JP2012010802A - Game machine - Google Patents

Game machine Download PDF

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Publication number
JP2012010802A
JP2012010802A JP2010148312A JP2010148312A JP2012010802A JP 2012010802 A JP2012010802 A JP 2012010802A JP 2010148312 A JP2010148312 A JP 2010148312A JP 2010148312 A JP2010148312 A JP 2010148312A JP 2012010802 A JP2012010802 A JP 2012010802A
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Prior art keywords
effect
symbol
determined
game
time
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JP2010148312A
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JP5182728B2 (en
Inventor
Takayuki Amano
Tomoya Momose
Takahiro Suematsu
貴之 天野
崇洋 末松
智哉 百瀬
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Kyoraku Sangyo Kk
京楽産業.株式会社
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Priority to JP2010148312A priority Critical patent/JP5182728B2/en
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Abstract

In a gaming machine in which a plurality of games are performed, a gaming machine capable of enhancing the effect of the game and enhancing the interest of the game by performing an effect on each game without causing confusion to the player.
When a game ball enters a start area, a big win lottery is performed, and the lottery result is displayed in a first display area 13a. When the game ball passes through the passing area, a normal symbol is determined, and the determination result of the normal symbol is displayed in the second display area 13b. When the long open symbol is determined by the normal symbol lottery, the start area is opened for 4.2 seconds, and when the short open symbol is determined, the start area is opened for 0.2 seconds. In addition, when a loss is determined by lottery of normal symbols, the starting area remains closed. The second display area 13b is notified only when the long open symbol is determined, and when the short open symbol is determined or when the loss is determined, the loss is notified.
[Selection] Figure 44

Description

  The present invention relates to a gaming machine in which a lottery for determining whether or not to execute a special game is performed by entering a game ball into a starting area, and various effects are performed in a rendering unit.
As a conventional gaming machine, for example, the one shown in Patent Document 1 is known. When a game ball passes through a normal symbol gate provided in the game area, a normal symbol lottery is performed, and when a predetermined lottery result is obtained by this lottery, this gaming machine is normally maintained in a closed state. The starting port is opened. Also, when a game ball enters the start opening, a special symbol lottery is performed, and when a predetermined symbol is determined, a jackpot game in which a big winning opening that is normally maintained in a closed state is opened can be executed. Become.
In this way, in this gaming machine, two different games of a normal symbol lottery result and a special symbol lottery result are performed in parallel. Each lottery result is notified by a fluctuating display on the display device, giving the player a sense of expectation and tension, thereby improving the interest of the game.
JP 2010-104699 A
However, if the effects for a plurality of games and the notification of the lottery results are performed at the same time as described above, the effects may be complicated and difficult for the player to understand or may cause misunderstandings. is there.
In particular, in order to improve the interests of games, in the lottery of normal symbols and special symbols, multiple lottery results can be provided to provide various game benefits, or many aspects of production can be provided. In such a case, there is a problem that the confusion of the player is further increased and the effect of the presentation is reduced.
  The present invention provides a gaming machine capable of enhancing the effect of the game and enhancing the interest of the game by performing an effect on each game without causing confusion to the player in the gaming machine in which a plurality of games are performed. For the purpose.
  The present invention provides a game area in which a game ball can roll, a start area in which a game ball rolling in the game area can enter, and a first in which it is impossible or difficult to enter the game ball in the start area Or a start variable variable winning device that displaces to the second mode that facilitates entry of the game ball into the start-up area than the first mode, and at least on condition that the game ball enters the start-up area A game profit determining means for determining a game profit including whether or not to execute a special game advantageous to the player, and a mode of a first effect for notifying the determination contents when the determination by the game profit determining means is made The special effect is executed by the first effect determining means, the first effect executing means for causing the first effect section to execute the first effect determined by the first effect determining means, and the first effect executing means. Report that it will be possible Special game execution means for executing the special game when the first effect is performed, a passage area in which a game ball rolling in the game area can enter, and an entry of the game ball into the passage area And a displacement mode determining means for determining whether or not to displace the start variable prize-winning device to the second mode, and a mode of displacement when displacing to the second mode, and the displacement mode determining unit Of the variable starting device for winning a prize, the starting variable prize winning device control means for displacing the starting variable prize winning device based on the decision when the decision is made to displace the variable starting prize device in the second mode. The second effect execution means for causing the second effect section to execute the second effect of the aspect determined by the second effect determining means and the second effect determining means for determining the mode of the second effect for notifying the determination content. When the displacement mode determining means determines to displace the start variable prize winning device to the second mode, the time for shifting to the second mode is selected from a plurality of different times. When the time is determined at any time, and the second effect determining means determines a predetermined first time as the time for displacing the start variable winning device to the second aspect by the displacement aspect determining means. Determines a second effect for notifying that the start variable prize-winning device is displaced to the second mode, and the displacement mode determining means determines the time for displacing the start variable prize-winning device to the second mode. When the second time shorter than the first time is determined, and when it is determined not to displace the start variable winning device in the second mode, the same determination processing is performed in both cases. In addition, a determination process different from that when the first time is determined is performed.
  Further, according to the present invention, the second effect determining means determines a second time shorter than the first time as a time for the displacement mode determining means to displace the start variable winning device in the second mode. And when the determination is made not to displace the starting variable prize-winning device in the second mode, the same mode is used in both cases, and the first time is determined. A mode of the second effect different from the above is determined.
  In the present invention, it is preferable that the second effect determining unit determines the second time as the time for displacing the start variable winning device to the second mode by the displacement mode determining unit, and the start In both cases where it is determined that the variable winning device is not displaced to the second mode, the second effect mode for notifying that the starting variable winning device is not displaced to the second mode is determined. And
  In addition, the present invention provides the gaming profit determining means, in accordance with whether or not the special game can be executed, in a normal gaming state or in a specific gaming state in which the starting variable winning device is more easily controlled in the second mode than in the normal gaming state. In which gaming state the subsequent game is to proceed, and the second effect executing means produces the effect on the second effect unit based on the determination of the second effect determining means only in the normal gaming state. Is executed.
In the present invention, the game profit determining means determines a game profit to be given to the player on condition that a game ball has entered the starting area. The game profit determined by the game profit determination means may include at least the right to execute a special game advantageous to the player. Therefore, for example, in addition to the right to execute a special game, a subsequent game state is determined from a plurality of game states (short time game state and normal game state in the embodiment) with different game progress conditions. You may make it do. In addition, the game profit determined by the game profit determination means includes a determination (losing in the embodiment) that no change occurs with the current state. In other words, the game profit is not necessarily advantageous to the player, and includes things that do not change compared to the current situation and those that are disadvantageous compared to the current situation.
In the present invention, the contents of the special game are not particularly limited, but at least during the special game, it is necessary to be more advantageous for the player than when the special game is not performed.
  In the present invention, the first effect unit and the second effect unit may be the same device or may be independent devices as long as they can simultaneously execute the first effect and the second effect. May be. For example, as in the embodiment, the first effect unit and the second effect unit may be configured by the same liquid crystal display device, and the display areas may be different. In addition, the first effect unit and the second effect unit of the present invention are not limited to the liquid crystal display device shown in the embodiment, but are configured by a display device that can be displayed in an identifiable manner and a sound output device that outputs sound. May be.
In the present invention, it is only necessary to provide a plurality of times during which the start variable winning device is displaced to the second mode. For example, only two types of times may be provided, or three or more types of times may be provided. It may be. For example, as in the embodiment, when two types of time of 4.2 seconds and 0.2 seconds are provided, a relatively long time (4.2 seconds) is the first time of the present invention. A relatively short time (0.2 seconds) is the second time of the present invention.
In addition, as the time for the start variable prize winning device to be displaced to the second mode, for example, five types of time of 5 seconds, 4 seconds, 3 seconds, 2 seconds, and 1 second are provided. At this time, if 5 seconds or 4 seconds is determined, and if the second effect for notifying that the starting variable winning device is displaced to the second mode is executed, 5 seconds and 4 seconds are recorded. The first time of the invention is 3 seconds, 2 seconds, and 1 second are the second time of the present invention.
As described above, in the present invention, one time or a plurality of times may be set as the first time and the second time, respectively. For example, the time may be determined randomly within a predetermined range. In such a case, the first time (second time) may be set such as 2 seconds or more (less than 4 seconds). In any case, it is sufficient that the first time is always longer than the second time.
In the present invention, both the case where the second time is determined as the time for displacing the starting variable prize-winning device to the second mode and the case where the determination that the starting variable prize-winning device is not displaced to the second mode are made are made. In the above, it is only necessary to perform the same determination process and a different determination process from that when the first time is determined. Therefore, both when the second time is determined as the time for displacing the starting variable prize-winning device to the second mode and when it is determined not to displace the starting variable prize-winning device to the second mode, As in the second aspect of the invention, it is possible to determine a mode of the second effect different from the case where the first time is determined, or not to execute any effect.
In the invention according to claim 2, the specific aspects of the first effect and the second effect are not particularly limited. In any case, the first effect and the second effect can be distinguished, and the time when the start variable winning device is displaced to the second mode is determined as the second time. The same second effect may be executed when it is determined not to displace the start variable prize-winning device in the second mode.
In the invention according to claim 3, the second effect determining means determines the aspect of the effect in the second effect part only when the game is progressing in the normal game state (non-time saving game state of the embodiment), When the game is progressing in the specific game state (the short time game state of the embodiment), it is conceivable that the second effect determining means does not determine the effect mode in the second effect unit. As another method, the second effect determining means determines the aspect of the effect regardless of the gaming state, and in the specific gaming state, the second effect executing means is independent of the determination of the second effect determining means. It can be considered that the second rendering unit is not controlled.
In the invention according to claim 3, the method is not particularly limited as long as the start variable winning device can be easily controlled to the second mode when the game is progressing in the specific gaming state. For example, in the specific gaming state, it is conceivable to shorten the time until the displacement mode determining means makes a determination (the normal symbol variation time in the present embodiment) compared to the normal gaming state. Further, for example, the determination that the start variable winning device is controlled to the second mode may be derived with higher probability in the specific gaming state than in the normal gaming state. Furthermore, for example, in the specific gaming state, the time for controlling the start variable prize-winning device to the second mode may be set longer than that in the normal gaming state.
  According to the present invention, even if the results of a plurality of games are provided, the effect is simplified, so that the entertainment of the game can be improved without reducing the effect of the effect.
It is a front view of a gaming machine. It is a perspective view of the back side of a gaming machine. It is a block diagram of a gaming machine. It is a figure which shows a big hit determination table and a hit determination table. It is a figure which shows a special symbol determination table. It is a figure which shows a normal symbol determination table. It is a figure which shows a big hit end time setting data table. It is a figure which shows the special electric accessory operating mode determination table. It is a figure which shows the open mode determination table for long hits, the open mode determination table for short hits, and the open mode determination table for small hits. It is a figure which shows the fluctuation pattern determination table for normal game states (for low probability game states). It is a figure which shows the fluctuation pattern determination table for high probability gaming states. It is a figure which shows the fluctuation pattern determination table for the specific game periods (for low probability game states) after a small hit. It is a figure which shows a normal electric accessory operating mode determination table. It is a figure which shows the operation | movement aspect of a normal electric accessory. It is a figure which shows the main process in a main control board. It is a figure which shows the timer interruption process in a main control board. It is a figure which shows the input control process in a main control board. It is a figure which shows the 1st start port detection switch input process in a main control board. It is a figure which shows the prior determination process in a main control board. It is a figure which shows the gate detection switch input process in a main control board. It is a figure which shows the special figure special electric control process in a main control board. It is a figure which shows the special symbol memory | storage determination process in a main control board. It is a figure which shows the jackpot determination process in the main control board. It is a figure which shows the special symbol fluctuation | variation process in a main control board. It is a figure which shows the special symbol stop process in a main control board. It is a figure which shows the jackpot game process in a main control board. It is a figure which shows the small hit game process in a main control board. It is a figure which shows the special game completion | finish process in a main control board. It is a figure which shows the common figure normal electric power control process in a main control board. It is a figure which shows the normal symbol fluctuation | variation process in a main control board. It is a figure which shows the normal electric accessory control process in a main control board. It is a figure which shows the main process in an effect control board. It is a figure which shows the timer interruption process in an effect control board. It is a figure which shows the command analysis process 1 in an effect control board. It is a figure which shows the command analysis process 2 in an effect control board. It is a figure which shows the change effect pattern determination process in an effect control board. It is a figure which shows the effect symbol stop process in an effect control board. It is a figure which shows the common figure change effect pattern determination process in an effect control board. It is a figure which shows the normal symbol fluctuation | variation stop process in an effect control board. It is a figure which shows the flag setting process in an effect control board. It is a figure which shows an example of the change effect of a special symbol. It is a figure showing an example of change production of reach A. It is a figure which shows an example of the fluctuation | variation effect of reach B. FIG. It is a figure which shows an example of the first half part which concerns on the change effect of a normal symbol. It is a figure which shows an example of the second half part which concerns on the change effect of a normal symbol. It is a figure which shows an example of the symbol used for the fluctuation | variation effect of a normal symbol. It is a figure which shows an example of the production | presentation when a long open symbol is determined by lottery of a normal symbol. It is a figure which shows an example of an effect when the predetermined symbol stops in the variation effect of a normal symbol. It is a time chart which shows the setting of each flag during the fluctuation production of reach A. It is a time chart which shows the setting of each flag during the fluctuation production of reach B.
Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
FIG. 1 is a front view showing an example of the gaming machine of the present invention, FIG. 2 is a perspective view of the back side of the gaming machine, and FIG. 3 is a block diagram showing the internal configuration of the control means.
The gaming machine 1 has a gaming board 2 held by the outer frame 100. The game board 2 is provided with a game area 6 in which game balls roll and flow down, and the front surface of the game area 6 is covered with a glass frame 110.
An operation handle 3 is rotatably provided on the glass frame 110. When the player touches the operation handle 3, the touch sensor 3 b in the operation handle 3 detects that the player has touched the operation handle 3 and transmits a touch signal to the firing control board 106. When the firing control board 106 receives a touch signal from the touch sensor 3b, the firing control board 106 permits energization of the firing solenoid 4a. When the rotation angle of the operation handle 3 is changed, the gear directly connected to the operation handle 3 rotates and the knob of the firing volume 3a connected to the gear rotates. A voltage corresponding to the detection angle of the firing volume 3a is applied to a firing solenoid 4a provided in the game ball launching mechanism. When a voltage is applied to the firing solenoid 4a, the firing solenoid 4a operates according to the applied voltage, and a game ball is launched with a strength according to the rotation angle of the operation handle 3.
  The game ball fired as described above rises between the rails 5a and 5b and reaches the upper position of the game board 2, and then the first entry area 6c or the second entry area depending on the strength of the launch. It enters one of the entry areas 6d and falls to the left-handed game area 6a or the right-handed game area 6b. Specifically, in a front view of the gaming machine 1, a first entry area 6c and a left-handed game area 6a are provided on the left side of the center in the width direction of the game area 6, and the second entry area is on the right side of the center. 6d and a right-handed game area 6b are provided. Therefore, when the rotation angle of the operation handle 3 is smaller than the predetermined angle, the game ball enters the left-handed game region 6a from the first entry area 6c, and the rotation angle of the operation handle 3 is larger than the predetermined angle. In this case, the game ball enters the right hit game area 6b from the second entry area 6d.
  A plurality of general winning ports 7 are provided in the left-handed game area 6a. Each of these general winning ports 7 is provided with a general winning port detecting switch 7a. When this general winning port detecting switch 7a detects the entering of a game ball, a predetermined winning ball (for example, 10 game balls) is provided. Will be paid out.
  In addition, in the center of the game area 6 in the width direction, similarly to the general prize opening 7, a first start port 9 into which a game ball can enter and a second start located below the first start port 9 are provided. A mouth 10 is provided. The second starting port 10 has a movable piece 10b that can be moved in and out toward the front of the gaming machine 1, and a first mode in which the movable piece 10b is maintained in an immersed state, and the movable piece 10b is in a protruding state. The second aspect is controlled to be movable. Note that when the second start port 10 is controlled to the first mode, the game ball does not fall into the second start port 10 because the game ball falls on the second start port 10 as it is. . On the other hand, when the second starting port 10 is controlled to the second mode, the movable piece 10b functions as a receiving tray, so that the game ball can easily enter the second starting port 10. That is, when the second start port 10 is in the first mode, there is no opportunity for a game ball to enter, and when it is in the second mode, the game ball can enter. Here, when the second starting port 10 is controlled to the first mode, the game ball is prevented from entering the second starting port 10. However, if there is less opportunity for a game ball to enter when being controlled to the first mode than when being controlled to the second mode, the second is being controlled to the first mode. A game ball may enter the start port 10. That is, the first aspect includes a state where it is impossible or difficult to enter the game ball into the second start port 10.
The first start port 9 and the second start port 10 are provided with a first start port detection switch 9a and a second start port detection switch 10a for detecting the entrance of a game ball, respectively. When the game ball is detected, a lottery for acquiring a right to execute a jackpot game, which will be described later (hereinafter referred to as a “hit lottery”), is performed. Also, when the detection switches 9a and 10a detect the entry of a game ball, a predetermined prize ball (for example, 3 game balls) is paid out.
On the other hand, a big winning opening 25 is provided below the right-handed game area 6b (just below the second start opening 10). The special winning opening 25 is normally kept closed by the special winning opening / closing door 25b, and it is impossible to enter a game ball. On the other hand, when a special game, which will be described later, is started, the special prize opening / closing door 25b is opened, and the special prize opening / closing door 25b functions as a tray for guiding the game ball into the special winning opening 25, Game balls can enter.
The above-described special winning opening 25 is provided with a special winning opening detection switch 25a. When this special winning opening detection switch 25a detects the entry of a game ball, a predetermined winning ball (for example, nine) Game balls).
Furthermore, a normal symbol gate 8 is provided in each of the first entry area 6c and the right-handed game area 6b so as to pass a game ball. The normal symbol gate 8 is provided with a gate detection switch 8a for detecting the passage of the game ball. When the gate detection switch 8a detects the passage of the game ball, the normal symbol lottery described later is performed.
  At the bottom of the game area 6, the left-handed game area 6 a and the right-handed game area 6 b are merged. A discharge port 12 is provided for discharging game balls that have not entered.
  In the present embodiment, the game balls that have entered the first entry area 6 c are placed in the general winning opening 7, the first starting opening 9, and the second starting opening 10 due to the arrangement of each winning opening and the board surface configuration such as nails. The player enters the ball or passes through the normal symbol gate 8, but the game ball does not enter the big winning opening 25. On the other hand, the game balls that have entered the second entry area 6d usually pass through the symbol gate 8 or enter the second start opening 10 or the big winning opening 25. No gaming ball enters 7 or the first starting port 9.
In addition, the game board 2 is provided with an effect device for performing various effects.
Specifically, a liquid crystal display device 13 is provided at a substantially central portion of the game area 6, and a stage effect device 15 imitating a “family crest” is provided above the liquid crystal display device 13. Yes. Further, an effect lighting device 16 is provided at both the upper position and the lower position of the game board 2, and an effect button 17 is provided at the upper left side of the operation handle 3.
  The liquid crystal display device 13 displays an image while the game is not being performed or displays an image according to the progress of the game. In particular, when a game ball enters the first start port 9 or the second start port 10, the effect symbol 30 for notifying the player of the lottery result is displayed in a variable manner. The effect symbol 30 is, for example, scrolling and displaying three numbers, and stopping the scrolling after a predetermined time has elapsed, and displaying a specific symbol (number) in an array. As a result, while the symbols are being scrolled, the player is given an impression that the lottery is currently being performed, and the player is notified of the lottery result by the symbols displayed when the scrolling is stopped. By displaying various images, characters, and the like during the variation display of the effect symbol 30, a high expectation that the player may win a big hit is given to the player.
  In addition, the effect lighting device 16 includes a plurality of lights, and performs various effects while changing the light irradiation direction and emission color of each light.
