probability state is a high probability state (step A727). In gaming machines, the probability of special symbols is always constant, so it is determined that it is not always in a high probability state (Step A 727;N), determine if there is a flag indicating that the ceiling has been reached (step A728). If there is a flag indicating that the ceiling has been reached (step A728; Y), then the ceiling will be reached. The process for starting the regular train support will not be performed, and the system will proceed to step A732. Ceiling reached. The completed flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. This is designed so that when the ceiling is reached, regular electricity support will be activated. If this occurs, regular support based on reaching a new ceiling will be provided unless a big win has occurred. It is possible to prevent it from starting.

[0215] If there is no flag indicating that the ceiling has been reached (step A728; N), the value in the ceiling counter area is not set. Update by +1 (step A729), and determine if the ceiling has been reached (step A730). If the ceiling has not been reached (step A730;N), proceed to step A732. Furthermore, if the ceiling is reached (step A730;Y), the ceiling time reduction activation flag and the ceiling reach Set the completed flag (step A731) and proceed to step A732.

[0216] In step A732, it is determined whether the loaded minor win flag 2 is a minor win (step A732), if it is a minor win (step A732;Y), the second special feature variation display game Test signals related to the start of a minor win (special symbol 2 minor win) (for example, turning on the special symbol 2 minor win signal) ) save to the RWM test signal output data area (step A735), step A7 We will move on to 36. Also, if minor win flag 2 is not a minor win (step A732;N), the loaded Determine if minor win flag 1 is a minor win (step A733), and if it is a minor win (step P733;Y) relates to the start of a minor win (special feature 1 minor win) in the first special feature variation display game. Enter the test signal (for example, the special symbol 1 small win signal ON) into the RWM test signal output data area. Save (Step A734) and proceed to Step A736.

[0217] Next, it is determined whether the probability state of the special symbol variation display game is in a high probability state (Step A) 736). In the gaming machine of this embodiment, the probability of special symbols is always constant, so it is not always in a high probability state. It is determined (step A736;N), and the decorative special feature command is removed from the decorative special feature command area. Then, prepare (step A737), and perform the performance command setting process (step A738). Perform the action. Next, prepare the small win fanfare command (step A739), and the animation frame The ND setting process (step A740) is performed, and then the process proceeds to step A741. The minor win fanfare command is also transmitted to the performance control device 300 at the start of the special game state. This provides information about the start of a special game state. Then, to transition to the mini-win fanfare processing, The row setting process (step A741) is performed, and the special drawing display process is terminated.

[0218] On the other hand, if minor win flag 1 is not a minor win (step A733;N), the ceiling time reduction is activated. Determine if the flag exists (step A742). If the ceiling time reduction activation flag exists (step A742;Y) sets the initial value of the number of ceiling time reductions to the time reduction variation range 1 and time reduction variation Save to count area 2 (step A743), then proceed to support operation setting process (step A747) Migrate. Here, in the time reduction variation count area 1, the special figure 1 variation display game and the special figure 2 variation display game 255 is saved as the termination condition based on the total number of executions, and specially for the time reduction variation count area 2. As a termination condition based on the number of times the game has been run (Figure 2 shows the variable display), save 250.

[0219] Also, if there is no flag for ceiling time reduction activation (step A742;N), the loaded support Determine if hit flag 2 is a support hit (step A744). If it is not a support hit (step Step A744;N) determines whether the loaded support flag 1 is a support (step (Step A745). If support is not found (Step A745; N), proceed to the normal special feature processing. Perform the special drawing normal processing transition setting process (step A748) to end the special drawing display process. I'm done.

[0220] On the other hand, if support hit flag 2 is a support hit (step A744;Y) or support hit If Flag 1 is correct (Step A745; Y), it corresponds to the time reduction judgment data. The initial values ​​are saved in time reduction variation count area 1 and time reduction variation count area 2 (Step A 746) Then, proceed to the support operation setting process (step A747). Here, in the time reduction variation count area 1, the special figure 1 variation display game and the special figure 2 variation display game 12 is saved as the termination condition based on the total number of executions, and the special figure is placed in the time reduction variation count area 2. Save value 7 as the termination condition based on the number of times the 2-variable display game has been played. After performing the support operation setting process (step A747), the process transitions to the special drawing normal processing. The system performs the normal processing transition setting process (step A748) and then terminates the special display processing.

[0221] In the above process, the determination of whether or not the ceiling has been reached is made at the end of the special symbol variation display game. Ori (Steps A727~A731), the special symbol variation where the support win and reaching the ceiling are the same If this occurs in the displayed game, the termination conditions for the specific game state ST4 based on reaching the ceiling will be I'm setting it up (steps A742~A747). This means that if a win on the support bonus and reaching the ceiling occur in the same special symbol variation display game... In this special feature variation display game, the variation pattern and result form based on the support win will be displayed at the start. Although this is selected, the termination condition of the specific game state ST4 is granted at the end of the special symbol variation display game. The termination condition for this game is not based on the number of support points, but rather on reaching the ceiling.

[0222] It is rare for reaching the ceiling and winning a support bonus to occur in the same special symbol variation display game. Checking this at the start of a special feature variation display game would be a waste of control. Therefore, by using the method described in this embodiment, such unnecessary processing becomes unnecessary, and the special drawing changes This makes it possible to simplify the control at the start of a dynamic display game. Furthermore, the fluctuation patterns and result characteristics are selected to correspond to each support unit. The termination condition for the granted specific game state ST4 is based on reaching the ceiling. Although this creates a contradiction, the fact remains that the game transitions to the specific game state ST4, which is why players are dissatisfied. I have no particular concerns. In particular, in the gaming machine of this embodiment, the termination condition based on reaching the ceiling Since this is advantageous to the players, they will not have any complaints.

[0223] If there is sufficient control capacity at the start of the special feature variation display game, the special feature variation display game At the start of the game, it is determined whether reaching the ceiling and winning a support bonus occur in the same special symbol variation display game. It may be fixed. In the same special feature variation display game, reaching the ceiling and winning a support bonus occur. If this occurs, the variation pattern and result type of the special feature variation display game will be changed to correspond to the result. By making it something that corresponds to reaching the ceiling, inconsistencies can be avoided. ru.

