JP2012239663A - Game machine - Google Patents

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Publication number
JP2012239663A
JP2012239663A JP2011113003A JP2011113003A JP2012239663A JP 2012239663 A JP2012239663 A JP 2012239663A JP 2011113003 A JP2011113003 A JP 2011113003A JP 2011113003 A JP2011113003 A JP 2011113003A JP 2012239663 A JP2012239663 A JP 2012239663A
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Japan
Prior art keywords
special
display
game
accessory
logo
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JP2011113003A
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Japanese (ja)
Inventor
Masaya Kuragami
昌也 倉上
Yusuke Urakoshi
悠介 浦越
Osamu Murata
治 村田
Original Assignee
Sophia Co Ltd
株式会社ソフイア
Ace Denken Co Ltd
株式会社エース電研
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Priority to JP2011113003A priority Critical patent/JP2012239663A/en
Publication of JP2012239663A publication Critical patent/JP2012239663A/en
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Abstract

PROBLEM TO BE SOLVED: To provide game machine including a Yakumono (accessory) device to be used for performance of a variation display game, the game machine showing a performance as if the Yakumono (accessory) device is talking without complicating the structure of the Yakumono (accessory) device.SOLUTION: In the game machine 10 including the Yakumono (accessory) device to be used for performance of a special symbol variation display game, the Yakumono (accessory) device includes face accessories (left face Yakumono (accessory) 46, right face Yakumono (accessory) 48) imitating faces. The face accessories (left face Yakumono (accessory) 46, right face Yakumono (accessory) 48) are arranged at positions adjacent to a display screen (display part 41a) of a display device 41. A control means (performance control unit 300) displays a balloon image and character information at positions corresponding to the mouths of the face accessories (left face Yakumono (accessory) 46, right face Yakumono (accessory) 48) on the display screen (display part 41a), when predetermined conditions are met.

Description

  The present invention provides a display device capable of executing a variable display game that displays a plurality of pieces of identification information in a variable manner based on the winning of a game ball in the start winning area, a control means for controlling display contents of the display device, and the variation The present invention relates to a gaming machine including an accessory device used for producing a display game.

  Conventionally, there is a pachinko machine as a representative example of a gaming machine. In this pachinko machine, the fluctuation of the symbol (identification information) is normally stopped, but the launching device is driven by the player's operation, and the game ball launched by the launching device is provided in the game area If a prize is won in the mouth, the symbol is changed for a predetermined time in a display device (for example, a liquid crystal display) based on detection of a special figure operation switch provided in the start port, and then the symbol is stopped for a predetermined time. In some cases, the player is made to recognize the result of determining whether or not the variable display game is successful, and a special game state (hit) that is advantageous to the player is generated when a special display result mode is obtained.

  In the pachinko machine described above, there is a type that displays a speech balloon so that a character speaks as an effect display of a variable display game. For example, Patent Document 1 includes a frame-shaped blowing member that can be advanced and retracted with respect to the front surface of the display screen of the display device, and displays characters on the display screen when the blowing member is in the advanced state. A system is disclosed in which a dialogue is displayed at a position corresponding to the frame of the blowing member.

JP 2007-244698 A

  However, in the case of the pachinko machine disclosed in Patent Document 1, since there are two blowing members, there is a problem that the structure of the driving device that drives these blowing members becomes complicated. In addition, since the frame area of the balloon member is determined in advance, the lines displayed at the corresponding positions in the frame of the balloon member are limited, and the effect of the balloon display becomes monotonous and gives the player There is a problem that it is easy to get bored.

  An object of the present invention is to provide a game machine including an accessory device used to produce a variable display game, without making the structure of the accessory device complicated, and providing a sense of presence as if the accessory device is speaking. There is a certain production.

In order to solve the above-mentioned problem, the invention described in claim 1
A display device capable of executing a variable display game that displays a plurality of pieces of identification information in a variable manner based on winning of a game ball in the start winning area;
Control means for controlling the display content of the display device;
In a gaming machine comprising an accessory device used for producing the variable display game,
The accessory device is:
It has facial features imitating the face,
Disposing at least a part of the display screen of the display device or the face accessory at a position adjacent to the display screen;
The control means includes
A balloon image and character information are displayed at a position corresponding to the mouth of the facial accessory on the display screen based on establishment of a predetermined condition.