  Further, an effect button 17 that can be pressed by the player is provided on the left side of the operation handle 3. For example, the effect button 17 is effective only when a message for operating the effect button 17 is displayed on the liquid crystal display device 13. The effect button 17 is provided with an effect button detection switch 17a. When the effect button detection switch 17a detects the player's operation, a further effect is executed according to this operation.
  Further, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 18 (see FIG. 3) formed of a speaker, and in addition to the above-described effect devices, a sound effect is also performed. ing.
  Below the game area 6, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, A normal symbol hold indicator 24 is provided.
  The first special symbol display device 19 notifies a jackpot lottery result that is triggered when a game ball enters the first starting port 9, and is composed of a plurality of LEDs. In other words, a plurality of special symbols corresponding to the jackpot lottery result are provided, and the lottery result is displayed by displaying a special symbol (lighting mode) corresponding to the jackpot lottery result on the first special symbol display device 19. The person is notified. The special symbols displayed in this way are not displayed immediately, but are displayed in a stopped state after being displayed for a predetermined time (flashing).
  More specifically, when a game ball enters the first starting port 9, a jackpot lottery will be performed. However, the jackpot lottery result is not immediately notified to the player, and a predetermined time is passed. The player is notified when it has passed. When a predetermined time has elapsed, a special symbol corresponding to the jackpot lottery result is stopped and displayed so that the player is notified of the lottery result. The second special symbol display device 20 is for informing a lottery winning result that is made when a game ball enters the second starting port 10, and the display mode is the above-mentioned first display mode. This is the same as the special symbol display mode in the special symbol display device 19.
  Further, the normal symbol display device 21 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 8. As will be described in detail later, when the predetermined symbol is won by the normal symbol lottery, the normal symbol display device 21 is turned on, and then the second start port 10 is controlled to the second mode for a predetermined time. Note that this normal symbol also does not immediately notify the lottery result when the game ball passes through the normal symbol gate 8, but the normal symbol display device 21 blinks until a predetermined time elapses. Is displayed in a variable manner.
Furthermore, when a game ball enters the first start port 9 or the second start port 10 during special symbol fluctuation display or during special games described later, a certain condition must be met. The right to win a jackpot is reserved. More specifically, the right to win a jackpot where a game ball enters and is retained at the first start port 9 is retained as a first hold, and a game ball is retained and retained at the second start port 10. The jackpot lottery right is reserved as a second hold.
For both of these holds, the upper limit reserve number is set to four, and the reserved number is displayed on the first special symbol hold indicator 22 and the second special symbol hold indicator 23, respectively.
The upper limit reserved number of normal symbols is also set to four, and the reserved number of normal symbols is displayed in the same manner as the first special symbol hold indicator 22 and the second special symbol hold indicator 23. Displayed on the device 24.
Here, the glass frame 110 supports a glass plate (not shown) that covers the game area 6 so as to be visible in front of the game board 2 (player side). The glass plate is detachably fixed to the glass frame 110.
The glass frame 110 is connected to the outer frame 100 via a hinge mechanism 111 on one end side in the left-right direction (for example, the left side facing the gaming machine), and the other end in the left-right direction using the hinge mechanism part 111 as a fulcrum. The side (for example, the right side facing the gaming machine) can be rotated in a direction to release it from the outer frame 100. The glass frame 110 covers the game board 2 together with the glass plate 111, and can be opened like a door with the hinge mechanism 111 as a fulcrum to open the inner part of the outer frame 100 including the game board 2. On the other end side of the glass frame 110, a lock mechanism for fixing the other end side of the glass frame 110 to the outer frame 100 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 110 is also provided with a door opening switch 33 (see FIG. 3) for detecting whether or not the glass frame 110 is opened from the outer frame 100.
  On the back surface of the gaming machine 1, a main control board 101, an effect control board 102, a payout control board 103, a power supply board 107, a game information output terminal board 108, and the like are provided. Further, the power supply board 107 is provided with a power plug 50 for supplying power to the gaming machine and a power switch (not shown).
(Internal structure of control means)
Next, control means for controlling the progress of the game will be described using the block diagram of the gaming machine shown in FIG.
  The main control board 101 controls the basic operation of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or outputs the result of the arithmetic processing. In response, a command is transmitted to another board. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.
  A general winning opening detection switch 7a, a gate detection switch 8a, a first starting opening detection switch 9a, a second starting opening detection switch 10a, and a large winning opening detection switch 25a are connected to the input side of the main control board 101. The game ball detection signal is input to the main control board 101.
Further, on the output side of the main control board 101, a start port opening / closing solenoid 10c for opening / closing the movable piece 10b of the second start port 10, a large winning port opening / closing solenoid 25c for opening / closing the large winning port opening / closing door 25b, Is connected.
Further, on the output side of the main control board 101, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator. 23 and the normal symbol hold display 24 are connected, and various signals are output through the output port.
Further, the main control board 101 outputs an external information signal necessary for managing a gaming machine in a hall computer or the like of a gaming store to the gaming information output terminal board 108.
A main ROM 101b of the main control board 101 stores a game control program, which will be described later, and data and tables necessary for various games.
The main RAM 101c of the main control board 101 has a plurality of storage areas.
For example, the main RAM 101c includes a normal symbol hold number (G) storage area, a normal symbol hold storage area, a first special symbol hold number (U1) storage area, a second special symbol hold number (U2) storage area, and a determination storage area. , First special symbol storage area, second special symbol storage area, high probability game count (X) storage area, time-short game count (J) storage area, round game count (R) storage area, release count (K) storage area In addition, a winning prize opening number (C) storage area, a game state storage area, a game state buffer, a stop symbol data storage area, an effect transmission data storage area, and the like are provided. The game state storage area includes a short-time game flag storage area, a high-probability game flag storage area, a special figure special electric processing data storage area, and a general-purpose normal electric processing data storage area. Note that the storage area described above is merely an example, and many other storage areas are provided.
  The game information output terminal board 108 is a board for outputting an external information signal generated in the main control board 101 to a hall computer or the like of the game shop. The game information output terminal board 108 is connected to the main control board 101 by wiring and is provided with a connector for connecting to a hall computer or the like of a game store.
  The power supply board 107 is provided with a backup power supply composed of a capacitor, monitors the power supply voltage supplied to the gaming machine, and outputs a power interruption detection signal to the main control board 101 when the power supply voltage falls below a predetermined value. . More specifically, when the power interruption detection signal becomes high level, the main CPU 101a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 101a becomes inactive state. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.
  The effect control board 102 mainly controls each effect such as during game play or standby. The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c, and is connected to the main control board 101 so as to be communicable in one direction from the main control board 101 to the effect control board 102. . The sub CPU 102a reads out a program stored in the sub ROM 102b based on a command transmitted from the main control board 101 or an input signal from the effect button detection switch 17a and the timer and performs arithmetic processing. Based on the above, the corresponding data is transmitted to the lamp control board 104 or the image control board 105. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.
The sub ROM 102b of the effect control board 102 stores an effect control program, data necessary for various games, and a table.
For example, a variation effect pattern determination table (not shown) for determining an effect pattern based on a change pattern designation command received from the main control board, an effect symbol pattern determination table for determining a combination of effect symbols 30 to be stopped and displayed (Not shown) and the like are stored in the sub ROM 102b. Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
The sub RAM 102c of the effect control board 102 has a plurality of storage areas.
The sub RAM 102c includes a command reception buffer, a gaming state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, a determination storage area (0th storage area), a first reservation storage area, and a second reservation storage area. Etc. are provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  In the present embodiment, the effect control board 102 is equipped with an RTC (real time clock) 102d for outputting the current time. The sub CPU 102a inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 102d, and executes various processes based on the current date and time. The RTC 102d is normally operated by power from the gaming machine when power is supplied to the gaming machine, and is powered by power supplied from a backup power source mounted on the power supply board 107 when the gaming machine is powered off. Operate. Therefore, the RTC 102d can count the current date and time even when the gaming machine is turned off. Note that the RTC 102d may be provided with a battery on the effect control board 102 and operated by the battery.
The payout control board 103 performs game ball launch control and prize ball payout control. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c, and is connected to the main control board 101 so as to be capable of two-way communication. The payout CPU 103a reads out the program stored in the payout ROM 103b based on the input signals from the payout ball counting switch 32, the door opening switch 33, and the timer that detect whether or not the game ball has been paid out, and performs arithmetic processing. At the same time, corresponding data is transmitted to the main control board 101 based on the processing. The payout control board 103 is connected to a payout motor 31 of a prize ball payout device for paying out a predetermined number of prize balls from the game ball storage unit to the player. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the payout number designation command transmitted from the main control board 101, performs arithmetic processing, and controls the payout motor 31 of the prize ball payout device to execute a predetermined prize. Pay the ball to the player. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.
Also, it is confirmed whether a game ball lending device (card unit) (not shown) is connected to the payout control board 103, and if the game ball lending device (card unit) is connected, the game control ball 106 is caused to fire a game ball. Send launch control data to allow that.
When the launch control board 106 receives the launch control data from the payout control board 103, the launch control board 106 permits the launch. Then, the touch signal from the touch sensor 3b and the input signal from the launch volume 3a are read out, the energization of the launch solenoid 4a is controlled, and the game ball is launched.
Here, the rotational speed of the firing solenoid 4a is set to about 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided on the firing control board 106. Accordingly, the number of game balls to be fired in one minute is about 99.9 (pieces / minute) because one ball is fired every time the firing solenoid rotates. That is, the game ball is fired about every 0.6 seconds.
  The lamp control board 104 controls lighting of the effect lighting device 16 provided on the game board 2 and controls driving of the motor for changing the light irradiation direction. In addition, energization control is performed on a drive source such as a solenoid or a motor that operates the effect accessory device 15. The lamp control board 104 is connected to the effect control board 102, and performs the above-described controls based on data transmitted from the effect control board 102.
  The image control board 105 includes an image CPU, an image ROM, an image RAM, and a VRAM (not shown) for performing image display control of the liquid crystal display device 13, and an audio CPU, an audio ROM, and an audio RAM. The image control board 105 is connected to the effect control board 102 so as to be capable of bidirectional communication, and the liquid crystal display device 13 and the audio output device 18 are connected to the output side thereof.
The image ROM stores a large number of image data such as effect symbols 30 and backgrounds displayed on the liquid crystal display device 13, and the image CPU reads a predetermined program based on a command transmitted from the effect control board 102. At the same time, predetermined image data is read from the image ROM to the VRAM, and display control in the liquid crystal display device 13 is performed. The image CPU executes various image processing such as background image display processing, effect symbol display processing, and character image display processing on the liquid crystal display device 13, but the background image, effect symbol image, and character image are displayed on the liquid crystal display. The image is superimposed on the display screen of the device 13.
That is, the effect design image and the character image are displayed so as to be seen in front of the background image. At this time, if the background image and the design image overlap at the same position, the design image is preferentially stored in the VRAM by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. .
  The audio ROM stores a large amount of audio data output from the audio output device 18, and the audio CPU reads out a predetermined program based on a command transmitted from the effect control board 102 and Audio output control in the output device 18 is performed.
  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.
FIG. 4A and FIG. 4B are diagrams illustrating a jackpot determination table that is referred to when determining whether or not the special symbol variation stop result is a jackpot. FIG. 4A is a jackpot determination table referred to in the first special symbol display device 19, and FIG. 4B is a jackpot determination table referred to in the second special symbol display device 20. In the tables of FIG. 4A and FIG. 4B, the big hit probability is the same although the winning probability for the small hit is different.
Specifically, the jackpot determination table is composed of a low-probability random number determination table and a high-probability random number determination table, and refers to the gaming state to select the low-probability random-number determination table or the high-probability random-number determination table. Based on the selected table and the extracted random number value for determining the special symbol, it is determined whether it is “big hit”, “small hit” or “lost”.
For example, according to the low probability random number determination table in the first special symbol display device 19 shown in FIG. 4A, two special symbol determination random numbers “7” and “317” are determined to be big hits. . On the other hand, according to the high probability random number determination table, “7”, “37”, “67”, “97”, “127”, “157”, “187”, “217”, “247”, “277” , “317”, “337”, “367”, “397”, “427”, “457”, “487”, “517”, “547”, “577” 20 special symbol determination random numbers Is determined to be a big hit. Further, regardless of whether the low probability random number determination table or the high probability random number determination table is used, the special symbol determination random number values are “50”, “100”, “150”, and “200”. If it is a random number value for symbol determination, it is determined as “small hit”. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the special symbol determination random number is 0 to 598, the probability of being determined to be a big hit at a low probability is 1 / 299.5, and the probability of being determined to be a big hit at a high probability is 10 times. It is 1 / 29.95. In addition, the probability determined to be a small hit is 1 / 149.75 for both low and high probabilities.
FIG. 4C is a diagram showing a hit determination table that is referred to when determining whether or not the stop result of the normal symbol variation is determined to be a win.
Specifically, the hit determination table is composed of a random time determination table in the non-short gaming state and a random number determination table in the short time gaming state, and refers to the gaming state, and in the non-short gaming state random number determination table or in the short time gaming state A random number determination table is selected, and based on the selected table and the extracted random number value for winning determination, it is determined whether it is “winning” or “lost”.
For example, according to the non-time-short game state random number determination table shown in FIG. 4C, it is determined that one hit determination random number value “0” is a hit. On the other hand, according to the short-time gaming state random number determination table, 19 hit determination random numbers from “0” to “18” are determined to be winning. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the hit determination random number value is 0 to 19, the probability of being determined to be a big hit in the non-short game state is 1/20, and the probability of being determined to be a big hit in the short time game state is 19/20. It is.
FIG. 5 is a diagram showing a symbol determination table for determining a special symbol stop symbol.
FIG. 5A is a symbol determination table for determining a stop symbol at the time of a big hit, and FIG. 5B is a symbol determination table for determining a stop symbol at a small hit, FIG. Is a symbol determination table for determining a stop symbol at the time of losing. More specifically, the symbol determination table is also configured for each special symbol display device, and includes a symbol determination table for the first special symbol display device and a symbol determination table for the second special symbol display device.
The special symbol type (stop symbol data) is determined by the symbol determination table on the basis of the extracted jackpot symbol random value or small symbol random number value. For example, in the case of jackpot, the jackpot symbol random number value is referred to, and if the jackpot symbol random number value is “30”, “01” (first special symbol 1) is determined as stop symbol data. Further, the random number value for the small hit symbol is referred to at the time of the small hit, and if the random number value for the small hit symbol is “50”, “08” (special symbol B for small bonus) is determined as the stop symbol data. Furthermore, when it is lost, “00” (special symbol 0) is determined as stop symbol data without referring to the random number value.
Then, at the time of starting the change of the special symbol, an effect designating command is generated as special symbol information based on the determined special symbol type (stop symbol data). Here, the effect designating command is composed of 1-byte data, and 1-byte MODE for identifying the control command classification and 1-byte indicating the content (function) of the executed control command. DATA. The same applies to a variation pattern designation command and a start winning designation command described later.
  As will be described later, the game state after the jackpot (see FIG. 7) and the jackpot mode (see FIG. 8) are determined by the type of special symbol (stop symbol data), so the type of special symbol is a jackpot It can be said that the game state after the game ends and the jackpot mode are determined.
FIG. 6A and FIG. 6B are diagrams showing a hit determination table that is referred to when a normal symbol is determined based on the stop result of the normal symbol fluctuation. FIG. 6A is a determination table that is referred to when winning is determined by the determination of the winning determination random value, and FIG. 6B is determined to be lost by the determination of the winning determination random value. It is a determination table referred to in the case.
Specifically, any random number value is acquired from the random number values “0” to “10” as the normal symbol random number values. The determination tables shown in FIGS. 6A and 6B are for determining these random numbers. According to the hit determination table shown in FIG. 6A, “0” and “1” are used. Are determined to be long open symbols, and nine normal symbol random values “2” to “10” are determined to be short open symbols.
Further, according to the loss determination table shown in FIG. 6B, eleven normal symbol random values “0” to “10” are determined to be lost symbols.
The long open symbol and the short open symbol will be described in detail later.
FIG. 7 is a jackpot end setting data table for determining the gaming state after the jackpot ends. According to the jackpot end setting data table shown in FIG. 7, based on the type of special symbol (stop symbol data) and the gaming state at the time of jackpot winning stored in the gaming state buffer, the setting of the high probability gaming flag, the number of high probability games Setting of (X), setting of a short time game flag, and setting of the number of short time games (J) are performed.
It should be noted that “00H” in the gaming state buffer indicating the gaming state at the time of winning the big win indicates gaming state information in which neither the short-time gaming flag nor the high probability gaming flag is set, and “01H” indicates that the short-time gaming flag is set. Although the high probability game flag is not set, the game state information is set. “02H” is the game state information in which the short-time game flag is set but the high probability game flag is not set. "" Indicates game state information in which both the short-time game flag and the high probability game flag are set.
  Moreover, in the specific game period after the end of the small hit, in order to perform a specific effect, the number of specific periods is set so that a dedicated variation pattern determination table (see FIG. 12) is determined. Specifically, when the game state buffer is 00H, that is, when a small win is won in the low-probability gaming state and the non-short-time gaming state, until the special symbol variation display is performed 50 times after the small hit is completed. The number of specific periods (T) is set to 50 so that the specific game period is reached. During this specific game period (when the number of specific periods (T)> 0), as will be described later, the variation pattern determination table for the specific game period (low probability gaming state) after the small hit shown in FIG. 12 is determined. In other than the specific gaming period (when the number of specific periods (T) = 0), the variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 10 or for the high probability gaming state shown in FIG. The variation pattern determination table is determined.
FIG. 8 is a special electric accessory operating mode determination table for determining the opening / closing conditions of the special winning opening 25. The table of FIG. 8 determines the number of round games played in the jackpot game and the opening mode table of the big winning opening 25 based on the type of special symbol (stop symbol data).
In the present embodiment, the tables determined by the first special symbol display device 19 and the second special symbol display device 20 are different from each other, but this is only an example. What kind of table is determined may be appropriately set.
FIG. 9 is an opening mode determination table showing the details of the opening mode table of the big prize opening determined in FIG. 8, FIG. FIG. 9C is a small hit use release mode determination table.
Specifically, the number of round games (R), the number of times of opening (K) of the special winning opening 25 during the round, the opening time, and the closing time are stored in association with each other.
  When the long hit release mode determination table shown in FIG. 9A is determined, each of the 1st to 10th round games is opened once. At this time, the maximum opening time of the big prize opening 25 is set to 29.500 seconds, and the pause time between each round (the closing time of the big prize opening 25) is set to 2.000 seconds.
  When the short hit opening mode determination table shown in FIG. 9B is determined, each of the first to tenth round games is opened once for each of the big winning openings 25. At this time, the maximum opening time of the big prize opening 25 is set to 0.052 seconds, and the pause time between each round (the closing time of the big prize opening 25) is set to 2.000 seconds.
  When the small-hit opening mode determination table shown in FIG. 9C is determined, a small-hit game in which the big winning opening 25 repeats opening for 0.052 seconds and closing for 2.000 seconds is executed. Since this small hit game is regarded as one game in which the big winning opening 25 continuously opens and closes 10 times, it is controlled without using the concept of “round game” in the long win game or the short win game. However, the open / close mode of the special winning opening 25 is substantially the same as that of the short win game. Thereby, the pleasure which makes a player guess whether it is a small hit or a short win can be provided. However, if the opening / closing mode is approximated to the extent that it is impossible or difficult to discriminate whether the player is a small hit or short hit even if the opening time and closing time are not set exactly the same, the same as above The fun of gaming can be improved.
  In addition, the opening time (0.052 seconds) of “short hit” or “small hit” is shorter than the time (about 0.6 seconds) at which one game ball is fired as described above. Even if the open / close door 25b is opened, it is difficult to win the big winning opening 25, and the "short win" or "small hit" opening mode can be said to be an "unfavorable opening mode". On the other hand, since the “long hit” release time (29.5 seconds) is longer than the time (about 0.6 seconds) at which one game ball is fired, it can be said to be an “advantageous release mode”.