[0224] [Fanfare / Interval Processing Transition Setting Process 1] Figure 1-22 shows the Fanfare / Interval Processing Transition Setting Process 1 (Step A726) in the Special Feature Display Processing described above. In this Fanfare / Interval Processing Transition Setting Process 1, first, the processing number "3" related to the Fanfare / Interval Processing is set (Step A791), and the processing number is saved in the Special Feature Game Processing Number Area (Step A792).

[0225] Next, the signal related to the start of a jackpot (special game state) (for example, the jackpot 1 signal is turned ON (jackpot) (Output for win + minor win), 4 big win signals ON (Output for big win)) in the external information output data area Save in the area (step A793), signal regarding the end of high probability & time reduction (for example, special diagram) Pattern 1 high probability state signal OFF, Special symbol 2 high probability state signal OFF, Special symbol 1 variation time Shortened state signal OFF, Special symbol 2 variation time shortened state signal OFF, Normal symbol 1 high probability state State signal OFF, normal pattern 1 variation time shortened state signal OFF, normal electric mechanism 1 open extended state The state signal (OFF) is saved to the test signal output data area (step A794). , clear the round count area for managing the number of rounds played in special game mode (stat Step A795), save the number for no time reduction in the game status display number area (Step A79 6) Save the normal low probability & no time reduction flag in the normal game mode flag area (step (Pu A797).

[0226] Then, the variable symbol discrimination flag area is cleared (step A798), and the high probability state is displayed. The game state indicator LED (for example, the third game state indicator unit 56c) provided on the game board 30 is To turn off the lights, clear the high-probability notification flag area (step A799), and play the special game. Save the low probability special feature & no time-saving flag in the mode flag area (Step A800). Next This includes saving the commands output to the performance control device 300 when the power is restored. The probability information command (low probability) is saved to the command area (step A801), and the time-saving state is activated. Time reduction variation count 1 area and time for managing the number of times the special feature variation display game can be executed The interval shortening fluctuation count 2 range is cleared (steps A802, A803). This clears the ordinary electric speed The port and time-saving state are terminated. Furthermore, the ceiling counter area is cleared (step A80). 4) Clear the ceiling time reduction activation flag area (step A805), and the ceiling reached flag is cleared. Clear the area (Step A806).

[0227] After that, save the number for performance mode 1 in the performance mode number area (step A807), The remaining spin count area for the performance is cleared (step A808), and the next mode transition information area is updated. Save the code (step A809). Then, the signal regarding the right-hand stroke instruction (for example) (Turn launch position designation signal 1 ON) save to the test signal output data area (Step A810) ), in order to light up the display LED (for example, the first game state display unit 56a) during right-handed play, Save the number for the right-handed hit state in the second area of ​​the technique status display (step A811), fan Fare / Interval Processing Transition Setting Process 1 is terminated.

[0228] [Support operation process] Figure 1-23 shows the support operation process (step A747) in the special display processing described above. In this support operation setting process, first, signals related to the start of the time reduction (for example, the jackpot 2 signal and The jackpot signal (3) is turned ON and saved to the external information output data area (step A821). Next, the timer initial value is saved in the time-saving signal control timer area (step A822). It saves 128ms as the timer's initial value. This allows the signal related to the start of the time reduction to be saved. Of these, the jackpot signal (number 3) will only be output for a short time.

[0229] Next, the signal related to the start of the time reduction (for example, the special symbol 1 variation time reduction state signal is turned ON) Special symbol 2 change time reduction state signal ON, normal symbol 1 high probability state signal ON, normal symbol 1 The test signal output is the signal that turns on the variable time reduction state signal and the signal that turns on the normal electric mechanism 1 opening extension state signal. Save to the data area (Step A823).

[0230] Furthermore, the number indicating that time-saving mode is available is saved in the game status display number area (step A824), Save the flag for high probability and time reduction in the diagram gate mode flag area (Step A82) 5) In order to maintain the probability state flag and enable time reduction, in the special game mode flag area Synthesize the flag indicating that there is a special feature time reduction (step A826). Next, a test signal is issued for the instruction to shoot to the right (for example, turning on firing position designation signal 1). Save to the power data area (step A827), and the display LED during right-handed play (for example, 1st play) In order to light up the skill status display unit 56a), the number of the right-hand shooting state is entered in the game status display number 2 area. Save the data (step A828). Then, set the performance mode information address table. (Step A829), the performance mode transition information set at the start of the variation (when the stop symbols are set) Obtain the address of the table corresponding to the information (step A830). Performance mode transition information By obtaining the address of the corresponding table based on this, the migration of the variable selection table group is performed. The variable pattern scenarios, which are information related to this, are also acquired.

[0231] Next, as a process to save the information necessary for managing the performance mode in the game control device 100, First, the performance mode is set after the special feature variation display game that resulted in a support win. The code number is obtained and saved in the performance mode number area (step A831). Furthermore, The remaining number of spins for the performance mode set after the special feature variation display game that resulted in a win. Acquired and saved in the remaining spin count area for the performance (step A832), the special symbol that resulted in a support win After the variable display game ends, the next mode transition information for the performance mode is obtained, and the next mode Save to the migration information area (step A833). Based on the information saved here, After the special symbol variation display game that resulted in a win ends, a predetermined number of special symbol variation display games will be played. Based on this, the performance mode and the set of variable selection tables will change.

[0232] After that, prepare the probability information command corresponding to the performance mode number (step A834), Save the command to the command area to be sent when the power outage is restored (step A835), and the performance command The setting process (step A836) is performed. Next, the remaining number of spins for the newly set performance is applied. Prepare the corresponding performance rotation command (step A837), and perform the performance command setting process (S Perform step A838) and prepare the time reduction variation count command corresponding to the number of time reduction variations. Then (step A839), the performance command setting process (step A840) is performed. Then, the time reduction judgment data area is cleared (step A841), and the performance mode transition information is cleared. The information area is cleared (step A842), and the support operation setting process is terminated.