According to the first aspect of the present invention, the facial feature is disposed at a position where at least a part of the display screen of the display device is blocked or at a position adjacent to the display screen. The balloon image and the character information can be displayed at a position corresponding to the mouth of the facial character on the display screen.
Therefore, the balloon image and the character information can be suitably displayed according to the position of the face accessory of the accessory device, so that the facial accessory can speak without complicating the structure of the accessory device. It is possible to produce a realistic sensation.

According to the present invention, the facial character is arranged at a position that blocks at least a part of the display screen of the display device or a position adjacent to the display screen, and the control means is configured to establish the predetermined condition on the display screen. The speech balloon image and the character information can be displayed at a position corresponding to the mouth.
Therefore, the balloon image and the character information can be suitably displayed according to the position of the face accessory of the accessory device, so that the facial accessory can speak without complicating the structure of the accessory device. It is possible to produce a realistic sensation.

It is a perspective view which shows one Embodiment of the game machine which concerns on this invention. It is a front view which shows the structural example of the game board in the game machine of embodiment. It is a block diagram which shows the structural example of the control system of a gaming machine. It is a block diagram which shows the structural example of the control system of a gaming machine. It is a flowchart which shows the first half part of the main process. It is a flowchart which shows the second half part of the main process. It is a flowchart which shows a timer interruption process. It is a flowchart which shows a command transmission process. It is a flowchart which shows an effect control command transmission process. It is a flowchart which shows production control command output processing. It is a flowchart which shows a command data output process. It is a flowchart which shows special figure game processing. It is a flowchart which shows a starting port switch monitoring process. It is a flowchart which shows a special figure start port SW common process. It is a flowchart which shows special figure pending | holding information determination processing. It is a flowchart which shows a special figure normal process. (A) is a flowchart which shows special figure 1 fluctuation start processing, (b) is a flowchart which shows special figure 2 fluctuation start processing. (A) is a flowchart showing a small hit flag 1 setting process, (b) is a flowchart showing a small hit flag 2 setting process. It is a flowchart which shows a symbol fluctuation control process. It is a flowchart which shows 1st main processing. It is a flowchart which shows command reception interruption processing. It is a flowchart which shows 2nd main processing. It is a flowchart which shows a normal game process. It is a flowchart which shows V blank interruption processing. It is a disassembled perspective view which shows the structure of a game board typically. It is a figure explaining the operation | movement aspect of a left side slide combination unit and a right side slide combination unit. It is a reverse view of a back accessory apparatus. It is a figure explaining the slide mechanism of a left side slide combination unit and a right side slide combination unit. It is a figure explaining the operation | movement aspect of a logo accessory unit. It is a front view of a back accessory apparatus. It is a front view of a logo accessory. It is a disassembled perspective view of a logo accessory. It is the elements on larger scale which looked at the center part of the logo accessory base member from the front. (A) is a schematic diagram which shows the structure of a middle drum unit, (b) is the elements on larger scale which looked at the center part of the logo accessory base member in the state which removed the opening / closing drive mechanism part from the diagonally left front. It is the figure which looked at the middle drum unit and the opening-and-closing drive mechanism part from diagonally forward right. It is a disassembled perspective view of a middle drum unit and an opening-and-closing drive mechanism part. It is a figure explaining the opening / closing operation | movement aspect of an opening / closing drive mechanism part. It is a figure explaining the example of an operation mode of a middle drum unit and an opening-and-closing drive mechanism part. It is a figure explaining the example of an operation mode of a middle drum unit and an opening-and-closing drive mechanism part. It is a figure explaining the example of an operation mode of a middle drum unit and an opening-and-closing drive mechanism part. It is a disassembled perspective view of a left face accessory. It is a figure explaining the operation | movement aspect of a left face actor. It is a figure explaining the specific example of the notice effect by operating a logo accessory. It is a figure explaining the specific example of the notice effect by operating a logo accessory. It is a figure explaining the specific example of the notice effect by operating a logo accessory. (A) is a timing chart of the first notice effect example, and (b) is a timing chart of the second notice effect example. It is a flowchart which shows a notice information process. It is a flowchart which shows a prefetch alerting | reporting process. It is a timing chart which shows the execution timing of prefetch information processing. It is a figure explaining the state transition at the time of big hit game state. It is a figure explaining the notice effect which used the left face combination, the right face combination, and the display device. It is a figure which shows a state when the story production | presentation which suggests that the reach | attainment generate | occur | produces and the reliability (expectation degree) that a big hit occurs in the center of a display part is high is displayed. It is a figure explaining the operation | movement aspect of the left face actor in a 1st modification. It is a figure explaining the notice effect which used the left face combination in the 1st modification, a right face combination, and a display. It is a figure explaining the prefetch notice effect using the left face combination, right face combination, and display device in the 1st modification. It is a flowchart which shows a memory | storage comparison alerting | reporting process. It is a flowchart which shows a memory | storage comparison alerting | reporting process. It is a flowchart which shows a memory | storage comparison alerting | reporting process. It is a figure which shows the logo accessory of a 2nd modification. It is a flowchart which shows a fall notification process. It is a figure explaining other notice productions using a left face combination, a right face combination, and a display.