  10 to 12 are diagrams showing a variation pattern determination table for determining a variation pattern of a special symbol. FIG. 10 shows a normal gaming state (referred to mainly for a normal gaming state (for a low probability gaming state)). FIG. 11 is a variation pattern determination table for a high-probability gaming state that is mainly referred to during a high-probability gaming state, and FIG. It is a variation pattern determination table for a specific gaming period (for low probability gaming state) after a small hit referred to in the gaming period. The specific game period after the end of the jackpot is determined only in the low-probability gaming state and the non-short-time gaming state at the time of winning the jackpot as described in the explanation of the jackpot end time setting data table shown in FIG. Is not.
Specifically, according to the variation pattern determination table, the type of special symbol display device, special symbol judgment random number value (winning winning or defeating), jackpot symbol random number (bonus symbol), presence or absence of short-time gaming state, special symbol The variation pattern is determined based on the number of holds, the reach determination random value, and the variation pattern random value. The variation pattern is determined at the start of variation of the special symbol, and a variation pattern designation command is generated based on the determined variation pattern. This variation pattern designation command is transmitted from the main control board 101 to the effect control board 102 in the output control process.
In addition, since it is configured to always reach when a big hit or a small hit, it is configured not to refer to the reach determination random value for a big hit or a small hit.
  When the variation pattern designation command is “E6H” as the MODE, the variation pattern determined when the game ball enters the first start port 9 and the variation of the special symbol of the first special symbol display device 19 is started. When the MODE is “E7H”, a game ball enters the second starting port 10 and the second special symbol display device 20 starts to change the special symbol. Indicates that the command is a variation pattern designation command corresponding to the determined variation pattern. Then, DATA of the variation pattern designation command indicates a specific variation pattern number. That is, the variation pattern designation command is also information indicating the variation pattern.
  Further, even if the same random number value or the like is referred to in the variation pattern determination table for the normal gaming state (for the low probability gaming state) shown in FIG. 10 and the variation pattern determination table for the high probability gaming state shown in FIG. , Different variation patterns are determined. Therefore, it is possible to distinguish between a variation pattern determined for a high probability gaming state and a variation pattern determined for a low probability gaming state depending on the type of variation pattern.
  Similarly, the variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 10, and the variation pattern determination table for the specific gaming period (for low probability gaming state) after the small hit shown in FIG. Then, even if the same random number value or the like is referred to, different variation patterns are determined. Therefore, according to the type of the variation pattern, it is possible to distinguish whether it is a normal gaming state or a specific gaming period after a small hit. In contrast, the variation pattern determination table for the high probability gaming state shown in FIG. 11 and the variation pattern determination table for the specific gaming period (for low probability gaming state) shown in FIG. 12 have the same variation. The pattern can be determined. Therefore, it becomes impossible to distinguish between the low probability gaming state and the high probability gaming state depending on the type of the variation pattern.
  Furthermore, as a feature of the variation pattern determination tables shown in FIGS. 10 to 12, when the jackpot determination result is a loss, when the gaming state is the short-time gaming state, the variation time of the special symbol is set to be short. . For example, in the variation pattern determination table shown in FIG. 10, when the jackpot determination result is a loss, when the number of reserved balls is 2, if the game is in a short-time game state, the probability is 95% based on the reach determination random value. A fluctuation pattern 8 (shortening fluctuation) having a fluctuation time of 5000 ms is determined, but a fluctuation pattern having a fluctuation time exceeding 5000 ms is determined in the non-time-saving gaming state. In this manner, the variation time is set to be short when the time-saving gaming state is entered.
  The “reach” in the present embodiment means that after a part of the combination of the effect symbols 30 for notifying the transition to the special game is stopped and displayed, the remaining part of the effect symbols 30 continues to be displayed in a variable manner. Say what you do. For example, when the combination of the three-digit effect symbol 30 of “777” is set as the combination of the effect symbols 30 for notifying that the game will shift to the jackpot game, the two effect symbols 30 are stopped and displayed at “7”. The state where the remaining effect symbols 30 are performing variable display.
FIG. 13A and FIG. 13B are diagrams showing a normal electric accessory operating mode determination table. FIG. 13A is a table that is referenced in the non-short-time gaming state, and FIG. 13B is a table that is referenced in the short-time gaming state.
Specifically, when the long open symbol is determined by lottery of the normal symbol performed due to the passing of the game ball to the normal symbol gate 8, if the gaming state is a non-short game state, the long release TBL1 On the basis of this, the start opening / closing solenoid 10c is energized. According to the long opening TBL1, the second start port 10 is opened twice, and the total opening time is controlled to 4.200 seconds.
When the short opening symbol is determined in the non-short game state, the start opening / closing solenoid 10c is energized based on the short opening TBL1. According to the short opening TBL1, the second start port 10 is opened once, and the total opening time is controlled to 0.200 seconds.
On the other hand, when the long open symbol is determined, if the gaming state is the short-time gaming state, the start opening / closing solenoid 10c is energized based on the long open TBL2. According to the long opening TBL2, the second start port 10 is opened once, and the total opening time is controlled to be 5.000 seconds.
In addition, when the short opening symbol is determined in the short time gaming state, the start opening / closing solenoid 10c is energized based on the short opening TBL2. According to the short opening TBL2, the second start port 10 is opened once, and the total opening time is controlled to 3.000 seconds.
FIG. 14 is a time chart showing the energization timing of the start port opening / closing solenoid 10c for each table. As shown in FIG. 14A, when the second starting port 10 is controlled with reference to the long opening TBL1, the second starting port 10 is first opened for 0.2 seconds and then closed for 4 seconds. Again for 4 seconds.
Further, when the second starter 10 is controlled with reference to the long release TBL2, the second starter 10 is opened for 5 seconds.
On the other hand, when the second starting port 10 is controlled with reference to the short opening TBL1, the second starting port 10 is opened only for 0.2 seconds, and the second starting port 10 is referred to with reference to the short opening TBL2. Is controlled, the second start port 10 is opened for 3 seconds.
(Description of gaming state)
Next, the gaming state when the game progresses will be described. In the present embodiment, the game progresses in any one of the “low probability gaming state”, “high probability gaming state”, “time / short gaming state”, and “non-time / short gaming state”. However, while the game is in progress, if the game state is “low probability game state” or “high probability game state”, it is always “time-short game state” or “non-time-short game state”. In other words, when it is “low probability gaming state” and “short-time gaming state”, “low probability gaming state” and “non-short-time gaming state”, and “high probability gaming state” There are a case of “time saving gaming state” and a case of “high probability gaming state” and “non-time saving gaming state”.
Further, in the case of the “low probability gaming state” and the “non-short-time gaming state”, there are a specific game period after the small hit and a non-specific game period after the small hit. In the case of the “low probability gaming state” and the “non-short game state”, when the game period is not the specific game period after the end of the small hit, it is referred to as a “normal gaming state”.
In the present embodiment, the “low probability gaming state” means that in the jackpot lottery performed on the condition that a game ball has entered the first starting port 9 or the second starting port 10, the winning probability of the jackpot is 1 / The game state set to 299.5. The jackpot winning here is to acquire a right to execute a “long win game” or a “short win game” which will be described later.
On the other hand, the “high probability gaming state” means a gaming state in which the jackpot winning probability is set to 1 / 29.95. Therefore, in the “high probability gaming state”, it is easier to acquire the right to execute “game per long” or “game per short” than in the “low probability gaming state”.
In the present embodiment, “non-short-time gaming state” means that the time required for the lottery is set to 10 seconds in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 8, and The total opening time of the second starting port 10 when the long opening symbol is determined is set to 4.2 seconds, and the total opening time of the second starting port 10 when the short opening symbol is determined is set to 0.2 seconds. Refers to the game state.
On the other hand, the “short-time gaming state” means that the time required for the lottery in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 8 is set to 1 second, A gaming state in which the total opening time of the second starting port 10 when the opening symbol is determined is set to 5 seconds, and the total opening time of the second starting port 10 when the short opening symbol is determined is set to 3 seconds. .
Also, in the “short-time gaming state”, the probability of winning in the normal symbol lottery is higher than in the “non-short-time gaming state”. Therefore, in the “short-time gaming state”, the second starting port 10 is more easily controlled to the second mode as long as the game ball passes through the normal symbol gate 8 than in the “non-short-time gaming state”. Thereby, in the “short-time gaming state”, the player can advance the game without consuming the game ball.
Note that the probability of winning in the normal symbol lottery may be set so that it does not change in any of the “non-short-time gaming state” and the “time-short gaming state”.
  In this embodiment, the “specific game period after the end of the small hit” is a variation pattern determination table (FIG. 5) that can determine the same effect as the high probability game state in order to have an expectation that the state is a high probability game state. 12) refers to the game period referred to.
  Next, the progress of the game in the gaming machine 1 will be described using a flowchart.
(Main processing of main control board)
The main process of the main control board 101 will be described with reference to FIG.
  When power is supplied from the power supply board 107, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.
(Step S10)
First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a performs a process of reading a startup program from the main ROM and initializing flags and the like stored in the main RAM in response to power-on.
(Step S20)
In step S20, the main CPU 101a performs an effect random number update process for updating the random number value for variation pattern and the random value for reach determination.
(Step S30)
In step S30, the main CPU 101a updates the special symbol determination initial value random number, the big hit symbol initial value random number, and the small hit symbol initial value random number. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG.
  A clock pulse is generated at a predetermined cycle (4 milliseconds, hereinafter referred to as “4 ms”) by a reset clock pulse generation circuit provided on the main control board 101, so that the timer interrupt processing described below is executed. Is done.
(Step S100)
First, in step S100, the main CPU 101a saves the information stored in the register of the main CPU 101a to the stack area.
(Step S110)
In step S110, the main CPU 101a updates the special symbol time counter, updates the special game timer counter such as the opening time of the special electric accessory, updates the normal symbol time counter, and updates the normal power release time counter. A time control process for updating various timer counters is performed. Specifically, a process of subtracting 1 from a special symbol time counter, a special game timer counter, a normal symbol time counter, and a general electricity open time counter is performed.
(Step S120)
In step S120, the main CPU 101a performs a random number update process for the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, and the hit determination random number value.
Specifically, each random number counter is incremented by 1, and the random number counter is updated. When the addition result exceeds the maximum value in the random number range, the random number counter is reset to 0, and when the random number counter makes one round, the random number is updated from the initial random number value at that time.
(Step S130)
In step S130, the main CPU 101a performs an initial value random number update process of adding one to the special symbol determination initial value random number counter, the big hit symbol initial value random number counter, and the small hit symbol initial value random number counter to update the random number counter. .
(Step S200)
In step S200, the main CPU 101a performs input control processing.
In this process, the main CPU 101a has input to each of the general winning opening detection switch 7a, the gate detection switch 8a, the first starting opening detection switch 9a, the second starting opening detection switch 10a, and the big winning opening detection switch 25a. Input processing for determining whether or not. Specifically, this will be described later with reference to FIGS.
(Step S300)
In step S300, the main CPU 101a performs a special figure special power control process for controlling special symbols and special electric accessories. Details will be described later with reference to FIGS.
(Step S400)
In step S400, the main CPU 101a performs a normal / normal power control process for controlling the normal symbol and the normal electric accessory. Details will be described later with reference to FIGS. 29 to 31.
(Step S500)
In step S500, the main CPU 101a performs a payout control process.
In this process, the main CPU 101a checks whether or not a game ball has won the big winning opening 25, the first starting opening 9, the second starting opening 10, and the general winning opening 7, and if there is a winning, Is sent to the payout control board 103.
More specifically, the general winning award winning ball counter, the large winning award winning ball counter, and the starting winning award ball counter updated in FIG. 17 to be described later are checked, and a payout number designation command corresponding to each winning award is issued. Transmit to the payout control board 103. Thereafter, predetermined data is subtracted from the prize ball counter corresponding to the sent out number designation command and updated.
(Step S600)
In step S600, the main CPU 101a performs data creation processing of external information data, start opening / closing solenoid data, special winning opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, and a storage number designation command.
(Step S700)
In step S700, the main CPU 101a performs output control processing. In this process, a port output process is performed for outputting signals of the external information data, the start opening / closing solenoid data, and the special winning opening opening / closing solenoid data created in S600. Further, in order to turn on the LEDs of the special symbol display devices 19 and 20 and the normal symbol display device 21, a display device output process for outputting the special symbol display device data and the normal symbol display device data created in S600 is performed. . Further, command transmission processing for transmitting a command set in the effect transmission data storage area of the main RAM 101c is also performed.
(Step S800)
In step S800, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.
  The input control process of the main control board 101 will be described with reference to FIG.
(Step S210)
First, in step S210, the main CPU 101a determines whether or not a detection signal is input from the general winning opening detection switch 7a, that is, whether or not a game ball has entered the general winning opening 7. When the main CPU 101a receives a detection signal from the general winning opening detection switch 7a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.
(Step S220)
In step S220, the main CPU 101a determines whether or not the detection signal from the big prize opening detection switch 25a has been inputted, that is, whether or not the game ball has entered the big prize opening 25. When the main CPU 101a receives a detection signal from the big prize opening detection switch 25a, the main CPU 101a adds and updates predetermined data to the big prize mouth prize ball counter used for the prize ball and wins the big prize mouth 25. The winning prize entrance counter (C) for counting the number of game balls played is added and updated.
(Step S230)
In step S230, the main CPU 101a determines whether or not the detection signal from the first start port detection switch 9a has been input, that is, whether or not the game ball has entered the first start port 9 and determines the jackpot. Predetermined data to perform is set. Details will be described later with reference to FIG.
(Step S240)
In step S240, the main CPU 101a determines whether or not a detection signal from the second start port detection switch 10a has been input, that is, whether or not a game ball has entered the second start port 10. When the main CPU 101a receives a detection signal from the second start port detection switch 10a, the main CPU 101a performs the same process as in step S230. However, in this second start port detection switch input process, “1” is added to the second special symbol hold number (U2) storage area, and the extracted special symbol determination random number value, jackpot symbol random number value, small hit value The random number value for symbols and the random number value for reach determination are stored in the second special symbol storage area. That is, the first start port detection switch input process and the second start port detection switch input process are different from each other only in the storage area for storing various data, and all other processes are the same.
(Step S250)
In step S250, the main CPU 101a determines whether the gate detection switch 8a has input a signal, that is, whether the game ball has passed through the normal symbol gate 8. This gate detection switch input process will be described later with reference to FIG.
  The first start port detection switch input process of the main control board 101 will be described with reference to FIG.
(Step S230-1)
First, in step S230-1, the main CPU 101a determines whether or not a detection signal from the first start port detection switch 9a has been input.
When the detection signal from the first start port detection switch 9a is input, the process proceeds to step S230-2. When the detection signal from the first start port detection switch 9a is not input, the first start port The detection switch input process is terminated.
(Step S230-2)
In step S230-2, the main CPU 101a performs a process of adding predetermined data to the starting opening prize ball counter used for the prize ball and updating it.
(Step S230-3)
In step S230-3, the main CPU 101a determines whether or not the number of reservations set in the first special symbol reservation number (U1) storage area is less than four. If the number of reserves set in the first special symbol hold count (U1) storage area is less than 4, the process proceeds to step S230-4 and set in the first special symbol hold count (U1) storage area. When the number of held holds is not less than 4, the first start port detection switch input process is terminated.
(Step S230-4)
In step S230-4, the main CPU 101a adds “1” to the first special symbol hold count (U1) storage area and stores it.
(Step S230-5)
In step S230-5, the main CPU 101a obtains a special symbol determination random number, searches for an empty storage unit in order from the first storage unit in the first special symbol storage area, and stores the free memory. The random number value for special symbol determination acquired in the section is stored.
(Step S230-6)
In step S230-6, the main CPU 101a obtains the jackpot symbol random number value, and searches for a vacant storage unit in order from the first storage unit in the first special symbol storage area. The random number value for the jackpot symbol acquired in is stored.
(Step S230-7)
In step S230-7, the main CPU 101a obtains a random number value for a small hit symbol, searches for a free storage unit in order from the first storage unit in the first special symbol storage area, and stores the free storage. The random number value for the small hit symbol obtained in the part is stored.
(Step S230-8)
In step S230-8, the main CPU 101a obtains effect random numbers (variation pattern random values and reach determination random values), and sequentially stores the first storage units in the first special symbol storage area. The effect random number values (variation pattern random value and reach determination random value) are stored in a free storage unit.
(Step S231)
In step S231, the main CPU 101a performs a pre-determination process for determining each random number value acquired in steps S230-5 to S230-8 based on a table corresponding to the current gaming state. The start port detection switch input process is terminated. This prior determination process will be described with reference to FIG.
(Step S231-1)
First, in step S231-1, the main CPU 101a determines whether or not the high probability game flag is turned on in the high probability game flag storage area. The case where the high probability game flag is ON is a case where the current game state, that is, the game state when the game ball enters the first start port 9 or the second start port 10 is the high probability game state. is there. If the high probability game flag is ON, the process proceeds to step S231-2. If the high probability game flag is not ON, the process proceeds to step S231-3.
(Step S231-2)
If it is determined in step S2311-1 that the current gaming state is the high probability gaming state, the main CPU 101a selects the “high probability random number determination table”.
(Step S231-3)
In step S231-3, when it is determined that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a selects the “low probability random number determination table”.
(Step S231-4)
In step S231-4, the main CPU 101a uses the special symbol determination random number newly written in the special symbol hold storage area as the “high probability random number determination table selected in step S231-2 or step S231-3”. ”Or“ low probability random number determination table ”.
More specifically, when the special symbol storage area in which the random number value is newly stored in step S230-5 is the first special symbol storage area, the first special symbol display device of FIG. If the special symbol holding storage area in which the random number value is stored is the second special symbol storage area, the jackpot determination table for the second special symbol display device of FIG. Referring to FIG. 6, based on the special symbol determination random number value, it is temporarily determined whether “big hit”, “small hit”, or “lost”.
(Step S231-5)
In step S231-5, the main CPU 101a determines whether or not the jackpot determination as a result of the jackpot determination in step S231-4 is provisionally determined. If it is tentatively determined to be a jackpot, the process proceeds to step S231-6, and if it is not temporarily determined to be a jackpot, the process proceeds to step S231-10.
(Step S231-6)
If it is determined in step S231-5 that the jackpot is tentatively determined, the main CPU 101a determines the newly written jackpot symbol random number value, and tentatively determines the type of special symbol (stop symbol data).
Specifically, when the special symbol holding storage area in which the random number value is newly stored is the first special symbol storage area, the symbol determination table for the first special symbol display device (see FIG. 5A). When the special symbol storage area in which the random number value is newly stored is the second special symbol storage area, the symbol determination table for the second special symbol display device (see FIG. 5A) is used. Referring to the jackpot symbol random number value, stop symbol data indicating the type of the special symbol to be stopped is provisionally determined.
(Step S231-7)
Next, the main CPU 101a sets the variation pattern determination table shown in FIG. 10 or FIG. 11 according to the special symbol provisionally determined in step S231-6. For example, if the special symbol temporarily determined in step S231-6 is special symbol 1 or special symbol 3, random numbers for variation pattern “0” to “29” are determined as variation pattern 1, A table is set in which the fluctuation pattern random numbers “30” to “99” are determined as the fluctuation pattern 2.
(Step S231-8)
Next, the main CPU 101a temporarily determines the random number value for the variation pattern stored in step S230-8 based on the variation pattern determination table set in step S231-7 (step S231-11).
(Step S231-9)
Next, the main CPU 101a generates a start winning designation command corresponding to the variation pattern provisionally determined in step S231-8 and sets it in the effect transmission data storage area.
The start winning designation command is provided so as to be identifiable in the same manner as the variation pattern designation command shown in FIGS. 10 to 12, and is associated with variation time, variation contents, or information on big hits, small hits, and loses. ing.