[0233] [Big win termination process] Figure 1-24 shows the jackpot termination process (step A15) in the special feature game processing of this embodiment. In this jackpot termination process, first, a signal related to the start of the time reduction (for example, the jackpot 2 signal O) is issued. Save N) to the external information output data area (step A901). Regarding the start of time reduction. The signal is output from the moment of the jackpot, so it is saved continuously to the external information output data area. Next, signals regarding the start of low probability and time reduction (for example, special symbol 1 variation time reduction) The state signal is turned ON, the special symbol 2 variation time reduction state signal is turned ON, and the normal symbol 1 high probability state signal is turned ON. N, Normal pattern 1 variation time reduction signal ON, Normal electric mechanism 1 opening extension signal ON) Save this to the test signal output data area (step A902).

[0234] Next, the number indicating that time-saving mode is available is saved in the game status display number area (step A903), Save the "Normal High Probability & Time-Saving" flag in the Game Mode Flag Area (Step A90) 4) Save the special feature time reduction flag in the special feature game mode flag area (Step A90) 5). Then, save the initial value of the time reduction variation count in the time reduction variation count region (step A906). Here, initial values ​​are set for the time reduction variation count 1 region and the time reduction variation count 2 region. Save. After the above process, the special game state will end and the time-saving state will be activated. By setting the initial value of the number of time-saving variations in the movement count area, the special feature variation display game of a predetermined number of times Execution will end the time-saving state. In other words, the game control device 100 will end the special game. After the end of the state, the ordinary variable prize winning device 37 is set to a state that makes it easy to win prizes for a predetermined period of time. A system for generating specific game states (time-saving state, normal power support state) that can be generated. Take action.

[0235] After that, the probability information command is saved to the command area to be sent when the power outage is restored (Step A9 10) Perform the performance command setting process (step A911). Here, the probability information command This includes multiple options, either "with time reduction" or "without time reduction," which also include information about the performance mode. There is a command for this. Next, the command for the number of time reductions corresponding to the number of time reductions is Prepare (Step A914) and then perform the performance command setting process (Step A915).

[0236] Next, set "0" as the processing number for the special drawing normal processing (step A918), The management number is saved to the special game processing number area (step A917). After that, signals related to the end of the jackpot (for example, turning off the jackpot 1 signal and the jackpot 3 signal) Save OFF (Big Win 4 signal OFF) to the external information output data area (Step A9) 18) Signals related to the end of a jackpot (for example, turning OFF the signal indicating that the condition device is operating, and the continuous operation of the special feature) Turn OFF the "Motion device operating" signal, turn OFF the "Special symbol 1 win" signal, and turn OFF the "Special symbol 2 win" signal. ) is saved to the test signal output data area (step A919). Next, probability variation determination is performed. The data area information is cleared (step A920), and the number of rounds indicating the jackpot is displayed. Clear the information in the LED pointer area (step A921), and the performance mode transition information. Clear the area information (step A922). Then, the special feature game mode flag save area. Clear the area information (step A923), and set the flag area for fraud monitoring in the grand prize area. During the period, the flag is saved (step A924), and the jackpot termination process is terminated.

[0237] [Specific area switch monitoring process] Figure 1-25 shows the specific area switch monitoring process (step A3) in the special feature game processing. In this specific area switch monitoring process, it is first determined whether a minor win is occurring (step A41). Here, "minor win" refers to the period during which minor win processing and minor win remaining ball processing are being performed. If a minor win is not occurring (step A41; N), the specific area switch monitoring process is terminated. In other words, the specific area switch 38d is only valid during the period during which minor win processing and minor win remaining ball processing are being performed. If a minor win is occurring (step A41; Y), it is determined whether the condition device is operating (step A42).

[0238] If the conditional device is in operation (step A42; Y), the specific area switch monitoring process is performed. The process ends. Also, if the condition device is not operating (step A42; N), the specific area switch Determine if there is input to the switch (step A43). Then, if there is input to the specific area switch If none exists (step A43; N), the specific area switch monitoring process is terminated. If there is input to the region switch (step A43; Y), set the specific region pass flag. (Step A44), the specific area switch monitoring process is terminated. After this, the pass-through of this specific area Based on the presence of lag, a process will be initiated to trigger the first special game state.

[0239] [Handling of remaining balls after a small win] Figure 1-26 shows the processing shown in Figure 1-26 during the handling of remaining balls after a minor win in the special feature game processing (step A18). In this remaining ball processing after a minor win, it is first determined whether a remaining ball error is occurring (step A861). If a remaining ball error is occurring (step A861; Y), the process proceeds to step A863. If a remaining ball error is not occurring (step A861; N), it is determined whether the remaining ball counter is 0 (step A862). If the remaining ball counter is not 0 (step A862; N), the remaining ball processing after a minor win is terminated. If the remaining ball counter is 0 (step A862; Y), the processing to terminate the minor win from step A863 onwards is performed.

[0240] In other words, the minor win ends after all the remaining balls in the special variable prize winning device 38 have been ejected. The process is designed to handle the balls. However, at the end, the game balls flow into the special variable prize winning device 38. If a remaining bulb error occurs, where ejection cannot be confirmed even after a specified time has elapsed, The system will proceed to the process of ending the minor win, assuming that sufficient time has elapsed for the win to occur. It does. Of course, if there is a remaining ball error, it will not proceed to the process of ending the minor win. It is also acceptable to do so. Therefore, it is also acceptable to skip the process in step A861.

[0241] In the process to terminate a minor win, first, it is determined whether a specific area has been passed (step (A863). If a game ball enters and passes through the specific area 38h, the specific area switch 3 8d detects and sets the flag for passing through a specific area. Here, this flag for passing through a specific area The presence or absence of lag determines whether a specific area has been passed through. If a specific area has been passed through (status Step A863;Y) proceeds to step A870 to perform the process of generating a special game state. Also, if no specific region is passed through (step A863;N), proceed to step A864. The process is performed to end the second special game state and enable the special symbol variation display game to be executed. cormorant.

[0242] After step A864, the second special game state ends and the special symbol variation display game can be executed. In the process for doing so, set the processing number to 10, which is the processing for the minor win termination process (Step A 864) Save the processing number in the special game processing number area (step A865). Next The ending time for the minor win is saved in the special feature game processing timer area (step A866). , save the fraud monitoring period flag in the upper prize winning area (Step A 867). Then, clearing the big prize entry count area (Step A868), during the small win The control pointer area is cleared (step A869), and the processing of remaining small win balls is terminated.