DESCRIPTION OF EXEMPLARY EMBODIMENTS Hereinafter, preferred embodiments of the invention will be described with reference to the drawings.
FIG. 1 is an explanatory diagram of a gaming machine according to an embodiment of the present invention.

  The gaming machine 10 of the present embodiment includes a front structural frame 12, and the front structural frame 12 is assembled to a main body frame (outer frame) 11 via a hinge 13 so as to be capable of opening and closing. The game board 30 (see FIG. 2) is stored in a storage portion (not shown) formed on the front side of the front structural frame 12. A glass frame 15 provided with a cover glass (transparent member) 14 that covers the front surface of the game board 30 is attached to the front component frame (inner frame) 12.

  In addition, a speaker (upper speaker) 19 a that emits sound (for example, sound effects) is provided on the upper portion of the glass frame 15. Further, a speaker (lower speaker) 19 b is also provided at the lower part of the front structural frame 12. In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 (see FIG. 4) which incorporate lamps and emit light for decoration and production.

  In addition, at the lower part of the front structural frame 12, game balls paid out from an upper plate 21 for supplying game balls to a not-shown hitting ball launching device and a ball payout device provided on the back side of the gaming machine 10 flow out. An upper plate ball exit (not shown), a lower plate 23 for storing game balls paid out in a state where the upper plate 21 is full, and an operation unit 24 of a ball striking device are provided. Further, an effect button 25 as an effect operation unit incorporating an operation switch for receiving an operation input from a player is provided on the upper edge portion of the upper plate 21. Further, a right side of the front component frame 12 is provided with a front component frame protrusion 26 that protrudes to the front side of the front component frame 12, and the front component frame 12 is opened below the front component frame protrusion 26. A key 27 is provided for locking and locking.

  In the gaming machine 10 of this embodiment, when the player rotates the operation unit 24, the hitting ball launching device directs the game ball supplied from the upper plate 21 toward the game area 32 on the front surface of the game board 30. And fire. Further, when the player operates the effect button 25, an effect or the like in which the player's operation is intervened is performed in the variable display game (decoration special map variable display game) on the display device 41 (see FIG. 2). Can do. Further, on the front surface of the glass frame 15 above the upper plate 21, although not shown, a ball rental button operated when a player receives a ball rental from an adjacent ball rental machine, a prepaid from a card unit of the ball rental machine. A discharge button operated to discharge the card, a balance display unit for displaying the balance of the prepaid card, and the like are provided.

  Next, an example of the game board 30 will be described with reference to FIG. FIG. 2 is a front view of the game board 30 of the present embodiment.

  On the surface of the game board 30, a substantially circular game area 32 surrounded by the guide rail 31 is formed. The game area 32 is configured to be surrounded by resin side cases (not shown) and guide rails 31 provided at the four corners of the game board 30. In the game area 32, a center case 40 provided with a display device 41 is disposed substantially at the center. The display device 41 is attached to a recessed portion provided in the center case 40 at a position deeper than the front surface of the center case 40. That is, the center case 40 surrounds the display area of the display device 41 and is formed to protrude forward from the display surface of the display device 41.