(Step S231-10)
If it is determined in step S231-5 that the jackpot is not tentatively determined, the main CPU 101a performs a tentative determination as to whether or not the jackpot is determined. If it is tentatively determined to be a small hit, the process proceeds to step S231-12. If it is not temporarily determined to be a small hit, the process proceeds to step S231-11.
(Step S231-11)
If it is not temporarily determined as a small hit in step S231-10, the main CPU 101a sets the variation pattern determination table for loss shown in FIG. 10 or FIG. As a result, step S231-8 and the variation pattern for loss are provisionally determined, and a start winning designation command corresponding to the provisionally determined variation pattern is set in the effect transmission data storage area in step S231-9. .
(Step S231-12)
On the other hand, when it is tentatively determined as a small win in step S231-10, the main CPU 101a sets a start winning designation command indicating that it is a small win, that is, a chance effect, in the transmission data storage area for effects. To do.
As a result of the above-described pre-determination process, when the game ball enters the first start port 9 or the second start port 10, the result of the jackpot lottery performed using the ball as an opportunity is transmitted to the effect control board 102. It will be. However, this pre-determination process is determined according to the game state at the time when the game ball enters the start ports 9 and 10 to the last. Therefore, when the gaming state is changed before processing the first hold or the second hold reserved by the entry, the result of the jackpot determination process described later may be different from the result of the prior determination process. There is.
  The gate detection switch input process of the main control board 101 will be described with reference to FIG.
(Step S250-1)
First, the main CPU 101a determines whether or not a detection signal from the gate detection switch 8a has been input.
If the detection signal from the gate detection switch 8a has been input, the process proceeds to step S250-2. If the detection signal from the gate detection switch 8a has not been input, the gate detection switch input process ends.
(Step S250-2)
If it is determined in step S250-1 that the detection signal from the gate detection switch 8a has been input, the main CPU 101a determines whether or not the normal symbol holding number (G) is less than four. In the present embodiment, when the game ball passes through the normal symbol gate 8, the normal symbol variation display is performed, and the upper limit reserved number of the right of the regular symbol variation display is set to "4". If it is determined that the normal symbol hold count (G) is less than 4, the process proceeds to step S250-3, and if it is determined that the normal symbol hold count (G) is not less than 4 (4). The gate detection switch input process is terminated.
(Step S250-3)
If it is determined in step S250-2 that the normal symbol hold count (G) is less than 4, the main CPU 101a displays the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area. ) And a value obtained by adding “1” is stored as a new normal symbol holding number (G).
(Step S250-4)
Next, the main CPU 101a extracts one hit determination random number value from a random number range (for example, 0 to 19) prepared in advance, and stores the extracted random number value in the normal symbol holding storage area.
(Step S250-5)
Next, the main CPU 101a extracts one symbol determination random number value from a random number range (for example, 0 to 10) prepared in advance, and stores the extracted random number value in the normal symbol holding storage area.
  With reference to FIG. 21, the special figure special electric power control process of the main control board 101 will be described.
(Step S301)
First, in step S301, the value of the special figure special electricity processing data is loaded, the branch address is referred to from the special figure special electric treatment data loaded in step S302, and if the special figure special electric treatment data = 0, the special symbol memory determination process (step The process proceeds to S310). If the special symbol special power processing data = 1, the process proceeds to the special symbol variation processing (step S320). If the special symbol special power processing data = 2, the special symbol stop processing (step S330) is performed. If special figure special electric processing data = 3, the process moves to the big hit game process (step S340), and if special figure special electric process data = 4, the process moves to the small hit game process (step S350). If special electric processing data = 5, the processing is shifted to a special game end processing (step S360). Details will be described later with reference to FIGS.
  The special symbol memory determination process of the main control board 101 will be described with reference to FIG.
(Step S310-1)
In step S <b> 310-1, the main CPU 101 a determines whether or not a special symbol variation display is being performed. If the special symbol variation display is in progress (special symbol time counter ≠ 0), the special symbol storage determination process is terminated. If the special symbol variation display is not in progress (special symbol time counter = 0), step 310 is performed. The process is moved to -2.
(Step S310-2)
In step S310-2, when the special symbol is not changing, the main CPU 101a determines whether or not the second special symbol hold count (U2) storage area is 1 or more. If the second special symbol hold count (U2) storage area is not 1 or more, the process proceeds to step S310-4, and it is determined that the second special symbol hold count (U2) storage area is "1" or more. In step S310-3, the process proceeds.
Thus, the second special symbol storage area is processed with priority over the first special symbol storage area.
(Step S310-3)
In step S310-3, the main CPU 101a subtracts “1” from the value stored in the second special symbol hold count (U2) storage area and stores it.
(Step S310-4)
In step S310-4, the main CPU 101a determines whether or not the first special symbol hold count (U1) storage area is 1 or more. When the first special symbol reservation number (U1) storage area is not 1 or more, the process proceeds to step S319-1, and it is determined that the first special symbol reservation number (U1) storage area is "1" or more. In step S310-5, the process proceeds.
(Step S310-5)
In step S310-5, the main CPU 101a subtracts “1” from the value stored in the first special symbol hold count (U1) storage area and stores it.
(Step S310-6)
In step S310-6, the main CPU 101a determines a predetermined random number value (special number stored in a special symbol reservation storage area corresponding to the special symbol reservation number (U) storage area subtracted in steps S310-2 to S310-5. The symbol determination random number value, the big hit symbol random value, the small hit symbol random value, the reach determination random value, and the variation pattern random value) and the start winning designation command are shifted. Specifically, a predetermined random number value and a start winning designation command stored in the first storage unit to the fourth storage unit in the first special symbol storage area or the second special symbol storage area are stored in the previous storage unit. Shift to. Here, the predetermined random number value and the start winning designation command stored in the first storage unit are shifted to the determination storage area (the 0th storage unit). At this time, the predetermined random number value and the start winning designation command stored in the first storage unit are written in the determination storage area (0th storage section) and already written in the determination storage area (0th storage section). The stored data will be deleted from the special symbol reserved storage area. Thereby, the predetermined random number value and the start winning designation command used in the previous game are deleted. After the shift, the start winning designation command MODE is processed so as to correspond to the storage area after the shift.
  For example, after shifting the start winning designation command and the predetermined random number value in the second storage unit of the first special symbol holding storage area to the first storage unit of the first special symbol holding storage area, The MODE “A2H” is processed into “A1H”. Similarly, after the start winning designation command and the predetermined random number value in the third storage unit of the first special symbol holding storage area are shifted to the second storage unit, the MODE “A3H” of the starting winning designation command is changed to “A2H”. And the start winning designation command and the predetermined random number value in the fourth storage section of the first special symbol holding storage area are shifted to the third storage section, and then the start winning designation command MODE “A4H” Is processed into “A3H”. Similarly, when the second special symbol reserved storage area is shifted from the first storage unit to the third storage unit, “B2H” becomes “B1H”, “B3H” becomes “B2H”, “B4H” becomes “ B3H ". Here, after shifting the data in the fourth storage unit, blank data is set in the new fourth storage area, and the data in the fourth storage area is cleared.
(Step S311)
In step S311, the main CPU 101a writes the data (special symbol determination random number value, jackpot symbol random number value, small hit value written in the determination symbol storage area (the 0th storage unit) of the special symbol reservation storage area in step S310-6 above. The jackpot determination process is executed based on the design random number. Details will be described later with reference to FIG.
(Step S312)
In step S312, the main CPU 101a performs a variation pattern determination process.
In the variation pattern determination process, first, a variation pattern determination table based on the current gaming state is determined with reference to the gaming state storage area of the main RAM 101c. Specifically, when the game state is the high probability game state, the variation pattern determination table for the high probability game state shown in FIG. 11 is determined. When the game state is the low probability game state, the number of specific periods (T) = 0. When the variation pattern determination table of the normal gaming state (for the low probability gaming state) shown in FIG. 10 is determined and the number of specific periods (T)> 0 in the low probability gaming state, the small hit after shown in FIG. The variation pattern determination table for the specific gaming period (for the low probability gaming state) is determined.
Then, the variation pattern is determined based on the determined variation pattern determination table with reference to the special symbol determination random number value, the jackpot symbol random number value, the reach determination random number value, and the variation pattern random number value.
(Step S313)
In step S313, the main CPU 101a sets a variation pattern designation command corresponding to the determined variation pattern in the effect transmission data storage area.
(Step S314)
In step S314, the main CPU 101a confirms the gaming state at the start of variation, and sets a gaming state designation command corresponding to the current gaming state in the effect transmission data storage area.
(Step S315)
In step S315, the main CPU 101a starts the special symbol variation display on the special symbol display devices 19 and 20. That is, the special symbol variation display data is set in the processing area. Thereby, when the information written in the processing area relates to the first hold (U1), the special symbol display device 19 blinks, and when the information relates to the second hold (U2), the special symbol display device 20 blinks. Will be allowed to.
(Step S316)
In step S316, when the main CPU 101a starts displaying the variation of the special symbol as described above, the variation time (counter value) based on the variation pattern determined in step S312 is displayed in the special symbol time counter in the special symbol time counter. set. The special symbol time counter is subtracted every 4 ms in S110.
(Step S317)
In step S317, the main CPU 101a sets 00H to the demonstration determination flag. That is, the demonstration determination flag is cleared. Note that the demonstration determination flag = “00H” indicates that the special symbol is currently being displayed or that a special game is being displayed. On the other hand, when neither the special symbol variation display nor the special game is displayed, the demonstration determination flag “01H” is stored. If the demonstration determination flag = “01H” is stored, a demonstration designation command is set in step S319-3, which will be described later, and it is transmitted to the effect control board 102 that neither special symbol variation display nor special game is being played. .
(Step S318)
In step S318, the main CPU 101a sets the special symbol special processing data = 1, shifts the processing to the special symbol variation processing shown in FIG. 24, and ends the special symbol memory determination processing.
(Step S319-1)
If it is determined in step S310-4 that the first hold (U1) is “0”, that is, if neither the first hold (U1) nor the second hold (U2) is reserved, The main CPU 101a determines whether 01H is set in the demonstration determination flag. If 01H is set in the demo determination flag, the special symbol memory determination process is terminated. If 01H is not set in the demo determination flag, the process proceeds to step S319-2.
(Step S319-2)
In step S319-2, the main CPU 101a sets 01H to the demo determination flag so that the demo designation command is not set many times in step S319-3 described later.
(Step S319-3)
In step S319-3, the main CPU 101a sets a demonstration designation command in the effect transmission data storage area, and ends the special symbol memory determination process.
  The jackpot determination process will be described with reference to FIG.
(Step S311-1)
First, in step S311-1, the main CPU 101a determines whether or not the high probability game flag is turned on in the high probability game flag storage area. The case where the high probability gaming flag is ON is a case where the current gaming state is a high probability gaming state. If the high probability game flag is ON, the process proceeds to step S311-2. If the high probability game flag is not ON, the process proceeds to step S311-3.
(Step S311-2)
In step S311-2, when the main CPU 101a determines that the current gaming state is the high probability gaming state, the main CPU 101a selects the “high probability random number determination table”.
(Step S311-3)
In step S311-2, when determining that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a selects the “low probability random number determination table”.
(Step S311-4)
In step S311-4, the main CPU 101a uses the special symbol determination random number value written in the determination storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6 as the step S311-2 or step S311-4. The determination is made based on the “high probability random number determination table” or “low probability random number determination table” selected in S311-3.
More specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the jackpot determination table for the first special symbol display device of FIG. When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, refer to the jackpot determination table for the second special symbol display device in FIG. 4B. Then, based on the special symbol determination random number value, it is determined whether it is “big hit”, “small hit”, or “lost”.
(Step S311-5)
In step S <b> 311-5, the main CPU 101 a determines whether or not the jackpot determination is made as a result of the jackpot determination in step S <b> 311-4. If it is determined that the jackpot is determined, the process proceeds to step S311-6. If it is not determined that the jackpot is determined, the process proceeds to step S311-9.
(Step S311-6)
In step S311-6, the main CPU 101a determines the jackpot symbol random number value written in the determination symbol storage area (the 0th storage unit) of the special symbol reservation storage area in step S310-6, and determines the special symbol type ( Stop symbol data) is determined, and a jackpot symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the symbol determination table for the first special symbol display device (see FIG. 5A). ), When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, the symbol determination table for the second special symbol display device (see FIG. 5A). ), Stop symbol data indicating the type of the special symbol to be stopped is determined based on the jackpot symbol random number value, and the determined stop symbol data is set in the stop symbol data storage area.
The determined special symbol is used to determine “big hit” or “small hit” in the special symbol stop process of FIG. 25 as will be described later, as well as the big hit game process of FIG. 26 and the small hit of FIG. It is also used to determine the operating mode of the big prize opening in the game processing, and is also used to determine the gaming state after the big hit in the special game end processing of FIG.
(Step S311-7)
In step S <b> 311-7, the main CPU 101 a generates an effect designating command corresponding to the special symbol for jackpot in order to transmit data corresponding to the special symbol to the effect control board 102, and stores it in the effect transmission data storage area. set.
(Step S311-8)
In step S311-8, the main CPU 101a determines the game state at the time of winning the big win from the information set in the game state storage area (time-short game flag storage area, high probability game flag storage area), and the game state at the time of the big win Is set in the game state buffer. Specifically, if both the short-time game flag and the high-probability game flag are not set, 00H is set. If the short-time game flag is not set but the high-probability game flag is set, 01H is set. If the short-time game flag is set but the high-probability game flag is not set, 02H is set. If both the short-time game flag and the high-probability game flag are set, 03H is set.
In this way, apart from the game state storage area (time-short game flag storage area, high-probability game flag storage area), the game state at the time of winning the jackpot is set in the game state buffer. Since the high-probability game flag and the short-time game flag in the state storage area (time-short game flag storage area, high-probability game flag storage area) are reset, after the jackpot ends, based on the game state at the time of winning the jackpot This is because the game state storage area cannot be referred to when determining the game state at the time of the big hit. As described above, by providing a game state buffer for storing game information indicating the game state at the time of winning the big hit, apart from the game state storage area, it is possible to refer to the game information in the game state buffer after the end of the big win Based on the gaming state at the time of winning the jackpot, it is possible to newly set a gaming state after the jackpot (such as a short-time gaming state and a short-time number of times).
(Step S311-9)
If it is not determined in step S311-5 that the game is a big win, the main CPU 101a determines whether or not the game is determined to be a big win. If it is determined to be a small hit, the process proceeds to step S311-10. If it is not determined to be a small hit, the process proceeds to step S311-12.
(Step S311-10)
In step S 311-10, the main CPU 101 a determines the random number value for the small hit symbol written in the determination storage area (the 0th storage unit) of the special symbol holding storage area in step S 310-6 and determines the type of the special symbol. And a small hit symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, with reference to the symbol determination table of FIG. 5B, stop symbol data indicating the type of special symbol is determined based on the random number value for the small hit symbol, and the determined stop symbol data is used as the stop symbol. Set in the data storage area. In the present embodiment, “small hit A” and “small hit B” are provided as the types of “small hit”. However, regardless of which “small hit” is won, the contents of the small hit game executed thereafter are exactly the same, and the “small hit A” and “small hit B” have special symbol display devices 19, Only the special symbol stopped and displayed at 20 is different.
(Step S311-11)
In step S3111-11, the main CPU 101a generates an effect symbol designation command corresponding to the special symbol for small hits in order to transmit data corresponding to the special symbol to the effect control board 102, and transmits an effect transmission data storage area. And the process proceeds to step S311-8.
(Step S311-12)
In step S3112, the main CPU 101a refers to the symbol determination table of FIG. 5C to determine a special symbol for losing, and sets the determined stop symbol data for losing in the stopped symbol data storage area.
(Step S311-13)
In step S311-13, the main CPU 101a generates an effect designating command corresponding to the special symbol for losing in order to transmit the data corresponding to the special symbol to the effect control board 102, and sets it in the effect transmission data storage area. Then, the jackpot determination process ends.
  The special symbol variation process will be described with reference to FIG.
(Step S320-1)
In step S320-1, the main CPU 101a determines whether or not the variation time set in step S316 has elapsed (special symbol time counter = 0). As a result, if it is determined that the variation time has not elapsed, the special symbol variation process is terminated and the next subroutine is executed.
(Step S320-2)
When it is determined that the time set in step S320-1 has elapsed, the main CPU 101a performs steps S311-6, S311-10, and the like in a routine process (big hit determination process) before the special symbol variation process. The special symbol set in S311-12 is stopped and displayed on the special symbol display devices 19 and 20. As a result, the jackpot determination result is notified to the player.
(Step S320-3)
In step S320-3, the main CPU 101a sets a symbol determination command in the effect transmission data storage area.
(Step S320-4)
In step S320-4, when the main CPU 101a starts the special symbol stop display as described above, the main CPU 101a sets the symbol stop time (1 second = 250 counter) in the special symbol time counter. The special symbol time counter is decremented by -1 every 4 ms in S110.
(Step S320-5)
In step S320-5, the main CPU 101a sets 2 to the special symbol special electric processing data, shifts the processing to the special symbol stop processing shown in FIG. 25, and ends the special symbol variation processing.
  The special symbol stop process will be described with reference to FIG.
(Step S330-1)
In step S330-1, the main CPU 101a determines whether or not the symbol stop time set in step S320-4 has elapsed (special symbol time counter = 0). As a result, when it is determined that the symbol stop time has not elapsed, the special symbol stop process is terminated and the next subroutine is executed.
(Step S330-2)
In step S330-2, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. The case where the flag is turned on in the time-short game flag storage area is a case where the current game state is the time-short game state. If the flag is turned on in the time-saving game flag storage area, the process proceeds to step S330-3. If the flag is turned off in the time-short game flag storage area, the process moves to step S330-4.
(Step S330-3)
In step S330-3, the main CPU 101a performs a time-saving game end determination process. Specifically, “1” is subtracted from (J) stored in the short-time game count (J) storage area and stored as a new remaining variation count (J), and the stored short-time game count (J) ) Is “0”, and if the number of short-time games (J) = 0, the flag stored in the short-time game flag storage area is cleared (OFF). On the other hand, if the number of short-time games (J) is not 0, the flag stored in the short-time game flag storage area remains ON, and the process proceeds to step S330-4.
(Step S330-4)
In step S330-4, the main CPU 101a determines whether or not a flag is turned on in the high probability game flag storage area. The case where the flag is turned on in the high probability game flag storage area is a case where the current gaming state is a high probability gaming state. If the flag is turned on in the high probability game flag storage area, the process proceeds to step S330-5. If the flag is turned off in the high probability game flag storage area, the process proceeds to step S330-6. Transfer.
(Step S330-5)
In step S330-5, the main CPU 101a performs a high probability game end determination process. Specifically, “1” is subtracted from (X) stored in the high-probability game count (X) storage area and stored as a new high-probability game count (X). It is determined whether or not the number of times (X) is “0”. If it is determined that the number of times of high probability games (X) = 0, the flag stored in the high probability game flag storage area is cleared. (OFF). On the other hand, if it is determined that the number of high-probability games (X) = 0 is not satisfied, the process proceeds to step S330-6.
(Step S330-6)
In step S330-6, the main CPU 101a determines whether or not the specific period number counter (T) = 0. If the specific period number counter (T) = 0, the main CPU 101a moves the process to step S330-8 to specify the specific period number counter (T) = 0. If the period counter (T) = 0 is not satisfied, the process proceeds to step S330-7.
(Step S330-7)
In step S330-7, the main CPU 101a stores the calculated value obtained by subtracting “1” from the specific period number counter (T) as a new specific period number counter (T).
(Step S330-8)
In step S330-8, the main CPU 101a confirms the current gaming state and sets a gaming state designation command in the effect transmission data storage area.
(Step S330-9)
In step S330-9, the main CPU 101a determines whether or not it is a big hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a jackpot symbol (stop symbol data = 01 to 06?). If it is determined that the jackpot symbol is determined, the process proceeds to step S330-13. If it is not determined that the jackpot symbol is determined, the process proceeds to step S330-10.