[0243] On the other hand, there is passage through a specific region (step A863; Y), and the first special from step A870 onwards When performing a process to create a different game state, load the command from the decorative special feature command area. The system is prepared (step A870), and the performance command setting process is performed (step A871). Next, prepare the V jackpot fanfare command (step A872), and the performance command Perform the configuration process (step A873).

[0244] After that, the signal related to the start of a big win (V-jackpot) is saved in the external information output data area. Step A874), Test signal regarding the start of a jackpot (V jackpot) (for example, condition device operation) Try turning on the "In Operation" signal, the "Continuous Operation Device" signal, and the "Special Symbol 2 Win" signal. Save the test signal output data to the data area (step A875).

[0245] Then, the number during the jackpot is saved in the game status display number area (step A876), Set up a table of upper limits for the number of rounds (step A877) to correspond to the upper limit information for the number of rounds. Get the maximum number of rounds (3 or 10) and save it in the maximum number of rounds area. (Step A878). Furthermore, a round LED pointer corresponding to the upper limit of the number of rounds is provided. Acquire and save to the round LED pointer area (step A879), round number area Save the initial value (1 in this case) (Step A880). The upper limit of the number of rounds is... The game is set to have 3 or 10 rounds, but the small win action corresponds to the first round, By setting the initial value of the number of rounds to 1, you can play 2 rounds or 9 rounds in the special game state. We are making it possible to open it up.

[0246] After that, set the processing number to 3 for the fanfare / interval processing ( Step A881), save to the special feature game processing number area (Step A882). Furthermore, The V jackpot fanfare time is saved to the special feature game processing timer area (step A883) ), perform the fanfare / interval processing transition setting process (step A884), Proceed to step A868.

[0247] [Minor win termination process] Figure 1-27 shows the minor win termination process (step A19) in the special feature game processing of this embodiment. In this minor win termination process, it is first determined whether regular electric support is in operation (Step A93) 1) If normal power support is not in operation (step A931;N), the signal for left-handed hitting instructions (For example, turn off launch position designation signal 1) and save it to the test signal output data area (step (P932), turn off the display LED (for example, the first game state display unit 56a) during right-hand play. Therefore, save the number for the left-handed shooting state in the game state display number 2 area (Step A933) ), proceed to step A937.

[0248] Also, if regular train support is in progress (step A931;Y), it is a minor win in Special Figure 2. Determine if it is (Step A934). If it is not a minor win in Special Feature 2 (Step A934; N If ) then proceed to step A937. Also, if it is a minor win in Special Feature 2 (step A93 4;Y) performs the time-saving termination setting process (step A935), and signals related to time-saving termination (e.g. For example, the jackpot signal (turn OFF) is saved to the external information output data area (step A936). ), proceed to step A937. That is, when normal power support is in progress, the small part of Figure 2 If this occurs, the normal power support will be terminated when the minor win game state ends. ru.

[0249] Next, it is determined whether the ceiling time reduction activation flag is present (step A937). If there is no lag (step A937;N), proceed to step A940. Also, ceiling If there is a flag to activate the time reduction (step A937; Y), the initial value of the number of time reductions at the ceiling will be reduced. Save to one region for reduction variation count and two regions for time reduction variation count (step A938). In the time reduction variation count 1 region, 255 is set as the time reduction variation count 1, and the time reduction variation count Set the number of time reduction variations to 250 in the number 2 area. Then, perform the support operation setting process. (Step A939), proceed to step A940.

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

[0251] Next, we will explain the control in the performance control device 300. The main control microcontroller (CPU) 311 of the performance control device 300 performs the main processing shown in Figure 1-28 and timer interrupt processing (not shown).

[0252] [Main process] As shown in Figure 1-28, the main process first performs the program startup process. In this program startup process, interrupts are first disabled (step C1), and the CPU is initialized (step C2). Next, the VDP312 is initialized (step C3), and interrupts are enabled (step C4). Then, the generation of display data is enabled (step C5), a random number seed is set (step C6), and the initial values ​​at power-on are saved in the area to be initialized (step C7). This clears the power outage detection flag, etc.

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

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

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

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

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

[0258] [Received command check process] Figure 1-29 shows the received command check process in the main process described above. In this received command check process, first, the value of the command reception counter, which counts how many commands were received in one frame (1 / 30 second), is loaded as the number of received commands (step C201), and it is determined whether the number of received commands is not zero or not (step C202). If it is determined that the number of received commands is zero (step C202; N), the received command check process is terminated. If it is determined that the number of received commands is not zero (step C202; Y), the contents of the command reception counter area are subtracted by the number of received commands (step C203).

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

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

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

[0262] [Received command parsing process] Figure 1-30 shows the received command analysis process in the received command check process described above. In this received command analysis process, first, the upper byte of the command is separated as MODE and the lower byte as ACT (ACTION) (step C231), and it is determined whether MODE and ACT are within the normal range (steps C232, C233). If it is determined that MODE and ACT are within the normal range (steps C232; Y, C233; Y), it is determined whether the ACT for MODE is a correct combination (step C234).

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

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

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

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

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

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

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

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

[0271] Next, we will explain the game's presentation and other features. Figure 1-31 shows an example of the presentation in the normal stage of the normal game state ST1. While the display content is basically the same in other game states, it is possible to hide some of the display content depending on the game state. Furthermore, players can distinguish between the normal game state ST1 and other game states through the displayed content.

[0272] As shown in Figure 1-31(a), a first decorative game display unit 81 is provided in the center of the display area of ​​the display device 41 to display the first decorative game among the decorative special feature variation display games. The first decorative game display unit 81 displays the decorative special feature variation display game by displaying identification information in each of the variation display areas: the left variation display area 81a, the middle variation display area 81b, and the right variation display area 81c, and then stopping the display.