(Step S330-10)
In step S330-10, the main CPU 101a determines whether or not it is a small hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a small hit symbol (stop symbol data = 07 to 10?). If it is determined that the symbol is a small hit symbol, the process proceeds to step S330-11. If the symbol is not determined to be a small symbol, the process proceeds to step S330-12.
(Step S330-11)
In step S330-11, the main CPU 101a sets 4 in the special figure special electricity processing data, and moves the process to step S330-15.
(Step S330-12)
When it is determined in step S330-10 that the symbol is not a small hit symbol, the main CPU 101a sets 0 to the special symbol special electric processing data and shifts the processing to the special symbol memory determination processing shown in FIG.
(Step S330-13)
If it is determined in step S330-9 that the symbol is a jackpot symbol, the main CPU 101a sets 3 to the special chart special power processing data, and shifts the processing to the jackpot game process shown in FIG.
(Step S330-14)
In step S330-14, the main CPU 101a resets the gaming state and the number of working hours. Specifically, the data in the high probability game flag storage area, the high probability game count (X) storage area, the short time game flag storage area, and the short time game count (J) storage area are cleared.
(Step S330-15)
In step S330-15, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and produces an opening command corresponding to these types. Set in the transmission data storage area.
(Step S330-16)
In step S330-16, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and specially sets the opening time according to these types. Set to the game timer counter. The special game timer counter is subtracted every 4 ms in step S110. When this process ends, the special symbol stop process ends.
  The jackpot game process will be described with reference to FIG.
(Step S340-1)
First, in step S340-1, the main CPU 101a determines whether or not it is currently opening. For example, if “0” is stored in the round game count (R) storage area, it is currently open, so it is determined whether the round game count (R) storage area is currently open. If it is determined that the current opening is being performed, the process proceeds to step S340-2. If it is determined that the current opening is not currently performed, the process proceeds to S340-6.
(Step S340-2)
In step S340-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter set in step S330-16 has become “0”. If the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the jackpot game process is terminated, and if the opening time has elapsed, the process proceeds to step S340-3.
(Step S340-3)
In step S340-3, the main CPU 101a performs a jackpot start setting process.
In the jackpot start setting process, first, an open mode determination table corresponding to the jackpot type is determined according to the stop symbol data. Specifically, as shown in FIG. 8, either of the long hit release mode determination table (FIG. 9 (a)) or the short hit release mode determination table (FIG. 9 (b)) depending on the stop symbol data. Determine and set.
Next, “1” is added to the current round game number (R) stored in the round game number (R) storage area and stored. In step S340-3, nothing is stored in the round game number (R) storage area. That is, since no round game has been performed yet, “1” is stored in the round game count (R) storage area.
(Step S340-4)
In step S340-4, the main CPU 101a performs a special prize opening process. In this special winning opening opening process, the energization start data of the special winning opening / closing solenoid 25c is set, and the current round game number (R) and the number of open times (with reference to the table set in step S340-3) Based on K), the opening time of the special winning opening 25 is set in the special game timer counter.
(Step S340-5)
In step S340-5, the main CPU 101a determines whether or not K = 1, and if K = 1, in order to transmit information on the number of round games to the effect control board 102, the number of round games In response to (R), a special winning opening (R) round designation command is set in the effect transmission data storage area. For example, at the start of the first round game of jackpot, since the number of round games (R) is set to “1” and K = 1, the winning prize opening 1 round designation command is transmitted to the transmission data for production Set in the storage area. On the other hand, if K = 1 is not set, the jackpot game process is terminated without setting the big winning opening (R) round designation command in the effect transmission data storage area. In other words, the case where K = 1 means the start of a round, and therefore, the winning prize opening (R) round designation command is transmitted only at the start of the round.
In this embodiment, as shown in FIG. 9, since the number of times of opening of the big prize opening is set to one per round game, the big winning opening release (R) round designation is always specified in the step S340-5. A command is set. However, if it is decided to open the grand prize opening 25 a plurality of times per round game, a special prize opening (R) round designation command is transmitted only when K = 1 as described above. It becomes.
(Step S340-6)
In step S340-6, the main CPU 101a determines whether or not it is currently ending. Ending here refers to processing after all preset round games have been completed. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-19. If it is determined that the current ending is not currently performed, the process proceeds to step S340-7.
(Step S340-7)
In step S340-7, the main CPU 101a determines whether or not the special winning opening 25 is being closed. If it is determined that the special prize opening 25 is closed, the process proceeds to step S340-8. If it is determined that the special prize opening 25 is not closed, the process proceeds to step S340-9.
(Step S340-8)
In step S340-8, the main CPU 101a determines whether the closing time set in step S340-10 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, if the closing time has not elapsed, the jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S340-4.
(Step S340-9)
In step S340-9, the main CPU 101a determines whether or not an “opening end condition” for ending the opening of the special winning opening 25 is satisfied.
This “opening end condition” is that the value of the winning prize entrance counter (C) has reached the maximum number (for example, 9) or that the maximum opening time has elapsed (special game timer counter = 0) Is applicable).
If it is determined that the “opening end condition” is satisfied, the process proceeds to step S340-10. If it is determined that the “opening end condition” is not satisfied, the jackpot game process is ended.
(Step S340-10)
In step S340-10, the main CPU 101a performs a special winning opening closing process.
In the special winning opening closing process, in order to close the special winning opening 25, the energization stop data of the special winning opening / closing solenoid 25c is set, and the release mode determination table determined in step 340-3 (see FIG. 9). Referring to FIG. 4, the closing time of the special winning opening 25 is set in the special game timer counter based on the current round game number (R) and the number of times open (K). As a result, the special winning opening 25 is closed.
(Step S340-11)
In step S340-11, the main CPU 101a determines whether or not one round has been completed. Specifically, in one round, the number of times of opening (K) is the maximum number of times of opening, or the value of the winning prize entrance counter (C) reaches the maximum number (for example, 9). Therefore, it is determined whether or not such a condition is satisfied.
If it is determined that one round is completed, the process proceeds to step S340-12. If it is determined that one round is not completed, the jackpot game process is terminated.
(Step S340-12)
In step S340-12, the main CPU 101a sets 0 in the number-of-openings (K) storage area and sets 0 in the number-of-stakes (C) storage area. That is, the number-of-openings (K) storage area and the number of balls received in the big prize opening (C) storage area are cleared.
(Step S340-13)
In step S340-13, the main CPU 101a determines whether or not the round game number (R) stored in the round game number (R) storage area is the maximum. If the round game number (R) is the maximum, the process proceeds to step S340-16, and if the round game number (R) is not the maximum, the process proceeds to step S340-14.
(Step S340-14)
In step S340-14, the main CPU 101a sets a round end designation command in the effect transmission data storage area according to the number of round games (R) in order to transmit the end information of the round game to the effect control board 102.
(Step S340-15)
Next, the main CPU 101a adds “1” to the current round game number (R) stored in the round game number (R) storage area and stores the result.
(Step S340-16)
On the other hand, if it is determined in step S340-13 that the round game number (R) is the maximum, the main CPU 101a resets the round game number (R) stored in the round game number (R) storage area. To do.
(Step S340-17)
Next, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and transmits an ending command according to the type of big hit to the effect control board 102. Therefore, it is set in the transmission data storage area for production.
(Step S340-18)
In step S340-18, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and determines the ending time according to the type of big hit as a special game timer counter Set to.
(Step S340-19)
In step S340-19, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S340-20 and passes the ending time. If it is determined that it is not, the jackpot game process is terminated as it is.
(Step S340-20)
Next, the main CPU 101a sets 5 in the special figure special electric processing data, and shifts the processing to the special game end process shown in FIG.
  Next, the small hit game processing will be described with reference to FIG.
(Step S350-1)
First, in step S350-1, the main CPU 101a determines whether or not it is currently open. If it is determined that the current opening is being performed, the process proceeds to step S350-2. If it is determined that the current opening is not currently performed, the process proceeds to S350-5.
(Step S350-2)
In step S350-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the small hit game process is terminated, and if the opening time has elapsed, the process proceeds to step S350-3.
(Step S350-3)
In step S350-3, the main CPU 101a performs a small hitting start setting process.
The small hitting start setting process determines an opening mode determination table corresponding to the small hitting type according to the stop symbol data.
Specifically, as shown in FIG. 8, the small hit release mode determination table (FIG. 9C) is determined according to the stop symbol data.
(Step S350-4)
In step S350-4, the main CPU 101a performs a special winning opening opening process.
In the special winning opening opening process, first, “1” is added to the number of times of opening (K) stored in the number of times of opening (K) storage area and stored. In addition, energization start data of the special prize opening / closing solenoid 25c is set to open the special prize opening / closing door 25b, and the opening mode determination table (see FIG. 9) determined in step 350-3 is referred to. Based on the number of times of opening (K), the opening time of the special winning opening 25 is set in the special game timer counter.
(Step S350-5)
In step S350-5, the main CPU 101a determines whether or not it is currently ending. Ending here refers to processing after the game of the preset number of times of opening (K) has been completed. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S350-14. If it is determined that the current ending is not currently performed, the process proceeds to step S350-6.
(Step S350-6)
In step S350-6, the main CPU 101a determines whether or not the special winning opening 25 is being closed. If it is determined that the special prize opening 25 is closed, the process proceeds to step S350-7. If it is determined that the special prize opening 25 is not closed, the process proceeds to step S350-8.
(Step S350-7)
In step S350-7, the main CPU 101a determines whether or not the closing time set in step S350-9 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, if the closing time has not elapsed, the small hit game process is terminated, and if the closing time has elapsed, the process proceeds to step S350-4.
(Step S350-8)
In step S350-8, the main CPU 101a determines whether or not an “opening end condition” for ending the opening of the special winning opening 25 is satisfied.
This “opening end condition” is that the value of the winning prize entrance counter (C) has reached the maximum number (for example, 9), or that the opening time of one winning prize opening 25 has elapsed (special game) The timer counter = 0)).
If it is determined that the “opening end condition” is satisfied, the process proceeds to step S350-9. If it is determined that the “opening end condition” is not satisfied, the small hit game process is ended.
(Step S350-9)
In step S350-9, the main CPU 101a performs a special winning opening closing process.
In the special winning opening closing process, the energization stop data of the special winning opening / closing solenoid 25c is set to close the special winning opening / closing door 25b, and the opening mode determination table determined in step 350-3 (see FIG. 9). ), The closing time of the special winning opening 25 is set in the special game timer counter based on the current number of times of opening (K). As a result, the special winning opening 25 is closed.
(Step S350-10)
In step S350-10, the main CPU 101a determines whether or not the small hit end condition is satisfied. The condition for ending the small hit is that the number of times of opening (K) becomes the maximum number of times of opening, or the value of the big winning opening entrance counter (C) reaches the maximum number (for example, 9).
If it is determined that the small hit end condition is satisfied, the process proceeds to step S350-11. If it is determined that the small hit end condition is not satisfied, the small hit game process is ended.
(Step S350-11)
In step S350-11, the main CPU 101a sets 0 in the number-of-openings (K) storage area and sets 0 in the number-of-stakes (C) storage area. That is, the number-of-openings (K) storage area and the number of balls received in the big prize opening (C) storage area are cleared.
(Step S350-12)
In step S350-12, the main CPU 101a sets an ending command corresponding to the type of small hits in the effect transmission data storage area in order to transmit to the effect control board 102 in accordance with the stop symbol data.
(Step S350-13)
In step S350-13, the main CPU 101a sets the ending time corresponding to the small hit type in the special game timer counter according to the stop symbol data.
(Step S350-14)
In step S350-14, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S350-15 and passes the ending time. If it is determined that the game has not been made, the small hit game process is terminated.
(Step S350-15)
In step S350-15, the main CPU 101a sets 5 in the special figure special electricity processing data, and moves the process to a special game end process shown in FIG.
  The special game end process will be described with reference to FIG.
(Step S360-1)
In step S360-1, the main CPU 101a loads the stop symbol data set in the stop symbol data storage area and the game information in the game state buffer.
(Step S360-2)
In step S360-2, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 7, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, the main CPU 101a increases Processing for determining whether or not to set a high probability game flag in the probability game flag storage area is performed. For example, if the stop symbol data is “02”, a high probability flag is set (turned ON) in the high probability game flag storage area.
(Step S360-3)
In step S360-3, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 7, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, the high probability game count (X) A predetermined number of times is set in the storage area. For example, if the stop symbol data is “02”, 75 is set in the high probability game count (X) storage area.
(Step S360-4)
In step S360-4, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 7, and stores the short-time game flag based on the stop symbol data loaded in S360-1 and the game information in the game state buffer. Processing to determine whether or not to set a flag in the area is performed. For example, when the stop symbol data is “01”, a flag is set (turned ON) in the time-saving game flag storage area (see FIG. 7).
(Step S360-5)
In step S360-5, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 7, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, J) A predetermined number of times is set in the storage area. For example, when the stop symbol data is “01”, 70 times is set in the time-saving game number (J) storage area.
(Step S360-6)
In step S360-6, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 7, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, the number of specific period counters A predetermined number of times is set in (T). Specifically, when the stop symbol data is “07” to “10” and the game state buffer is 00H, 50 is set in the specific period number counter (T).
(Step S360-7)
In step S360-7, the main CPU 101a confirms the gaming state and sets a gaming state designation command in the effect transmission data storage area.
(Step S360-8)
In step S360-8, the main CPU 101a sets 0 in the special symbol special electric processing data, and shifts the processing to the special symbol storage determination processing shown in FIG.
  With reference to FIG. 29, the ordinary power control process will be described.
(Step S401) (Step S402)
First, in step S401, the value of the ordinary map electric power processing data is loaded, and the branch address is referenced from the loaded ordinary electric power processing data in step S402. The process is moved to (Step S410), and if the ordinary power / general power process data = 1, the process is moved to the ordinary electric accessory control process (Step S420). Details will be described later with reference to FIGS. 30 and 31.
  The normal symbol variation process will be described with reference to FIG.
(Step S410-1)
In step S410-1, the main CPU 101a determines whether or not the normal symbol variation display is being performed. If the normal symbol variation display is being performed, the process proceeds to step S410-18, and if the normal symbol variation display is not being performed, the process proceeds to step S410-2.
(Step S410-2)
When it is determined in step S410-1 that the variable display is not being performed, the main CPU 101a determines whether or not the normal symbol stop display time set in step S410-21 described later has elapsed. As a result, if it is determined that the normal symbol stop time has elapsed, the process proceeds to step S410-3. If it is determined that the normal symbol stop time has not elapsed, the normal symbol variation process is performed. finish.
(Step S410-3)
If it is determined in step S410-2 that the normal symbol stop time has elapsed, the main CPU 101a determines that the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area is It is determined whether it is 1 or more. As a result, in the case where the normal symbol hold number (G) stored in the normal symbol hold number (G) storage area is 1 or more, the process proceeds to step S410-4, and the hold number (G) is "0". In this case, the normal symbol variation process is terminated because the normal symbol variation display is not performed.
(Step S410-4)
In step S410-2, when it is determined that the number of normal symbols held (G) is “1” or more, the main CPU 101a determines the value (G) stored in the special symbol hold number (G) storage area. ) Is stored as a new hold number (G) obtained by subtracting “1”.
(Step S410-5)
Next, the main CPU 101a performs a shift process on the data stored in the normal symbol reservation storage area. Specifically, each data stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit. At this time, the data stored in the previous storage unit is written into a predetermined processing area and is erased from the normal symbol holding storage area.
(Step S410-6) (Step S410-7)
Next, the main CPU 101a determines the random number value for hit determination stored in the normal symbol holding storage area. When a plurality of hit determination random number values are stored, the hit determination random number values are read in the stored order.
Specifically, with reference to the hit determination table shown in FIG. 4C, it is determined whether or not the hit determination random number value shifted to the processing area is hit in the above table. For example, according to the above table, one hit determination random number value of “0” out of the hit random numbers “0” to “19” in the non-short-time gaming state is determined to be a hit, For example, among the winning random numbers “0” to “19”, 19 winning determination random numbers “0” to “18” are determined to be winning, and the other random numbers are determined to be lost.
As a result, if it is determined to be a win, the process proceeds to step S410-8, and if it is not determined to be a win, the process proceeds to step S410-12.
(Step S410-8) to (Step S410-11)
If it is determined in step S410-7 that the game is a win, the main CPU 101a performs symbol determination processing (step S410-8). Here, with reference to the normal symbol determination table shown in FIG. 6A, the symbol determination random number value shifted to the processing area is determined to determine either the long open symbol or the short open symbol. Specifically, when the design determination random value shifted to the processing area is “0” or “1”, it is determined as a long open symbol, and when “2” to “10”, a short open symbol is determined. judge.
If the result of the symbol determination process in step S410-8 is determined to be a long open symbol, a long open symbol is set (step S410-10), and if it is determined to be a short open symbol, a short open symbol is set. Is set (step S410-11).
(Step S410-12)
On the other hand, if it is not determined to be a win in step S410-7, the main CPU 101a sets a lost symbol.
(Step S410-13)
Next, the main CPU 101a sets a general-use fluctuation pattern designation command in the effect transmission data storage area. It should be noted that the normal pattern variation pattern designation command indicates whether the determined normal symbol is a long open symbol, a short open symbol, or a lost symbol, and the command is transmitted to the effect control board 102. Then, the effect related to the normal symbol lottery (ordinary symbol variation effect) is executed on the effect control board 102.
(Step S410-14)
Next, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. When the flag is turned on in the short-time game flag storage area, the game state is in the short-time game state, and when the flag is not turned on, the game state is in the non-short-time game state. Is the time. If it is determined that the short time game flag is ON, the process proceeds to step S410-15, and if it is determined that the short time game flag is not ON, the process proceeds to step S410-16.
(Step S410-15) (Step S410-16)
If it is determined in step S410-14 that the flag is ON in the time-saving game flag storage area, the main CPU 101a sets a counter corresponding to 1 second to the normal symbol time counter (step S410-15). If it is determined that the flag is not turned on in the time-saving game flag storage area, a counter corresponding to 10 seconds is set in the normal symbol time counter (step S410-16). By the processing of step S410-15 or step S410-16, the time for displaying the normal symbol variation is determined. The normal symbol time counter is subtracted every 4 ms in step S110.
(Step S410-17)
Next, the main CPU 101a starts normal symbol variation display on the normal symbol display device 21. The normal symbol variation display is to flash the LED at a predetermined interval in the normal symbol display device 21 and give the player an impression as if it is currently being drawn. This normal symbol variation display is continuously performed for the time set in step S410-15 or step S410-16. When this process ends, the normal symbol variation process ends.
(Step S410-18)
If it is determined in step S410-1 that the variation display is being performed, the main CPU 101a determines whether or not the set variation time has elapsed. That is, the normal symbol time counter is subtracted every 4 ms, and it is determined whether the set normal symbol time counter is zero. As a result, if it is determined that the set variation time has not elapsed, it is necessary to continue the variation display as it is, so that the normal symbol variation process is terminated and the next subroutine is executed.
(Step S410-19)
When it is determined in step S410-18 that the set variation time has elapsed, the main CPU 101a stops the variation of the normal symbol on the normal symbol display device 21. At this time, the normal symbol (long open symbol, short open symbol or lost symbol) set by the previous routine processing is stopped and displayed on the normal symbol display device 21. As a result, the result of the normal symbol lottery is notified to the player.
(Step S410-20)
Next, the main CPU 101a sets a normal symbol confirmation command in the effect transmission data storage area so as to transmit to the effect control board 102 that the normal symbol variation display is stopped and the symbol is confirmed. Note that the normal symbol determination command can identify which symbol is the symbol that is stopped and displayed.
(Step S410-21)
Next, the main CPU 101a sets a time for the normal symbol display device 21 to stop and display the normal symbol. Here, in order to allow the player to recognize the confirmed symbol, the normal symbol stop time is set to 1 second, and a counter corresponding to 1 second is set in the normal symbol time counter.
(Step S410-22) (Step S410-23)
Next, the main CPU 101a determines whether or not the set normal symbol is a winning symbol (long open symbol or short open symbol), and if the set normal symbol is a winning symbol, In step S410-23, the normal figure normal power processing data = 1 is set, and the processing is shifted to the normal electric accessory control processing. If the set normal symbol is a lost symbol, the normal symbol variation processing is performed as it is. finish.
  The normal electric accessory control process will be described with reference to FIG. Note that this ordinary electric accessory control process is executed when it is determined as “win” in step S410-22 of the ordinary symbol variation process shown in FIG.
(Step S420-1)
The main CPU 101a determines whether or not the normal symbol stop time set in step S410-21 has elapsed. As a result, when it is determined that the normal symbol stop time has elapsed, the process proceeds to step S420-2, and when it is determined that the normal symbol stop time has not elapsed, the normal electric accessory control process is terminated. .
(Step S420-2)
If it is determined in step S420-1 that the normal symbol stop time has elapsed, the main CPU 101a determines whether or not the start port opening / closing solenoid 10c is already under open control. As a result, when it is determined that the start opening / closing solenoid 10c is under open control, the process proceeds to step S420-12, and when it is determined that the start opening / closing solenoid 10c is not under open control, step S420-3 is performed. Move processing to.
(Step S420-3)
If it is determined in step S420-2 that the start opening / closing solenoid 10c is not under open control, the main CPU 101a determines whether the time-saving game flag is on, that is, whether the current gaming state is the time-saving gaming state. Determine. As a result, when it is determined that the current gaming state is the short-time gaming state, the process proceeds to step S420-8, and when it is determined that the current gaming state is not the short-time gaming state, the process proceeds to step S420-4. Transfer.
(Step S420-4)
If it is determined in step S420-3 that the current gaming state is not the short-time gaming state, the main CPU 101a sets the symbol that is normally stopped on the symbol display device 21, that is, the symbol set in step S410-21. It is determined whether the displayed symbol is a long open symbol. As a result, when it is determined that the symbol that is stopped and displayed is a long open symbol, the process proceeds to step S420-5, and when it is determined that the symbol that is stopped and displayed is not a long symbol, step S420. The process is moved to -7.
(Step S420-5)
If it is determined in step S420-4 that the symbol that has been stopped is a long open symbol, the main CPU 101a sets a counter corresponding to 4.2 seconds in the public power open time counter.
(Step S420-6)
Next, the main CPU 101a sets a long release start command in the effect transmission data storage area so as to transmit to the effect control board 102 that the opening of the second start port 10 starts. In the present embodiment, the long open symbol is transmitted to the effect control board 102 at the start of energization of the start opening / closing solenoid 10c only in the non-time-short game state and when the long open symbol is determined. . However, at the start of energization of the start opening / closing solenoid 10c, it may be transmitted to the effect control board 102 so that the type of the normal symbol and the game state can be identified.
(Step S420-7)
On the other hand, when it is determined in step S420-4 that the symbol that is stopped is not a long open symbol (when it is determined to be a short open symbol), the main CPU 101a adds 0.2 to the public power open time counter. Set the counter for seconds.
(Step S420-8)
Even when it is determined in step S420-3 that the current gaming state is the short-time gaming state, the main CPU 101a is stopped and displayed on the normal symbol display device 21 as in step S420-4. It is determined whether the symbol is a long open symbol. As a result, if it is determined that the symbol that is stopped and displayed is a long open symbol, the process proceeds to step S420-9, and if it is determined that the symbol that is stopped and displayed is not a long symbol, step S420. Move processing to -10.
(Step S420-9)
If it is determined in step S420-8 that the symbol that is stopped and displayed is a long open symbol, the main CPU 101a sets a counter corresponding to 5 seconds in the public power open time counter.
(Step S420-10)
On the other hand, when it is determined in step S420-8 that the symbol that is stopped and displayed is not a long open symbol (when it is determined that the symbol is a short open symbol), the main CPU 101a counts 3 in the main power open time counter. Set the counter for seconds.
(Step S420-11)
In step S420-11, the main CPU 101a sets a table for energizing the start port opening / closing solenoid 10c. Specifically, when the process of step S420-5 is performed, the long release TBL1 shown in FIG. 14A is set, and when the process of step S420-7 is performed, FIG. Set short open TBL1 shown in c). When the process of step S420-9 is performed, the long release TBL2 shown in FIG. 14B is set, and when the process of step S420-10 is performed, the process shown in FIG. Set the indicated short release TBL2. Then, the energization of the start opening / closing solenoid 10c is started based on the set table. Thereby, the 2nd starting port 10 will open and it will be controlled by the 2nd mode.
(Step S420-12)
In step S420-12, the main CPU 101a determines whether or not the set public power open time has elapsed. That is, the normal power open time counter is subtracted every 4 ms, and it is determined whether or not the set normal power open time counter = 0. As a result, when it is determined that the normal power open time counter = 0, the process proceeds to step S420-13, and when it is determined that the normal power open time counter = 0 is not set, the ordinary electric accessory control is performed. The process ends.
(Step S420-13)
If it is determined in step S420-12 that the set normal power open time has elapsed, the main CPU 101a stops energization of the start port opening / closing solenoid 10c. As a result, the second starting port 10 returns to the first mode, and it becomes impossible or difficult to enter the game ball again, and the auxiliary game that has been executed ends.
(Step S420-14)
Next, the main CPU 101a sets the general-purpose normal power processing data = 0 and shifts the processing to the normal symbol variation processing of FIG. 30, and the normal electric accessory control processing ends.
  Next, processing executed by the sub CPU 102a in the effect control board 102 will be described.
(Main processing of production control board 102)
The main process of the effect control board 102 will be described with reference to FIG.
(Step S1000)
In step S1000, the sub CPU 102a performs an initialization process. In this process, the sub CPU 102a reads the main processing program from the sub ROM 102b and initializes and sets a flag stored in the sub RAM 102c in response to power-on. If this process ends, the process moves to a step S1100.
(Step S1100)
In step S1100, the sub CPU 102a performs an effect random number update process. In this processing, the sub CPU 102a performs processing for updating various random numbers stored in the sub RAM 102c. Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of effect control board 102)
The timer interrupt process of the effect control board 102 will be described with reference to FIG.
Although not shown in the figure, a clock pulse is generated every predetermined period (2 milliseconds) by a reset clock pulse generation circuit provided in the effect control board 102, a timer interrupt processing program is read, and a timer of the effect control board is read. Interrupt processing is executed.
(Step S1400)
First, in step S1400, the sub CPU 102a saves the information stored in the register of the sub CPU 102a to the stack area.
(Step S1500)
In step S1500, the sub CPU 102a performs update processing of various timer counters used in the effect control board 102.
(Step S1600)
In step S1600, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing for analyzing a command stored in the reception buffer of the sub RAM 102c. A specific description of the command analysis processing will be described later with reference to FIGS. When the effect control board 102 receives the command transmitted from the main control board 101, a command reception interrupt process of the effect control board 102 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, the received command is analyzed in step S1600.
(Step S1750)
In step S1750, the sub CPU 102a performs flag setting processing. As will be described in detail later, in the present embodiment, a normal symbol variation effect is performed on the display area of the liquid crystal display device 13, and this normal symbol variation effect depends on the contents and progress of the special symbol variation effect. Depending on the start, it may be limited. In this flag setting process, the sub CPU 102a turns on or off various flags for limiting or permitting the start of the normal symbol variation effect. This flag setting process will be described later with reference to FIG.
(Step S1770)
In step S1770, the sub CPU 102a checks the signal of the effect button detection switch 17a, and performs effect input control processing related to the effect button 17. Specifically, when the pressing operation of the effect button 17 is detected by the effect button detection switch 17a, the effect button input command is stored in the transmission buffer. When the effect button input command is stored in the transmission buffer, the effect button input command is transmitted to the image control board 105 in the next data output process, and the fact that the effect button 17 has been pressed is transmitted to the image control board 105. .
(Step S1800)
In step S1800, the sub CPU 102a transmits various data set in the transmission buffer of the sub RAM 102c to the image control board 105 and the lamp control board 104.
(Step S1900)
In step S1900, the sub CPU 102a restores the information saved in step S1400 to the register of the sub CPU 102a.
(Command analysis processing of production control board)
The command analysis processing of the effect control board 102 will be described using FIG. 34 and FIG. Note that the command analysis processing 2 in FIG. 35 is performed subsequent to the command analysis processing 1 in FIG.
(Step S1601)
In step S1601, the sub CPU 102a checks whether there is a command in the reception buffer, and checks whether the command has been received.
If there is no command in the reception buffer, the sub CPU 102a ends the command analysis process, and if there is a command in the reception buffer, the sub CPU 102a moves the process to step S1610.
(Step S1610)
In step S1610, the sub CPU 102a checks whether or not the command stored in the reception buffer is a demo designation command. The demonstration designation command is set in step S319-3 of the main control board 101.
If the command stored in the reception buffer is a demonstration designation command, the sub CPU 102a moves the process to step S1611, and if not the demonstration designation command, moves the process to step S1620.
(Step S1611)
In step S1611, the sub CPU 102a performs a demonstration effect pattern determination process for determining a demonstration effect pattern.
Specifically, the demonstration effect pattern is determined, the determined demonstration effect pattern is set in the effect pattern storage area, and information on the determined demonstration effect pattern is transmitted to the image control board 105 and the lamp control board 104. The data based on the demonstration effect pattern is set in the transmission buffer of the sub RAM 102b.
(Step S1620)
In step S1620, the sub CPU 102a checks whether or not the command stored in the reception buffer is a start winning designation command. The start winning designation command is set in step S231-9 or step S231-12 of the main control board 101.
If the command stored in the reception buffer is a start winning designation command, the sub CPU 102a moves the process to step S1621, and moves to step S1630 if it is not a starting winning designation command.
(Step S1621)
In step S1621, the sub CPU 102a analyzes the received start winning designation command and executes data update processing corresponding to the starting winning designation command. The start winning designation command is associated with information related to the big hit, small hit, and loss temporarily determined by the preliminary determination process and information related to the temporarily determined variation pattern. Therefore, here, information about the first hold (U1) or the second hold (U2) newly reserved is stored in a predetermined storage area of the sub RAM 102c.
(Step S1622)
In step S1622, the sub CPU 102a analyzes the start winning designation command and performs a hold display mode determination process for transmitting a hold display command to the image control board 105 and the lamp control board 104 so as to perform a hold display in a predetermined mode. As a result, the liquid crystal display device 13 displays the current reserved number of the first hold (U1) and the second hold (U2).
(Step S1630)
In step S1630, the sub CPU 102a checks whether or not the command stored in the reception buffer is a variation pattern designation command. The variation pattern designation command is set in step S313 of the main control board 101.
If the command stored in the reception buffer is a variation pattern designation command, the sub CPU 102a moves the process to step S1631 and moves the process to step S1640 if the command is not the variation pattern designation command.
(Step S1631)
In step S1631, the sub CPU 102a performs variation effect pattern determination processing for determining one variation effect pattern from a plurality of variation effect patterns based on the received variation pattern designation command. This variation effect pattern determination process will be described later with reference to FIG.
(Step S1632)
In step S1632, the sub CPU 102a shifts the hold display data stored in the first hold storage area and the second hold storage area and the data corresponding to the start winning designation command, and information on the hold display data after the shift Is transmitted to the image control board 105 and the lamp control board 104.
(Step S1640)
In step S1640, the sub CPU 102a checks whether or not the command stored in the reception buffer is an effect designating command. The effect designating command is set in step S311-7, step S311-11, and step S311-13 of the main control board 101.
If the command stored in the reception buffer is an effect designating command, the sub CPU 102a moves the process to step S1641 and moves the process to step S1650 if it is not an effect designating command.
(Step S1641)
In step S1641, the sub CPU 102a performs an effect symbol determination process for determining an effect symbol 30 to be stopped and displayed on the effect display device 13, based on the contents of the received effect symbol designation command.
Specifically, the effect designating command is analyzed, the effect symbol data constituting the combination of the effect symbols 30 is determined according to the presence / absence of jackpot and the type of jackpot, and the determined effect symbol data is stored in the effect symbol storage area Set to.
(Step S1650)
In step S1650, the sub CPU 102a checks whether or not the command stored in the reception buffer is a symbol determination command. The symbol confirmation command is set in step S320-3 of the main control board 101.
If the command stored in the reception buffer is a symbol confirmation command, the sub CPU 102a moves the process to step S1651, and moves to step S1660 if it is not a symbol confirmation command.
(Step S1651)
In step S1651, the sub CPU 102a transmits data based on the effect symbol data determined in step S1641 to stop display of the effect symbol 30 and stop instruction data for stopping display of the effect symbol in the transmission buffer of the sub RAM 102b. The effect design stop process to be set is performed. This effect symbol stop process will be described later with reference to FIG.
(Step S1660)
In step S1660, the sub CPU 102a checks whether or not the command stored in the reception buffer is a normal pattern change pattern designation command. It should be noted that the common map change pattern designation command is set in step S410-13 of the main control board 101.
If the command stored in the reception buffer is a common pattern change pattern designation command, the sub CPU 102a moves the process to step S1661, and if it is not a common figure change pattern designation command, moves the process to step S1670.
(Step S1661)
In step S1661, the sub CPU 102a performs a general variation variation effect pattern determination process for determining one general variation variation effect pattern from a plurality of ordinary variation variation patterns based on the received regular variation variation designation command. This ordinary variation effect pattern determination processing will be described later with reference to FIG.
(Step S1670)
In step S1670, the sub CPU 102a checks whether or not the command stored in the reception buffer is a long release start command. The long release start command is set in step S420-6 of the main control board 101.
If the command stored in the reception buffer is a long release start command, the sub CPU 102a moves the process to step S1671 and moves the process to step S1680 if it is not a long release start command.
(Step S1671)
In step S1671, the sub CPU 102a performs a long opening effect process. Here, in order to notify the player that the second starting port 10 will be opened for a long time (4.2 seconds) in the non-time-saving gaming state, an effect of FIG. 47 described later is executed. Specific aspects of production will be described later.
(Step S1680)
In step S1680, the sub CPU 102a checks whether or not the command stored in the reception buffer is a normal symbol determination command. The normal symbol confirmation command is set in step S410-20 of the main control board 101.
If the command stored in the reception buffer is a normal symbol determination command, the sub CPU 102a moves the process to step S1681, and moves to step S1690 if it is not a normal symbol determination command.
(Step S1681)
In step S1681, the sub CPU 102a stops and displays the effect symbol data corresponding to the received normal symbol confirmation command and the universal symbol effect symbol in order to stop and display the ordinary symbol effect symbols (the symbols 40a to 40d in FIG. 46). Normal symbol variation stop processing is performed for setting stop instruction data to be transmitted to the transmission buffer of the sub RAM 102b. This normal symbol fluctuation stopping process will be described later with reference to FIG.
(Step S1690)
In step S1690, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. The game state designation command is set in step S314 and step S330-8 of the main control board 101.
If the command stored in the reception buffer is a gaming state designation command, the sub CPU 102a moves the process to step S1691, and moves to step S1700 if it is not a gaming state designation command.
(Step S1691)
In step S1691, the sub CPU 102a sets the gaming state based on the received gaming state designation command in the gaming state storage area in the sub RAM 102c.
(Step S1700)
In step S1700, the sub CPU 102a checks whether or not the command stored in the reception buffer is an opening command. The opening command is set in step S330-15 of the main control board 101.
If the command stored in the reception buffer is an opening command, the sub CPU 102a moves the process to step S1701, and if not the opening command, moves the process to step S1710.
(Step S1701)
In step S1701, the sub CPU 102a performs a hit start effect pattern determination process for determining a hit start effect pattern.
Specifically, the hit start effect pattern is determined based on the opening command, the determined hit start effect pattern is set in the effect pattern storage area, and information on the determined hit start effect pattern is controlled by the image control board 105 and the lamp control. In order to transmit to the substrate 104, data based on the determined hit start effect pattern is set in the transmission buffer of the sub RAM 102b.
(Step S1710)
In step S <b> 1710, the sub CPU 102 a checks whether or not the command stored in the reception buffer is a special winning opening opening designation command. The special winning opening opening designation command is set in step S340-5 of the main control board 101.
If the command stored in the reception buffer is a big winning opening release designation command, the sub CPU 102a moves the process to step S1711, and if not, it moves the processing to step S1720.
(Step S1711)
In step S <b> 1711, the sub CPU 102 a performs an in-round effect pattern determination process for determining a jackpot effect pattern.
Specifically, the in-round effect pattern is determined for each round to be started, based on a special winning opening release designation command having information on how many round games start. Then, the determined effect pattern during the round is set in the effect pattern storage area, and information on the effect pattern is transmitted to the image control board 105 and the lamp control board 104, so that the corresponding data is set in the transmission buffer of the sub RAM 102b. .
(Step S1720)
In step S1720, the sub CPU 102a checks whether or not the command stored in the reception buffer is a round end designation command. The round end designation command is set in step S340-14 of the main control board 101.
If the command stored in the reception buffer is a round end designation command, the sub CPU 102a moves the process to step S1721, and if it is not a round end designation command, moves the process to step S1730.
(Step S1721)
In step S1721, the sub CPU 102a performs a pause effect pattern determination process for determining an effect pattern between rounds.
(Step S1730)
In step S1730, the sub CPU 102a checks whether or not the command stored in the reception buffer is an ending command. The ending command is set in steps S340-17 and S350-12 of the main control board 101.
If the command stored in the reception buffer is an ending command, the sub CPU 102a moves the process to step S1731, and ends the command analysis process if the command is not the ending command.
(Step S1731)
In step S1731, the sub CPU 102a performs a hit end effect pattern determination process for determining a hit end effect pattern.
Specifically, a hit end effect pattern is determined based on the ending command, the determined hit end effect pattern is set in the effect pattern storage area, and information on the determined hit end effect pattern is controlled by the image control board 105 and lamp control. In order to transmit to the substrate 104, data based on the determined winning end effect pattern is set in the transmission buffer of the sub-RAM 102b.
According to the present embodiment, the variation effect related to the determined special symbol and the variation effect related to the normal symbol determined separately from this are the first display area 13 a and the second display area 13 b of the liquid crystal display device 13. Are characterized in that they are performed respectively. And in this embodiment, in order to perform such a variation effect related to the special symbol and a variation effect related to the normal symbol, among the command analysis processes described above, the variation effect pattern determination process, the effect symbol stop process, the ordinary diagram variation effect The pattern determination process, the normal symbol fluctuation stop process, and the flag setting process are performed as shown in FIGS.
Here, first, specific examples of effects on the liquid crystal display device 13 executed by the above-described processes will be described with reference to FIGS. 41 to 48, and thereafter, processes for executing the effects will be described. A specific description will be given.
As shown in FIG. 41, the liquid crystal display device 13 is provided in the first display region 13 a provided over almost the entire region excluding a part of the lower center of the entire display region, and in the lower center of the liquid crystal display device 13. It is divided into a second display area 13b.
Normally, a background image as shown in FIG. 41A is displayed in the first display area 13a, and when a variation pattern designation command is transmitted from the main control board 101 to the effect control board 102, FIG. As shown in b), the effect symbol 30 starts variable display (scroll display) in the first display area 13a of the liquid crystal display device 13.
Here, three symbol composition groups constituted by symbols with numbers 1 to 9 are displayed, and these symbol composition groups are displayed in the left display area, the middle display area in the first display area 13a, The scrolling display in the vertical direction in each of the right display areas is the symbol variation display. However, the variation display mode of the symbol is not limited to this, and the variation display mode may be any as long as the symbol changes (varies) without stopping for a predetermined time. . In each figure, the state in which the symbol is variably displayed without being fixed is indicated by an arrow.
When a predetermined time has elapsed since the start of the variable display, as shown in FIG. 41 (c), the symbols determined in step S1641 are stopped and displayed, and the symbols stopped and displayed in each display area are displayed. The gaming profit given to the player by the combination is notified.
  Note that the number of reserved first (U1) reservations is displayed on the lower left side of the first display area 13a by the number of windmills, and the number of second reservation (U2) reservations is displayed on the lower right side of the second display area 13a. Is displayed by the number of windmills or dumplings. In each drawing of FIG. 41, three first holds (U1) are reserved, and no second hold (U2) is reserved.