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

[0274] Furthermore, in the lower right of the display area of ​​the display device 41, a decorative special diagram starting memory table corresponding to the starting memory is displayed. A standby memory display unit 83 is provided to display the status. The standby memory display unit 83 displays decorative special feature start memory corresponding to the first start memory and the second start memory. The display will appear. In the normal game state ST1, the special symbol variation display game is based on the first start memory. Since the game is primarily progressing, the standby memory display unit 83 displays a special decoration corresponding to the first start memory. The diagram start memory display is shown. The decorative special feature start memory display shown in the standby memory display unit 83 corresponds one-to-one with the start memory. The decorative special symbol start memory display on the far left corresponds to the decorative special symbol start memory that was stored first. The items are displayed in the order they are remembered, and each item moves to the left as it is processed. It is there. In addition, the standby memory display unit 83 contains a start memory which is the right to execute the special feature 1 variable display game. (1st Start Memory) Corresponding to the decorative special feature start memory display and the right to execute the special feature 2 variation display game The display shows both the decorative special feature starting memory display corresponding to the starting memory (second starting memory) and the other. You can do that. Furthermore, the standby memory display unit 83 displays the results of the special feature variation game based on the start memory and changes The lookup results, such as the motion pattern, are displayed in the decorative special feature start memory display corresponding to the start memory. It is possible to suggest this through the manner.

[0275] To the left of the standby memory display unit 83 is the start record corresponding to the currently running special feature variation display game. A running memory display unit 84 is provided to display information related to memory. This is the decorative special feature start memory located at the left end of the standby memory display unit 83 at the start of the special feature variation display game. The display is set to transition. Furthermore, the execution memory display unit 84 displays the currently running special The results and variation patterns of the game are displayed in the execution memory display unit 84. This can be indicated by the display method of the currently running memory display. The upper left of the display area of ​​the display device 41 displays the first start memory number (special figure 1 reserve number). 1. Start memory count display unit 85a and 2. Start memory display unit 85a that displays the 2nd start memory count (special figure 2 reserve count) A numerical display unit 85b is provided. Furthermore, a game status indicator 86 showing the game status is displayed at the top center of the display area of ​​the display device 41. It is shown that the normal game state is ST1.

[0276] When a new special feature variation display game is started, as shown in Figure 1-31(b), the decorative special feature start memory display at the left end of the standby memory display unit 83 moves to the execution memory display unit 84, and the decorative special feature start memory displays other than the left end of the standby memory display unit 83 move to the left within the standby memory display unit 83. Furthermore, the value of the first start memory count display unit 85a changes. In addition, the first decorative game display unit 81 and the second decorative game display unit 82 begin displaying changes in identification information.

[0277] Depending on the selected variation pattern, as the special variation display game progresses, the same identification information may temporarily stop in the left variation display area 81a and the right variation display area 81c, as shown in Figure 1-31(c), resulting in a reach state. Furthermore, the performance may develop into an SP reach. When the predetermined variation time ends, the result type is displayed as shown in Figure 1-31(d). In this case, the result is a big win, and the special result type is displayed. If the result is a small win, a miss, or a support win, the corresponding result type is displayed. When a predetermined stop display time for displaying the result has elapsed, the special feature variation display game ends, and the running memory display shown in the running memory display unit 84 is erased.

[0278] In this case, the result was a big win, so with the end of the special symbol variation display game, the first special game state ST2 is started and a fanfare performance is held as shown in Figures 1-31(e) and (f). In this fanfare performance, a right-shoot instruction display 90 is shown to instruct the player to shoot to the right, as an image to guide the player to aim for the special variation prize device 38 located on the lower right side of the game area 32, and an explanatory image 91 is shown showing the special variation prize device 38 as a predetermined location on the game machine to indicate where to aim. In this explanatory image 91, the special variation prize device 38 in its open state is shown, along with its surrounding components such as the normal variation prize device 37, the center case 40, and the all-in-one display device 50, as seen from the front of the game machine. The display position of the explanatory image 91 is set to be on the lower right side of the display area, in line with the special variation prize device 38 located on the lower right side of the game area 32. In the case of a small win, the right-shoot instruction display 90 and explanatory image 91 shown in Figure 1-31(f) are also displayed.

[0279] Subsequently, a round-themed presentation takes place as shown in Figure 1-31(g). In the first special game state ST2, the initial jackpot and subsequent consecutive jackpots are targeted. The game displays the number of consecutive jackpots, which is the number of times a jackpot has been won (Consecutive Jackpot Count Display 87), The number of game balls acquired in the special game state is calculated for the first big win and subsequent consecutive big wins. The total number of game balls won is displayed as 88. In this case, it was a jackpot during normal game state ST1. Therefore, it is considered the first big win and the number of consecutive big wins is counted as 1. Also, the number of game balls obtained is special. It is updated each time a prize is won in the variable prize winning device 38. Furthermore, if a big win occurs after a minor win... Similarly, the game enters the first special game state ST2, and the same effects are performed. Furthermore, in the first special game state ST2, consecutive big wins occur across multiple first special game state ST2s. It is possible to execute a series of sequences in which the sequence of events progresses (the story progresses) with each subsequent play. Here, the number of consecutive big wins is 1, and the first stage of the presentation where the first character appears is It is happening.

[0280] When the first special game state ST2 ends, the game enters the specific game state ST4. At the start of the specific game state ST4, an opening animation is performed to announce the start of the advantageous specific game state ST4, as shown in Figure 1-31(h). In addition, in the specific game state ST4, the game state display 86 shows "Chance Stage" to indicate that it is the specific game state ST4, as shown in Figure 1-32(a). In the specific game state ST4, the special feature 2 variation display game based on the second start memory is mainly executed. Therefore, the standby memory display unit 83 also displays information corresponding to the second start memory. The standby memory display unit 83 corresponding to the memory is displayed to the left of the running memory display unit 84, and here The displayed decorative special symbol start memory display corresponds one-to-one with the start memory, and the decorative special symbol start memory on the far right The display will be the decorative special feature start memory display corresponding to the start memory that was stored first, in the order of memory. They are displayed side by side, and each one that is consumed moves to the right. Note that this is specific game state S. Even if you do not display the standby memory display unit 83 or the execution memory display unit 84 in T4 good.