FIG. 42 shows an example of the variation effect when the variation pattern related to reach A is determined in step S312 of the main control board 101.
When a variation pattern designation command related to reach A is transmitted from the main control board 101 to the effect control board 102, as shown in FIG. 42 (a), each symbol composition group starts variation display (scroll display), As shown in FIG. 42 (b) after the lapse of a predetermined time, the same symbol is stopped and displayed in the left display area and the right display area excluding the middle display area, and a so-called reach state is obtained.
Thus, in the reach state, as shown in FIG. 42 (c), a background image that closes the bag is displayed, and after a predetermined time has passed, as shown in FIG. 42 (d), A predetermined story image is reproduced and displayed. As shown in FIG. 42 (d), when a story image is displayed, an area in the upper left of the first display area 13a can be identified so that the image is changing while preventing the image from being difficult to see. The symbol composition group is displayed in a small and variable manner.
FIG. 43 shows an example of the variation effect when the variation pattern related to reach B is determined in step S312 of the main control board 101.
For example, when the variation pattern designation command related to reach B is transmitted from the main control board 101 to the effect control board 102 in a state where the effect symbol 30 is stopped and displayed as shown in FIG. 43 (a), FIG. 43 (b). As shown in FIG. 2, each symbol composition group starts a variable display (scroll display). Then, after a predetermined time has elapsed, as shown in FIG. 43 (c), after a predetermined image is cut-in displayed, the effect symbol 30 is temporarily stopped and displayed as shown in FIG. 43 (d). At this time, the characters “continue” are stopped and displayed in the middle display area of the first display area 13a. This display mode means that one variation effect is repeatedly performed from the beginning. As shown in FIG. 42E, each symbol configuration group starts the variation display again.
Similarly to the above, after the predetermined image is cut-in again displayed as shown in FIG. 43 (f), the effect symbol 30 is temporarily stopped and displayed as shown in FIG. 43 (g). In this case as well, as in the case described above, the symbols in a mode meaning that one variation effect is repeatedly performed from the beginning are stopped and displayed.
Therefore, as shown in FIG. 43 (h), in the first display area 13a, each symbol composition group starts to display the variation again, and after a predetermined time has passed, as shown in FIG. 43 (i), The same symbol is stopped and displayed in the left display area and the right display area excluding the middle display area, and a so-called reach state is obtained.
In this way, when the reach state is reached, as in the case of the variation effect related to reach A, as shown in FIG. Later, as shown in FIG. 43 (k), a predetermined story image is reproduced and displayed. As described above, in the variation effect related to reach B, after reaching the impression that the variation effect is started three times, the reach state is reached, and a predetermined image is finally reproduced and displayed.
Next, a specific example of the normal symbol variation effect will be described with reference to FIGS. 44 to 48.
Normally, an image simulating a family crest is displayed in the second display area 13b as shown in FIG. Then, when a universal pattern change pattern designation command is transmitted from the main control board 101 to the effect control board 102, a character appears in the first display area 13a of the liquid crystal display device 13 as shown in FIG. As shown in FIG. 44 (c), the contents of the normal symbol variation effect will be described.
Thereafter, as shown in FIG. 45 (a), the roulette is scroll-displayed in the second display area 13b of the liquid crystal display device 13, and as shown in FIG. 45 (b) or 45 (c) after a predetermined time has elapsed. In addition, the predetermined symbol is stopped and displayed, and the lottery result of the normal symbol is notified.
In this embodiment, such a normal symbol variation effect is executed only in the non-short game state, and the normal symbol variation effect is not executed in the short time game state. Since the variation time of the normal symbol in the non-short-time gaming state is uniformly determined as 10 seconds, the normal symbol variation effect shown in FIG. 44 (a) is started from FIG. 45 (b) or FIG. 45 (c). It takes 10 seconds to determine the symbol shown in ().
In the present embodiment, as shown in FIG. 46, four types of symbols are indicated on the reel, and when the variation display of the normal symbols starts, the universal symbol design symbol 40 is scrolled. When the predetermined time elapses, one of the four types of symbols 40a to 40d is stopped and displayed on the second display area 13b.
The symbol 40a is configured by a symbol imitating “dumpling”, and is associated with the second starting port 10 being opened for 4.2 seconds. In other words, when the game state is the non-time-short game state and the long open symbol is determined on the main control board 101, the second display area is displayed after a predetermined time has elapsed after the variable display of the general symbol effect symbol 40 is started. The symbol 40a is stopped and displayed on 13b.
The symbol 40b is constituted by a symbol imitating “x”, and is associated with the fact that the second starting port 10 is not opened and that it is opened only for 0.2 seconds. That is, when the game state is the non-temporary short game state and the short open symbol or the lose symbol is determined on the main control board 101, after the predetermined time elapses after the fluctuation display of the normal diagram effect symbol 40 starts. The symbol 40b is stopped and displayed in the second display area 13b. As is clear from this, in the present embodiment, even when the second start port 10 is opened for 0.2 seconds, the pattern 40b is stopped as in the case where the second start port 10 is not opened. Will be displayed.
As described above, the symbol 40a and the symbol 40b in the general symbol effect symbol 40 are associated with the determined normal symbol, and the second starting port 10 is opened long by the symbols 40a and 40b. Whether or not it is notified.
  The symbol 40c is composed of the character symbol “Intense heat”, and is associated with the effect mode that is currently variably displayed in the first display area 13a. Specifically, when the variable display of the normal symbol starts, the design 40c is determined with a predetermined probability when the effect mode during the variable display in the first display area 13a is related to reach A or reach B. Is done. In other words, when a variation effect related to reach A or reach B is performed, a big win is won with a high probability, so that the symbol 40c is stopped and displayed, so that the expectation of the big win is high in the first display area 13a. This suggests that the production is being executed.
  The symbol 40d is constituted by a character symbol “change”. When this symbol 40d is stopped and displayed, the effect mode, that is, the effect mode, which is variably displayed in the first display area 13a, is changed. Specifically, when the variation display of the normal symbol is started, the symbol 40d is determined when the hold in which the variation pattern related to the chance effect (short hit or small hit) is provisionally determined by the preliminary determination process is reserved. Is done. In other words, when the symbol 40d is stopped and displayed, the provisionally determined hold is reserved when the chance effect is executed. When the symbol 40d is stopped and displayed in the second display area 13b, the aspect of the effect (background image or aspect of the effect symbol 30) being changed and displayed in the first display area 13a is changed. It will be notified that the chance effect is executed by the suspension.
As described above, the symbols 40a and 40b are associated with the determined normal symbols, whereas the symbols 40c and 40d are associated with special symbols (variation patterns of special symbols). In this way, in the second display area 13b, while indicating whether or not the long open symbol has been determined, in some cases, the suggestion for the variation pattern of the special symbol is interwoven and executed.
In addition, when the symbol 40a is stopped and displayed in the second display area 13b, the second start port 10 is open in the second display area 13b as shown in FIGS. 47 (a) to 47 (c). An effect of informing the user is executed. This effect is executed by the effect processing during long opening in step S1671 upon reception of the long opening start command. During this time, when a game ball enters the second start port 10, the number of game balls entering the second start port 10 is the number of dumplings displayed in the vertical direction on the right side of the first display area 13a. The number of the second hold (U2) acquired is displayed by the number of dumplings on the lower right side of the second display area 13a.
For example, as shown in FIG. 48A, when the effect symbol 30 is variably displayed in the first display area 13a, as shown in FIG. 48B, the symbol 40d is displayed in the second display area 13b. Suppose that is stopped. In this case, as shown in FIG. 48C, after the cut-in image indicating the effect mode to be changed is displayed in the first display area 13a, as shown in FIG. The display mode of the first display area 13a such as the symbol 30 is changed to a display mode corresponding to the changed effect mode.
As described above, the variation effect in the first display region 13a and the variation effect in the second display region 13b are related to each other. Restrictions. Below, the restrictions provided in starting the variation | change effect in the 2nd display area 13b are demonstrated.
  FIG. 49 is a time chart showing the progress of the fluctuating effects related to reach A in FIG. In FIG. 49, (1) shows the elapsed time from the start of the variation effect related to reach A, and shows that the time from the start to the end of the variation effect is 60 seconds. (2) shows the content of the fluctuating effect for each elapsed time in the first display area 13a. Specifically, when the elapsed time is 0, the fluctuating effect starts as shown in FIG. 42A, and when 7 to 8 seconds have elapsed, the so-called reach mode is obtained as shown in FIG. 42B. . Then, when about 10 seconds have passed, the wrinkles are closed in the background image as shown in FIG. 42 (c), and when about 20 seconds have passed, as shown in FIG. 42 (d), a predetermined image is displayed. Is displayed.
  49 (3) shows the timing when the restriction flag is turned on or off in the effect control board 102. FIG. The restriction flag is for restricting or permitting the start of the general variation effect in the second display area 13b. When the restriction flag is turned on, the start of the normal symbol variation effect is restricted. In the state where the restriction flag is turned off, it is possible to start the normal symbol variation effect. In the variation effect relating to the reach A, the variation effect of the special symbol is in a so-called reach state, and the restriction flag is turned on until the variation effect of the special symbol is ended after the bag is closed in the background image. It becomes. Therefore, when the variation effect related to reach A is executed in the first display region 13a, the variation effect in the second display region 13b is not started after the eyelid is closed in the background image.
(4) of FIG. 49 shows the timing at which the mode transition restriction flag is turned on or off in the effect control board 102. This mode transition restriction flag restricts the transition of the rendering mode (FIG. 48) that is performed due to the stop display of the symbol 40d in the common symbol effect symbol 40 shown in FIG. Specifically, when the symbol 40d is stopped and displayed with the mode transition restriction flag turned off, the effect mode is changed immediately after the symbol 40d is stopped and displayed. On the other hand, when the symbol 40d is stopped and displayed with the mode transition restriction flag turned on, the effect mode is not changed immediately, and the effect mode is changed with the start of the variable display related to the next special symbol. The
As already explained, when the symbol 40d is stopped and displayed in the second display area 13b, the effect mode for determining the effect mode of the first display area 13a is changed, and the display mode of the background image and effect symbol 30 is immediately changed. Be changed. However, just before the end of the fluctuating effect performed in the first display area 13a is set as a symbol determination period, and if the symbol 40d is stopped and displayed in the second display area 13b during this period, The production mode is changed with the start of the special design variation production.
  As described above, the reason why the effect mode is not changed during the symbol determination period just before the end of the variable effect is to prevent the stop display of the effect symbol 30 from being identified. If the effect mode is changed just before the end of the variable effect, it becomes difficult to recognize that the effect symbol 30 is stopped and displayed for a predetermined time as the display pattern of the effect symbol 30 is changed. The lottery result will no longer be notified. Therefore, when the design 40d is stopped and displayed immediately before the end of the variation effect, the effect mode (display mode of the first display area 13a) is not immediately changed, and the effect mode is changed with the start of the next variation effect. It was decided to change.
49 (5) shows the timing at which the specific effect flag is turned on or off in the effect control board 102. FIG. This specific effect flag indicates whether or not the symbol 40c can be determined as a symbol to be stopped and displayed in the second display area 13b, and the symbol 40c can be determined when the specific effect flag is on. When the specific effect flag is off, the symbol 40c cannot be determined.
In other words, the symbol 40c is stopped and displayed in the second display area 13b only when the specific effect flag is on. In the present embodiment, during execution of the variable effect related to reach A or reach B, Only the symbol 40c is stopped and displayed.
FIG. 50 is a time chart showing the progress of the variation effect related to reach B in FIG. In the variation effect related to reach B as well as the variation effect related to reach A, the mode transition restriction flag is turned on during the symbol determination period just before the end of the variation effect, and the specific effect flag from the start to the end of the variation effect. Is turned on.
However, as shown in (3) of FIG. 50, the timing when the restriction flag is turned on or off is different from the case of the fluctuating effect related to reach A. Specifically, after the period for restricting the start of the ordinary variation effect and the period for allowing the start of the ordinary variation effect are alternately repeated during one variation effect in the first display area 13a. The restriction flag remains on until the variation effect ends.
As described above, the ON / OFF timing of the flag is set in advance according to the mode of each effect, and each variation effect is controlled according to the status of such a flag.
Hereinafter, of the command analysis processing of the effect control board 102, processing particularly characteristic for executing the effect as described above will be described with reference to FIGS.
When the change pattern designation command transmitted from the main control board 101 is stored in the reception buffer of the effect control board 102, the sub CPU 102a executes the change effect pattern determination process shown in FIG. This variation effect pattern determination process is to determine a variation effect pattern indicating how to control various effect devices including the liquid crystal display device 13 during the variation display of the special symbol.
(Step S1631-1)
First, the sub CPU 102a acquires the effect random number value updated in step S1100.
(Step S1631-2)
Next, the sub CPU 102a sets an effect mode table corresponding to the currently set effect mode and the received variation pattern designation command. In the present embodiment, different presentation modes are set according to the progress of the game, such as a gaming state such as a short-time gaming state or a high probability gaming state, or a specific period after a small hit.
Further, the effect mode table is divided into a plurality for each variation pattern designation command. For example, in the case where four types of effect modes from the first effect mode to the fourth effect mode are provided, the first effect mode table is further received such as for reach A, for reach B, and for chance effect. It is divided for each variation pattern designation command.
Here, an effect mode table corresponding to the currently set effect mode and corresponding to the received variation pattern designation command is set. The production mode table determines the display mode of the production symbol 30, the display mode of the background image, the display mode of the displayed character, the content of the story, and the like.
(Step S1631-3)
Next, the sub CPU 102a determines one variation effect pattern based on the effect mode table set in step S1631-2 and the effect random number obtained in step S1633-1.
(Step S1631-4)
Next, the sub CPU 102a sets a variation effect pattern command in the transmission data storage area in order to transmit the variation effect pattern determined in step S1631-3 to the image control board 105 and the lamp control board 104. When the variation effect pattern command is transmitted to the image control board 105 and the lamp control board 104, the liquid crystal display device 13, the effect accessory device 15, the effect illumination device 16, and the sound output device are based on the change effect pattern command. 18 is controlled.
(Step S1631-5)
Next, the sub CPU 102a sets an effect time timer in order to measure the elapsed time since the start of the change effect. For example, when the variation effect pattern related to reach A is determined, a counter corresponding to 60 seconds is set.
(Step S1631-6)
Next, the sub CPU 102a sets a symbol determination period, which is a period during which the effect symbol 30 is stopped and displayed on the liquid crystal display device 13. The symbol determination period is from 3 seconds before the end of the variation effect until the end of the variation effect.
(Step S1631-7)
Next, the sub CPU 102a determines whether the variation effect pattern determined in step S1631-3 is a preset specific effect, that is, a variation effect related to reach A or reach B in the present embodiment. As a result, when it determines with it being a specific production, a process is moved to step S1631-8, and when it determines with it not being a specific production, a process is moved to step S1631-9.
(Step S1631-8)
If it is determined in step S1631-7 that the specific effect pattern has been determined, the sub CPU 102a turns on the specific effect flag. As a result, as shown in (5) of FIG. 49 and (5) of FIG. 50, the specific effect flag is turned on at the start of the variable effect related to reach A and reach B.
(Step S1631-9)
Next, the sub CPU 102a determines whether or not there is a limited period for limiting the start of the normal variation effect during the variation effect based on the variation effect pattern determined in step S1631-3. This restriction period is set in advance for each variation effect pattern. For example, for the variation effect pattern related to reach A or reach B, the restriction period is set as shown in FIG. 49 or FIG. In the case of the shortened variation effect pattern shown in FIG. When it is determined that the limited period is set for the determined variation effect pattern, the process proceeds to step S1631-10, and when it is determined that the limit period is not set, the variation effect pattern determination process ends. To do.
(Step S1631-10)
If it is determined in step S1631-9 that the time limit is set, the sub CPU 102a sets a time limit (time limit) set in advance for each variation effect pattern in the counter. For example, in the case of a variation effect pattern relating to reach A, the counter is set as a limited period between 10 seconds and 60 seconds.
  As described above, according to the variation effect pattern determination process, when the specific effect (reach A or reach B) is determined, the specific effect flag is turned on and the timing according to the determined change effect pattern. The restriction flag is turned on.
  Next, the effect symbol stop process will be described with reference to FIG. This effect symbol stop process is executed when a symbol confirmation command is transmitted from the main control board 101 to the effect control board 102 when the special symbol variation display time has elapsed.
(Step S1651-1)
First, the sub CPU 102a sets stop instruction data in order to stop and display the effect symbol 30 being variably displayed on the liquid crystal display device 13. When the stop instruction data is transmitted to the image control board 105, image control is performed so that the effect symbol 30 is stopped and displayed on the image control board 105.
(Step S1651-2)
Next, the sub CPU 102a resets the value stored in the suggestion effect number (S) storage area provided in the sub RAM 102c. Note that the number of suggested effects (S) is executed in the first display area 13a when the symbol 40c (intense heat) is stopped and displayed in the second display area 13b during a special symbol variation effect. It shows how many times the suggestion for the fluctuating performance was made. Here, the number of suggested effects (S) is reset with the stop of the effect symbol 30, that is, with the end of the special symbol variable display.
(Step S1651-3)
Next, the sub CPU 102a resets, that is, turns off the mode transition restriction flag. The mode transition restriction flag restricts that the effect mode is immediately changed when the symbol 40d (change) is stopped and displayed in the second display area 13b. This mode transition restriction flag is turned on 3 seconds before the end of the special symbol variation effect, and is turned off when the special symbol variation effect ends.
(Step S1651-4)
Next, the sub CPU 102a resets the specific effect flag. The specific effect flag is turned on at the start of the variation effect related to the specific effect (reach A or reach B), and is turned off when the effect symbol 30 is stopped and displayed.
(Step S1651-5)
Next, the sub CPU 102a determines whether or not the symbol to be stopped and displayed is a small hit symbol. As a result, if it is determined that the symbol to be stopped and displayed is a small hit symbol, the process proceeds to step S1651-6, and if it is determined that the symbol to be stopped and displayed is not a small symbol, the effect symbol stop process is performed. finish.
(Step S1651-6)
If it is determined in step S1651-5 that the symbol to be stopped is a small hit symbol, the sub CPU 102a turns off the restriction flag.
When the first hold (U1) or the second hold (U2) is reserved, the lottery result and the variation pattern of the big hit, the small hit, and the loss are provisionally determined by the preliminary determination process. When the main control board 101 tentatively determines that the reserved hold is a small hit and transmits a start winning designation command indicating the small hit to the effect control board 102, the liquid crystal display device The symbol 40d (change) may be stopped and displayed in the 13 second display areas 13b. Then, when the symbol 40d is stopped and displayed on the second display area 13b, the effect mode is changed until the variation effect related to the small hit is finished.
In the present embodiment, during the production mode until the variation production related to the small hit is completed, the usual variation production is not started, so the restriction flag is turned on. Therefore, when the symbol that is stopped and displayed is a small hit symbol, the restriction flag is turned off, and thereafter, the normal symbol variation effect can be started.
Next, the universal variation effect pattern determination process will be described with reference to FIG. It should be noted that this common figure variation effect pattern determination processing is executed by transmitting a common figure variation pattern designation command from the main control board 101 to the effect control board 102.
In addition, this normal pattern variation effect pattern determination process is performed in the second display area 13b in the aspect of the normal pattern variation effect executed in the second display area 13b of the liquid crystal display device 13, that is, any of the symbols 40a to 40d. This is a process for determining whether to display.
(Step S1661-1)
First, the sub CPU 102a determines whether or not the short time game flag provided in the sub RAM 102c and indicating that the current game state is the short time game state is ON. As a result, when it is determined that the short-time game flag is turned on, the ordinary variation effect pattern determination process is terminated, and when it is determined that the short-time game flag is not turned on, the process proceeds to step S1661-2. Transfer.