[0281] Furthermore, as shown in Figure 1-32(a), an image is displayed to instruct the player to aim for the normal variable prize winning device 37 located on the right side of the game area 32. This image includes a right-hand shooting instruction display 90, which instructs the player to shoot to the right, and an explanatory image 91 that shows a predetermined location on the game machine to indicate the target area. In this explanatory image 91, the normal variable prize winning device 37 in its open state is shown, along with its surrounding components such as the special variable prize winning device 38, the center case 40, and the integrated display device 50, as seen from the front of the game machine. The display position of the explanatory image 91 is set to the right of the display area, in line with the normal variable prize winning device 37 located on the right side of the game area 32. Since the normal variable prize winning device 37 is located above the special variable prize winning device 38, the explanatory image 91 shown in Figure 1-32(a) is displayed positioned above the explanatory image 91 of the special variable prize winning device 38 shown in Figure 1-31(f).

[0282] Figure 1-32(b) and subsequent figures show an example of the presentation when Support A is selected as the termination condition for the specific game state ST4. This presentation is based on the remaining reserved symbols and will be displayed in the special feature 2 from the final game in the specific game state ST4. This involves a series of effects performed over a period of time, and this effect requires the operation of the effect button 25. The desired performance will be carried out. In the specific game state ST4 where the termination condition is Support A, the number of times the special feature 2 variation display game is executed The number of occurrences is either 1, or the total number of times the Special Feature 1 variable display game and the Special Feature 2 variable display game are executed is 6. Either this happens, or a minor win occurs once in the Special Feature 2 variable display game, or one of these conditions is met. This causes the normal power support state to end. Therefore, the specific game state ST4 The final game is either the 6th game of the Special Feature 1 variable display game or the Special Feature 2 variable display game This is the first game.

[0283] As the game progresses and reaches the final game in the specific game state ST4, a remaining time display 94 is shown, indicating the time until an effect prompting the player to operate the effect button 25, which forms the control panel, begins, as shown in Figure 1-32(b). The right-hand shooting instruction display 90 and explanatory image 91 also continue, instructing the player to generate the maximum number of second-start memories within the remaining time.

[0284] Additionally, the left side of the display area shows a waiting status indicating that it is awaiting a request to operate the performance button 25. The machine display 92 and the star-shaped standby warning display 93, which indicates that the standby display 92 may be displayed, are shown side by side. It is displayed. This indicates that four more standby indicators (92) can be displayed. Standby Display 92 is a representation of the performance button 25, and only the unit of the performance button 25 is shown at an angle. It is displayed more prominently. In this embodiment, each standby display 92 is associated with each of the special feature variation display games. The standby indicator 92 at the bottom corresponds to the currently running special feature variation display game. Then, the second, third, fourth, and fifth standby indicators 92 from the bottom are consumed in order. Supports the Special Feature 2 variable display game based on the 1st, 2nd, 3rd, and 4th second start memories. It is designed to do so. At the stage shown in Figure 1-32(b), the second start memory does not exist, and a single standby display 92 corresponding to the currently running special feature variation display game is displayed. Note that the standby display 92 and the special feature variation display game do not necessarily have to be associated.

[0285] As shown in Figure 1-32(c), when a new second start memory is generated, the standby indicator 92 increases by one. Subsequently, as shown in Figure 1-32(d), two more second start memories are generated, and the standby indicator 92 increases by two. The standby display 92 has multiple display modes, and each display mode suggests or reports The expected probability of a particular outcome differs depending on the specific outcome. The standby indicator 92 is an indication that there is a high probability of a special result. Here, from the bottom The first three standby indicators 92 are displayed in white, indicating the lowest level of expectation. The fourth standby display from the bottom, 92, has a diagonal line indicating a higher level of expectation than the others. This is the display configuration. The fourth standby display from the bottom, 92, is the second startup log which is consumed third. It supports the special feature 2 variable display game based on memory, and here the second start is the third one to be processed. It is suggested or reported that the special feature 2 variation display game based on memory is a highly anticipated event. Yes. The results of the special feature variation display game based on the second start memory are based on the pre-determination results. Determine.

[0286] Then, if the second start memory reaches its maximum number before the performance prompting the player to operate the performance button 25 begins, the standby display 92 will be displayed in all locations where the standby notification display 93 was previously displayed, as shown in Figure 1-32(e). In addition, the message "Ready!!" will be displayed to indicate that the maximum number has been reached. Subsequently, when the remaining time displayed on the remaining time indicator 94 runs out, an animation prompting the player to operate the animation button 25 begins, as shown in Figure 1-32(f). As shown in Figure 1-32(g), this animation displays the meter 95, indicating that a special result will occur when the value of the meter 95 reaches its upper limit. The meter display value of 95 increases with the operation of the effect button 25. First, the standby indicator 92 at the very bottom moves to the center of the display area and the request indicator 9 The result is 6, prompting the player to operate the effect button 25. Request display 96 indicates the effect button 25. This display mimics the original, and only the unit of the 25 performance button is shown at an oblique angle. A meter display 96a, located adjacent to the lower part of the request display 96, indicates the time during which the operation of the control unit is effective. This will also be held.

[0287] When the player operates the performance button 25 in accordance with the request display 96, a point display 97 showing the points earned is displayed as the corresponding performance, as shown in Figure 1-32(h), and the meter display 95 increases by the amount of points earned. If the time elapsed during which the operation of the control unit is effective without the player operating the performance button 25, the corresponding performance may be either not performed or performed. Subsequently, as shown in Figures 1-33(a) to (d), the standby display 92, which is located at the bottom, moves sequentially to the center of the display area and becomes the request display 96. When the player operates the performance button 25 in accordance with the request display 96, the points display 97 showing the points earned is displayed, and the meter display 95 increases by the amount of points earned.

[0288] As shown in Figure 1-33(c), when the standby display 92, which is shown in a display mode indicating a high probability of success, moves to the center of the display area and becomes the request display 96, the request display 96 continues to display in the same manner as the standby display 92. However, the display mode may change when it becomes the request display 96. In this case, the display mode does not change after becoming the request display 96, and the display mode of the request display 96 becomes the final display mode indicating the probability of success. That is, the request display 96 is an indicative display suggesting a high probability of a special result. Then, as shown in Figure 1-33(d), the meter display 95 reaches its upper limit by accumulating points. Accordingly, as shown in Figure 1-33(e), a notification animation is triggered indicating that the meter display 95 has reached its upper limit.