(Step S1661-2)
If it is determined in step S1661-1 that the time-saving game flag is not turned on, the sub CPU 102a determines whether or not a restriction flag that restricts the start of the normal symbol variation effect is turned on. As a result, when it is determined that the restriction flag is turned on, the normal variation effect pattern determination process is terminated, and when it is determined that the restriction flag is not turned on, the process proceeds to step S1661-3.
(Step S1661-3)
If it is determined in step S1661-2 that the restriction flag is not turned on, the sub CPU 102a determines whether the received normal variation pattern designation command is a command related to a long open symbol. As a result, when it is determined that the command relates to the long open symbol, the process proceeds to step S1661-4, and when it is determined that the command does not relate to the long open symbol, the process proceeds to step S1661-5.
(Step S1661-4)
If it is determined in step S1661-3 that the received common map variation pattern designation command is a command related to a long open symbol, the sub CPU 102a displays the common diagram variation effect shown in FIGS. 44 and 45C. A long opening effect pattern command for executing is set in the transmission buffer. When the image control board 105 receives this long release effect pattern command, the image CPU of the image control board 105 executes the fluctuating effects shown in FIG. 44 and FIG.
(Step S1661-5)
On the other hand, if it is determined in step S1661-3 that the received general-purpose variation pattern designation command is not a command related to the long open symbol, the sub CPU 102a determines whether or not the specific effect flag is on. To do. As a result, if it is determined that the specific effect flag is on, the process proceeds to step S1661-6, and if it is determined that the specific effect flag is not on, the process proceeds to step S1661-11.
(Step S1661-6)
When it is determined in step S1661-5 that the specific effect flag is turned on, the sub CPU 102a acquires the effect random number value updated in step S1100.
(Step S1661-7)
Next, the sub CPU 102a determines whether or not to stop the display of the symbol 40c (severe heat) in the second display area 13b of the liquid crystal display device 13 based on the effect random number acquired in step S1661-6. Determine. In this suggestion effect execution determination process, the probability of determining to stop and display the symbol 40c may be set as appropriate, and may be executed 100%.
(Step S1661-8)
If it is determined in step S1661-7 that the suggestion effect is to be executed, the process proceeds to step S1661-9, and if it is determined that the suggestion effect is not to be executed, the process is transferred to step S1661-11.
(Step S1661-9)
If it is determined in step S1661-8 that the suggestion effect is to be executed, the sub CPU 102a sets a suggestion effect pattern command to stop and display the symbol 40c in the normal symbol variation effect. When the image control board 105 receives this suggestion effect pattern command, the image CPU of the image control board 105 starts the changing effect shown in FIG. 44, and the symbol 40c is stopped and displayed by receiving the normal symbol confirmation command.
(Step S1661-10)
Next, the sub CPU 102a stores 1 in the suggestion effect number (S) storage area for storing the number of times the suggestion effect was performed during one special symbol variation effect. Thereby, it is stored that the suggestion effect was performed once during the change effect of the special symbol.
(Step S1661-11)
If it is determined in step S1661-5 that the specific effect flag is not turned on, or if it is determined in step S1661-8 that the suggestive effect is not to be executed, the sub CPU 102a performs the chance by the advance determination process. It is determined whether or not there is a first hold (U1) or a second hold (U2) for which the effect is provisionally determined. As a result, when it is determined that there is a hold for which the chance effect is provisionally determined, the process proceeds to step S1661-12, and when it is determined that there is no hold for which the chance effect is provisionally determined, the process is performed to step S1661-13. Move.
(Step S1661-12)
When it is determined in step S1661-11 that there is a hold for which the chance effect is provisionally determined, the sub CPU 102a, in the normal symbol variation effect, finally stops the display of the symbol 40d, and the mode transition effect pattern Set the command in the send buffer. When the image control board 105 receives this mode transition effect pattern command, the image CPU of the image control board 105 starts the changing effect shown in FIG. 44, and the symbol 40d is stopped and displayed when the normal symbol confirmation command is received. .
(Step S1661-13)
If it is determined in step S1661-11 that there is no hold for which the chance effect is provisionally determined, the sub CPU 102a determines whether or not the number of suggested effects (S) stored in the sub RAM 102c is “1”. judge. As a result, when the number of suggested effects (S) is “1”, the normal pattern variation effect pattern determination process is terminated without determining the variation effect pattern of the normal symbol, and the suggestion effect number (S) is “ If it is not “1”, the process proceeds to step S1661-14.
(Step S1661-14)
If it is determined in step S1661-13 that the number of suggested effects (S) is not “1”, the sub CPU 102a makes a loss effect in order to stop and display the symbol 40b in the normal symbol variation effect. Set the pattern command in the send buffer. When the image control board 105 receives this lost effect pattern command, the image CPU of the image control board 105 starts the changing effect shown in FIG. 44, and the symbol 40b is stopped and displayed when the normal symbol confirmation command is received.
As described above, according to this ordinary figure variation effect pattern determination process, when the game state is the short-time game state, it is determined not to execute the ordinary symbol variation effect (NO in step S1661-1). Therefore, the opening and closing of the second start port 10 is performed without being particularly informed to the player.
Further, when the display of the normal symbol on the main control board 101 is started, even when the effect of the predetermined form is performed in the first display area 13a, the determination that the normal symbol change effect is not executed is made. (NO in step S1661-2). In the present embodiment, when the predetermined story image is reproduced and displayed after the eyelid is closed in the background image displayed in the first display area 13a, or when the predetermined image is displayed, the normal symbol is displayed. The variable display is not started.
This is because if the special symbol variation effect and the normal symbol variation effect are performed at the same time, the player's consciousness is decentralized and the special symbol variation effect effect is reduced or the player is confused. This is because there is a risk of being lost. In other words, when a predetermined effect is executed in the first display area 13a, the effect of changing the special symbol is enhanced by not performing the normal symbol changing effect, and the player is confused. I tried not to.
Further, as is clear from FIG. 38, the general design effect symbol 40 includes the long opening of the second starting port 10 (symbol 40a)> the suggestion of the variation effect of the special symbol (symbol 40c)> the change of the effect mode (symbol) 40d)> Priority is provided in the order of non-opening or short opening of the second starting port 10 (symbol 40d). In particular, the long opening of the second starting port 10 is set to have the highest priority, so that the opportunity to enter the game ball into the second starting port 10 is not lost.
Also, for example, if a suggestion effect has already been performed during one special symbol variation effect, then no loss will be reported in the normal symbol variation effect during the special symbol variation effect. I have to. This is because, in the second display area 13b, once “Intense fever” is displayed and then “x” is displayed again, the effect related to reach A or reach B with high expectation is executed. This is to avoid the misunderstanding that it will be lost. As described above, even if the notification of the loss is not particularly performed in the usual figure variation effect, there is no particular disadvantage for the player.
Next, the normal symbol variation stop process will be described with reference to FIG. This normal symbol variation stop process is executed when a normal symbol confirmation command is transmitted from the main control board 101 to the effect control board 102.
The normal symbol variation stop process is a process for stopping and displaying any one of the symbols 40 a to 40 d in the second display area 13 b of the liquid crystal display device 13.
(Step S1681-1)
First, the sub CPU 102a determines whether or not the symbol to be stopped and displayed in the second display area 13b is the symbol 40d (change). It should be noted that which symbols are to be stopped and displayed is stored at the time of starting the normal diagram change effect. As a result, when it is determined that the symbol to be stopped and displayed is the symbol 40d (change), the process proceeds to step S1681-2, and when it is determined that the symbol to be stopped and displayed is not the symbol 40d, the process proceeds to step S1681-6. Move processing.
(Step S1681-2)
If it is determined in step S1681-1 that the symbol to be stopped and displayed is the symbol 40d, the sub CPU 102a determines whether or not the mode transition restriction flag is on. As a result, when it is determined that the mode transition restriction flag is on, the process proceeds to step S1681-4, and when it is determined that the mode transition restriction flag is not on, the process proceeds to step S1681-3. .
(Step S1681-3)
If it is determined in step S1681-2 that the mode transition restriction flag is not turned on, the sub CPU 102a sets a mode transition command to be transmitted to the image control board 105 in the transmission buffer. When receiving the mode transition command, the image CPU of the image control board 105 performs image control to immediately change and display the display mode of the image being variably displayed to the display mode corresponding to the effect mode after the transition.
(Step S1681-4)
In step S1681-4, the sub CPU 102a performs an effect mode setting process for changing the subsequent effect mode to a dedicated effect mode. When the effect mode is set here, the table for determining the variable effect pattern is changed thereafter. Therefore, when the mode transition restriction flag is on, the effect mode is changed at the timing when the change effect pattern is determined and the change effect starts.
(Step S1681-5)
Next, the sub CPU 102a turns on the restriction flag in a predetermined storage area of the sub RAM 102c. As a result, the normal variation effect is not executed during the effect mode set in step S1681-4.
(Step S1681-6)
Next, the sub CPU 102a sets stop instruction data in order to stop and display the ordinary drawing design symbol 40 that is being variably displayed in the second display area 13a. When the stop instruction data is transmitted to the image control board 105, the image CPU performs image control so as to stop and display the determined symbols 40a to 40d.
  Next, the flag setting process will be described with reference to FIG. This flag setting process turns on or off the restriction flag or turns on the mode transition restriction flag based on the counter value of the timer set in step S1631-5 in the variation effect pattern determination process of FIG. It is something to do.
(Step S1750-1)
First, the sub CPU 102a determines whether the count value of the effect time timer is 0, that is, whether the special symbol variation effect is currently being executed. As a result, when it is determined that the count value of the effect time timer is 0, the flag setting process is terminated, and when it is determined that the count value of the effect time timer is not 0, that is, during the execution of the special symbol variation effect. If it is determined that there is, the process proceeds to step S1750-2.
(Step S1750-2)
If it is determined in step S1750-1 that the count value is not 0, the sub CPU 102a determines whether it is the normal variation effect restriction period. The determination as to whether or not this is the normal variation effect limitation period is made based on the time table of the variation effect pattern determined in step S1631-3. Specifically, when the variation effect relating to reach A is being executed, a period between 10 seconds and 60 seconds is set as the normal variation effect restriction period as shown in FIG. Therefore, it is determined here whether or not the normal variation variation restriction period is set based on the variation variation pattern currently being executed. As a result, if it is determined that it is currently the normal figure fluctuation effect restriction period, the process proceeds to step S1750-3, and if it is determined that it is not the normal figure fluctuation effect restriction period, the process moves to step S1750-4. .
(Step S1750-3)
If it is determined in step S1750-2 that it is currently the normal fluctuation effect restriction period, the sub CPU 102a performs processing for changing or maintaining the restriction flag on.
(Step S1750-4)
On the other hand, if it is determined in step S1750-2 that the current period is not the ordinary fluctuation effect restriction period, the sub CPU 102a performs processing for changing or maintaining the restriction flag off.
(Step S1750-5)
Next, the sub CPU 102a determines whether it is the symbol determination period. The determination as to whether or not it is the symbol determination period is performed by determining whether or not the count value of the effect time timer is less than 3 seconds. As a result, when it is determined that it is the symbol determination period, the process proceeds to step S1750-6, and when it is determined that it is not the symbol determination period, the flag setting process ends.
(Step S1750-6)
If it is determined in step S1750-5 that the symbol determination period is reached, the sub CPU 102a turns on the mode transition restriction flag. Thereby, even if the symbol 40d is stopped and displayed in the second display area 13b just before the end of the special symbol variation effect, the symbol, the background image, and the like are immediately restricted from being changed.
As described above, according to the present embodiment, the variation effect related to the special symbol and the variation effect related to the normal symbol are executed in the display area of the same liquid crystal display device 13. And, compared to the big lottery that determines whether or not a special game can be executed, it is easier to win a bonus in the variation of the normal symbol, so that it is difficult for a player to feel frustrated in a normal game. can do.
Further, according to the present embodiment, when the so-called reach is achieved in the special symbol variation effect, the start of the normal symbol variation effect is limited, and therefore the two effects are the same in the liquid crystal display device 13. Even if it is performed in this way, it is possible to prevent the player from being confused. In particular, in an effect that gives an impression that the change start is performed a plurality of times, such as an effect related to reach B, which is called a so-called pseudo-continuous effect, the player expects how many times the change start is repeated. Indicates. By restricting the variation effect of the normal symbol during such production, it becomes possible to concentrate the player on the variation effect of the special symbol, and about the variation effect of the special symbol brought about by executing the variation effect of the ordinary symbol. It is possible to prevent a reduction in the production effect.
In the present embodiment, the two start ports, the first start port 9 and the second start port 10, are provided. However, if at least one start region in which the ease of entry of the game ball is displaced is provided. The number, arrangement, and specific structure are not particularly limited.
In the present embodiment, the normal symbol variation effect is executed only in the non-short game state, but the normal symbol variation effect may be always executed regardless of the game state. The conditions for executing the variation effect are not limited to the above, and may be set as appropriate.
Further, in the present embodiment, a period in which the start of the normal symbol variation effect is limited, but such a period is not necessarily provided and can be set as appropriate.
Further, in this embodiment, it is decided to intervene with the suggestion of the special design variation effect in the normal symbol variation effect, but such suggestion effect is not indispensable and is simply included in the normal symbol lottery result. It is also possible to execute a normal symbol variation effect only based on this.
Further, in this embodiment, when the short open symbol is determined and when the lose symbol is determined, the variation effect for the loss is executed in the variation effect of the normal symbol. The variable production is not necessarily executed. For example, when the short open symbol is determined and when the lost symbol is determined, the normal symbol variation effect may not be executed. In this case, what is necessary is just to program so that the process of step S1661-13 and step S1661-14 may not be performed.
Further, in the present embodiment, when the long open symbol is determined by the normal symbol lottery, the second start port 10 is opened and closed with reference to the long open TBL1. At this time, the second starting port 10 was opened again for 4 seconds after the closing time of 4 seconds had elapsed after being opened for 0.2 seconds. It is not restricted to this, It is possible to set suitably.
The contents of the gaming state, the board configuration, various settings, etc. are only specific examples, and all of the contents described in the present embodiment can be appropriately changed within a range where the present invention can be realized. .
In the present embodiment, the region in the second start port 10 corresponds to the start region of the present invention.
The movable piece 10b and the start opening / closing solenoid 10c in the present embodiment constitute a start variable winning device of the present invention.
The long win game and the short win game in this embodiment correspond to the special game of the present invention, and the progress of this special game and each game state such as a high probability game state, a low probability game state, a short-time game state, and a non-short-time game state Which gaming state is set corresponds to the gaming profit of the present invention.
In the present embodiment, the main CPU 101a that executes the jackpot determination process shown in FIG. 23 corresponds to the game profit determining means of the present invention.
In the present embodiment, the first display area 13a of the liquid crystal display device 13 corresponds to the first effect section of the present invention, and various effects (effects shown in FIGS. 41 to 43) displayed in the first display area 13a. This corresponds to the first effect of the present invention.
In the present embodiment, the main CPU 101a that executes the variation pattern determination process of step S312 shown in FIG. 22 and the sub CPU 102a that executes the process of determining the variation effect pattern of step S1631-3 shown in FIG. This corresponds to the production determination means.
In the present embodiment, the image control board that performs control based on the determined variation effect pattern command corresponds to the first effect executing means of the present invention.
In the present embodiment, the main CPU 101a that executes the jackpot game process shown in FIG. 26 corresponds to the special game execution means of the present invention.
In this embodiment, the area in the normal symbol gate 8 corresponds to the passing area of the present invention.
In the present embodiment, the main CPU 101a that executes the normal symbol variation process shown in FIG. 30 corresponds to the displacement mode determining means of the present invention.
In the present embodiment, the main CPU 101a that executes the ordinary electric accessory control process shown in FIG. 31 corresponds to the start variable winning device control means of the present invention.
In the present embodiment, the second display area 13b of the liquid crystal display device 13 corresponds to the second effect section of the present invention, and various effects (effects shown in FIGS. 44 and 45) displayed in the second display area 13b. This corresponds to the second effect of the present invention.
In the present embodiment, the sub CPU 102a that executes the universal variation effect pattern determination process shown in FIG. 38 corresponds to the second effect determination means of the present invention.
In the present embodiment, an image control board that performs control based on the determined common figure variation effect pattern command (long open effect pattern command, suggestion effect pattern command, mode transition effect pattern command, lose effect effect pattern command) of the present invention. This corresponds to the second effect execution means.
In the present embodiment, 4.2 seconds, which is the time for the second start port 10 to open, corresponds to the first time of the present invention, and 0.2 seconds, which is the time for the second start port 10 to open. Corresponds to the second time.
The short time gaming state in this embodiment corresponds to the specific gaming state of the present invention.
6 gaming area 8 normal symbol gate 10 second start opening 10b movable piece 10c start opening opening / closing solenoid 13 liquid crystal display device 13a first display area 13b second display area 101 main control board 101a main CPU
101b Main ROM
101c Main RAM
102 Production control board 102a Sub CPU
102b Sub ROM
102c Sub RAM
105 Image control board

Claims (4)

  1. A game area in which a game ball can roll,
    A starting area into which a game ball rolling in the gaming area can enter; and
    The start variable which displaces to the 1st mode which makes entrance of the game ball into the starting area impossible or difficult, or the 2nd mode which makes the entrance of the game ball into the starting area easier than this 1st mode. A winning device;
    Game profit determining means for determining a game profit including a right to execute at least a special game advantageous to the player, on condition that a game ball enters the starting area;
    A first effect determining means for determining a mode of the first effect for notifying the determination content when the game profit determining means is determined;
    First effect executing means for causing the first effect part to execute the first effect of the aspect determined by the first effect determining means;
    Special game execution means for executing the special game when the first effect in a mode for notifying that the special game can be executed by the first effect execution means;
    A passing area into which a game ball rolling in the gaming area can enter; and
    A displacement mode that determines whether or not the start variable prize-winning device is displaced to the second mode and a mode of displacement when the game ball is displaced to the second mode on condition that the game ball enters the passing area A determination means;
    A starting variable winning device control means for displacing the starting variable winning device based on the determination when the displacement mode determining means determines to displace the starting variable winning device in the second mode;
    Second effect determining means for determining a mode of the second effect for notifying at least the determination content of the displacement mode determining means;
    Second effect executing means for causing the second effect part to execute the second effect of the aspect determined by the second effect determining means,
    The displacement mode determining means includes
    When deciding to displace the starting variable prize winning device in the second mode, determine the time to be displaced in the second mode as one of a plurality of different times,
    The second effect determining means is
    If the predetermined first time is determined as the time for displacing the starting variable prize-winning device to the second mode by the displacement mode determining means, the starting variable prize-winning device is displaced to the second mode. As well as determining the second performance to notify
    When the second time shorter than the first time is determined as the time for displacing the start variable prize-winning device to the second mode by the displacement mode determining means, and the start variable prize-winning device is When a decision is made not to displace the aspect, a game machine that performs the same decision process in both cases and a different decision process from when the first time is decided .
  2. The second effect determining means is
    When the second time shorter than the first time is determined as the time for displacing the start variable prize-winning device to the second mode by the displacement mode determining means, and when the start variable prize-winning device is the second time In the case where it is determined that the aspect is not displaced, the aspect of the second effect that is the same aspect in both cases and that is different from the case where the first time is determined is determined. The gaming machine according to claim 1.
  3. The second effect determining means is
    When the second time is determined as the time for displacing the starting variable winning device in the second mode by the displacement mode determining means, and the determination that the starting variable winning device is not displaced in the second mode is made. 3. The gaming machine according to claim 2, wherein, in both cases, a second production mode for informing that the variable start winning device is not displaced to the second mode is determined.
  4. The gaming profit determining means includes
    With the availability of execution of the special game, the subsequent game is advanced in either the normal game state or the specific game state in which the start variable winning device is more easily controlled in the second mode than the normal game state. Decide
    The second effect execution means includes:
    The gaming machine according to any one of claims 1 to 3, wherein the second effect section is caused to execute an effect based on the determination by the second effect determining means only in the normal gaming state.
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