[0289] In this example, the third memory to be consumed, the second start memory, results in a special outcome. As shown in Figure 1-33(f), the special symbol variation display game, which is the final game of the specific game state ST4, ends with a loss during the execution of the notification animation. This ends the specific game state ST4 and transitions to the remaining reserve consumption state ST5, but no special animation indicating the end of the specific game state ST4 is performed at this point. Then, as shown in Figure 1-33(g), the first and second second-start memory entries are processed with the wrong result, and as shown in Figure 1-33(h), a special result is derived upon completion of the third-start memory entry. Regardless of whether a special result occurs in the final game of the specific game state ST4 or in any of the up to four second special symbol variation display games based on the second start memory in the remaining reserve consumption state ST5, the same effects as those shown in Figures 1-33(e) to (h) will be performed, making it difficult to determine visually which special symbol variation display game resulted in the special result.

[0290] By performing multiple special symbol variation display games in a series of effects, it is possible to make it appear as if the second special symbol variation display game, based on up to four second start memories in the final game of the specific game state ST4 and the remaining reserve consumption state ST5, is a single special symbol variation display game. By including multiple special symbol variation display games in a series of presentations, the probability of achieving a special result in this series of presentations increases. This gives the impression that there is a high probability of achieving a special result at the end of the specific game state ST4, effectively enhancing the enjoyment of the game.

[0291] Figure 1-34 shows alternative display patterns for the standby display 92 and the request display 96. In Figures 1-32 and 1-33, the display modes of the standby display 92 and the request display 96 are displayed in only one display mode without changing, and this display mode is the final display mode. For example, the standby display 92, which is displayed in Figure 1-32(b), is displayed in a white display mode, and then the display mode does not change thereafter, becoming the request display 96 as shown in Figure 1-32(g). Also, as shown in Figure 1-32(g), when it becomes the request display 96, it is in a white display mode, and this display mode is maintained thereafter, so the white display mode is the final display mode.

[0292] Figure 1-34 shows an example of a case where the display process for the standby display 92 and the request display 96 goes through a specific display process to reach the final display form. As shown in Figure 1-34(a), in this example, the fourth standby indicator 92 from the bottom goes through a specific display process. In this specific display process, the display mode of the standby indicator 92 changes sequentially from white, horizontal lines, diagonal lines, shading, white, and so on. This sequentially changing display mode includes the final display mode, and the specific display process can be described as a process in which the final display mode is temporarily displayed, then changes to another display mode, and then returns to the final display mode.

[0293] Additionally, a "?" is used to indicate that the display format has changed and the final display format is unknown. The text is displayed. When changing the display mode, multiple display modes are available. The display will be changed so that they do not appear simultaneously, and a rainbow display will be created where multiple colors are displayed at the same time. They are made to be different. This change in display mode continues throughout the period during which the standby display 92 is shown, as shown in Figures 1-34(b) to (d).

[0294] Subsequently, as shown in Figure 1-34(e), when the display transitions from the standby display 92 to the request display 96, the specific display process continues even in the request display 96. If a specific display process is performed continuously, as the player operates the control unit, the display resembling the performance button 25 of the request display 96 will show a pressed state, as shown in Figure 1-34(f), and the display mode change will end, with a performance showing one display mode as the final display mode. Here, the shaded display mode indicates the final display mode. This allows the player to clearly understand the final display mode. The performance showing the final display mode as shown in Figure 1-34(f) is not performed if the specific display process is not followed, but it may also be performed as a performance showing the final display mode even if the specific display process is not followed.

[0295] Subsequently, as shown in Figure 1-34(g), a point display 97 is shown, which displays the points earned as a visual effect corresponding to the operation. At this time, the display mode of the point display 97 is set to the final display mode indicated in the request display 96, and in this case, it is shown as a shaded display mode. By showing the final display mode even in the visual effects corresponding to the operation, the player can more clearly grasp the final display mode. This visual effect may also be performed as a visual effect that shows the final display mode even if a specific display process is not followed.

[0296] Figure 1-34(h) shows an example of the display modes and expected values ​​for the standby display 92 and the request display 96. There are four types of display modes: white, horizontal lines, diagonal lines, and shading. In the figure, the display modes for the standby display 92 and the request display 96 are represented by white, horizontal lines, diagonal lines, and shading, but in actual gaming machines, they may be represented by differences in display color. For example, the white display mode in the figure may be represented by a display color of white, the horizontal line display mode in the figure may be represented by a display color of green, the diagonal line display mode in the figure may be represented by a display color of red, and the shading display mode in the figure may be represented by a display color of gold.

[0297] For each display mode, the final display mode is the one that appears when the player operates the control unit. The expected degree of impact when the display is implemented is defined. This expectation level differs depending on whether a specific display process is followed or not. Therefore, the expectation level is higher when a specific display process is followed than when a specific display process is not followed. It is designed to make it so. In particular, in this embodiment, it is designed to make the expected level of display one step higher. For example, the display of diagonal lines after going through a specific display process is different from the display of diagonal lines after going through a specific display process. This is designed to reflect the expected degree of shading in the combined display. It can give the impression of being upgraded, effectively improving the enjoyment of the game. Cut. In this way, the expected level of each display differs depending on whether or not a specific display process is followed. This allows us to increase the number of presentation patterns without increasing the variations in display modes. This allows for a reduction in RAM capacity and provides a variety of options that are easy for players to understand. This allows for a rich and varied presentation.

[0298] Furthermore, for each display method, the order of expected value when not going through a specific display process, and the specific display process The order of expected outcomes in the display process may differ. For example, a specific display process If no specific process is followed, white has the lowest probability of success, but if a specific display process is followed, white has the highest probability of success. It may be made to increase the value. Furthermore, a display state that appears only when a specific display process is followed. It is also acceptable to have a specific style, and that style of display may be considered to have a higher expected value than other styles of display. That's good too.

[0299] Furthermore, the order in which the display pattern changes during a specific display process is white, horizontal lines, diagonal lines, shading, The order is white... and the expectations are changed sequentially from the lowest to the highest. This order can be set arbitrarily and can even be changed randomly. Furthermore, although all display modes are intended to be displayed sequentially, only some display modes are intended to be displayed sequentially. It is also possible to display selected display modes sequentially. It is also acceptable to do so. In this case, the average value of the expected value of the selected display mode will determine the final The display method may also be used to suggest or inform the audience of the high level of expectation for a particular display format. Furthermore, as shown in Figures 1-34(f) and (g), the final display mode is indicated by visual effects, but the final display mode may be indicated by other visual effects. For example, an effect display corresponding to the final display mode may be displayed in the display area at the timing shown in Figure 1-34(f), or a character display corresponding to the final display mode may be shown.

[0300] Furthermore, as the final display form when going through a specific display process, there is a final display form that does not go through a specific display process. While all possible display modes are available in some cases, only some display modes are available. It is permissible to do so. For example, when going through a specific display process, the white display mode, which has the lowest expected value, is used. It may be possible to prevent selection and instead select a display mode that is highly promising and inspires confidence. . Furthermore, the system was configured to start a specific display process from the moment the standby display 92 begins to be displayed, At the start of the display of the machine display 92, only a single display mode is displayed, and thereafter a predetermined You can also set a specific display process to start based on the timing.

[0301] Furthermore, if a specific display process is set in the standby display 92, then the specific display process will also be set in the request display 96. Although it was designed to do so, the standby display 92 is set to a specific display process, and when it becomes the request display 96, it changes It is also possible to stop it and display a single message in the request display 96. Conversely, a single message may be displayed in the standby display 92. As a display, when request display 96 is received, a specific display process may be initiated. Also, a standby display Even if you use 92 or request display 96 to start and end a specific display process at any time, Good. In these cases, it is preferable to use the expected value as the expected value when going through a specific display process. However, this can also be considered an expected value without going through a specific display process.

[0302] Furthermore, as a specific display process, the display mode changes cyclically or randomly and is displayed once. The displayed display mode was designed to be displayed again during the process of change, but once the display mode is displayed The display method may include a one-way change where the appearance is not displayed again during the process of change. Furthermore, the specific display process is not limited to the display methods shown here, but may include other display processes. It is also acceptable to add specific markings such as characters, or to change the size. Alternatively, you could make the shape different. Furthermore, although we have explained the cases in which specific display processes are followed in the standby display 92 and the request display 96, Similarly, when the degree of expectation is suggested or communicated through the manner of display in other displays, certain display errors The expected degree of the same display may differ depending on whether or not a certain period is taken. The display modes include the display mode of the decorative special feature start memory display of the standby memory display unit 83, and the execution The middle memory display unit 84 displays the memory during execution, displays specific parts displayed in the performance, displays text, F Examples include effect displays and background displays.

[0303] Based on the above, the game is executed based on the fulfillment of the predetermined conditions, and the result of the game is special. In a gaming machine that generates a favorable state for the player when a certain outcome occurs, the game's presentation is controlled. A means for controlling the effects (effect control device 300) and a display means (display device) capable of displaying the effects of the game. 41) and the performance control means indicates to the display means that there is a high probability of a special result. It is possible to display an indicative statement, and in the indicative statement, the final display form is determined through a specific display process. In the case where the final display form is obtained without going through a specific display process, the final display form When the appearance is the same, the likelihood of the suggested special result differs. It becomes possible. Therefore, the variety of presentations can be increased, and the enjoyment of the game can be enhanced.

[0304] Furthermore, it is equipped with an operating unit (effect button 25) that can be operated by the player, and the effect control means is the operating unit It is possible to execute an operation request performance that requests an operation, and in the operation request performance, the display means can perform an operation It is possible to display a request for operation of the unit, and to display an indication in the request display. It becomes possible. Therefore, it is possible to provide hints at points that players will pay attention to, thereby enhancing the enjoyment of the game. It is possible.

[0305] Furthermore, the performance control means cyclically displays multiple display modes as a specific display process and operates The final display configuration is now shown based on the operation of the unit. Therefore, the final display configuration will be shown based on the player's actions, It can be made to appear as if the final display format was chosen by the player's will, thereby enhancing the enjoyment of the game. It can be raised.

[0306] Furthermore, the performance control means sets the final display mode as a specific display process. After that, other display formats will be used, and then the final display format will be adopted again. Therefore, the display mode that has been displayed once may be displayed again, and the final display mode This can enhance the enjoyment of the process.

[0307] Furthermore, the performance control means, when the final display mode is reached through a specific display process, specially concludes This means that the display method with the lowest probability of causing the problem was not selected. Therefore, expectations for a part...

Claims

[Claim 1] In a gaming machine capable of playing games, A counting means for counting a value based on the difference between the game value granted to the player or the game value that has been decided to be granted to the player, and the game value used, A game stop means that sets a predetermined flag and generates a game-unplayable state in which the game cannot be played when predetermined conditions based on the aforementioned count value are met, A game information display control means capable of displaying game information related to the game by a combination of illumination and extinguishing in a game information display unit composed of multiple light-emitting units, A performance display control means for controlling a performance display device capable of displaying performances in accordance with the aforementioned game information, An operating means located in a position accessible to the player and capable of receiving adjustment operations related to the game machine's effects, Equipped with, The aforementioned flag is not initialized when the gaming machine is powered on. The aforementioned count value is initialized when the power is turned on. The aforementioned performance display control means is If the count value is within a predetermined range before the occurrence of the game-inaccessible state, a warning display indicating the occurrence of the game-inaccessible state can be displayed on the performance display device. When the aforementioned game-inaccessible state occurs, a notification display indicating the occurrence of the game-inaccessible state can be displayed on the performance display device. The display device can display a code that allows the player's information terminal to read predetermined information, The game information display control means turns off all of the multiple light-emitting units when the game is unavailable. The aforementioned operating means suppresses the acceptance of adjustment requests for the gaming machine when the game is unavailable. The code display can be displayed on the performance display device in a predetermined manner before the occurrence of the game-inaccessible state, and can be displayed on the performance display device in the same predetermined manner as before the occurrence of the game-inaccessible state after the occurrence of the game-inaccessible state. Gaming machine.