  The display device 41 is configured by a device having a display screen such as an LCD (Liquid Crystal Display) or a CRT (CRT). A plurality of pieces of identification information (special symbols), a character that produces a special figure variation display game, a background image that enhances the effect, and the like are displayed in an area (display area) in which an image of the display screen can be displayed. On the display screen of the display device 41, a plurality of special symbols assigned as identification information are variably displayed (variably displayed), and a decorative special figure variation display game corresponding to the special diagram variation display game is played. In addition, an image for an effect based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.) is displayed on the display screen.

  On the left side of the center case 40 in the game area 32, a normal symbol start gate (ordinary start gate) 34 is provided. Three general winning openings 35 are arranged on the lower left side of the center case 40. In each of the general winning ports 35,..., Winning port switches 35a to 35n (see FIG. 3) for detecting a game ball that has entered each of the general winning ports 35 are arranged.

  Below the center case 40 is provided a start winning opening 36 as a start winning area for giving a start condition for the special figure variation display game. A normal variation winning device (general power) 37 having a pair of movable members 37b and 37b for converting the ball into a state in which it is easy to flow in and having a second starting winning opening (starting winning area) inside is provided.

The pair of opening / closing members 37b, 37b of the normal variation winning device 37 always holds a closed state (a disadvantageous state for the player) with an interval of about the diameter of the game ball. However, since the start winning port 36 is provided above the normal variation winning device 37, the game ball cannot be won in the closed state.
When the result of the normal variation display game becomes a predetermined stop display mode, it is opened in a reverse “C” shape by a general electric solenoid 37c (see FIG. 3) as a driving device, and a normal variation prize is awarded. The device 37 can be changed to an open state (a state advantageous to the player) in which a game ball easily flows.

  Further, a special variable winning device (large winning mouth) 38 that can be converted into a state where a game ball is not accepted and a state where it is easy to accept depending on the result of the special figure changing display game is arranged below the normal variable winning device 37. Yes.

The special variation winning device 38 has an attacker-type open / close door 38c that can be opened by rotating in a direction in which the upper end side is tilted toward the front side, and depending on the result of the special figure variation display game as an auxiliary game. The state is converted from a closed state (closed state unfavorable for the player) to an open state (a state advantageous to the player).
That is, the special variable winning device 38 includes a large winning opening that is opened and closed by an open / close door 38c that is driven by a large winning port solenoid 38b (see FIG. 3) as a driving device. By converting the closed state from the closed state to the open state, the inflow of game balls into the special winning opening is facilitated, and a predetermined game value (prize ball) is given to the player.
In addition, a count switch 38a (see FIG. 3) as a detecting means for detecting a game ball that has entered the special winning opening is disposed inside the special winning opening (winning area).
Below the special variable winning device 38, there is provided an out port 39 for collecting game balls that have not won a winning port.

  In addition, on the outside of the game area 32 (for example, in the lower right part of the game board 30), the first special figure fluctuation display game, the second special figure fluctuation display game, and the general figure start gate 34 that form the special figure fluctuation display game are displayed. There is provided a collective display device 50 for executing a common figure variable display game triggered by winning a prize at one place.

  The collective display device 50 includes a first special figure fluctuation display unit (first special figure display) 51 and a second special figure for a first special figure fluctuation display game configured by a 7-segment display (LED lamp) or the like. A second special figure fluctuation display unit (second special figure display) 52 for a figure fluctuation display game. Although not shown in the collective display device 50, the starting memory number of the special figure 1 variable display game composed of a variable display section (common figure display) for the normal figure variable display game and four LED lamps. Special figure 1 hold indicator for notification and special figure 2 hold indicator for special figure 2 variable display game notification, for start memory number notification of general figure variable display game composed of two LED lamps The first game status indicator that lights up when a big hit occurs and notifies the occurrence of a big hit, the second gaming state indicator that lights up when a short time state occurs and notifies the occurrence of a short time state, and the gaming machine 10 A high-probability alarm that displays that the probability status of the jackpot is a high-probability state when the power is turned on, and a number-of-rounds indicator that displays the number of rounds when the jackpot is hit (the number of times the special variable winning device 38 is opened and closed) are provided. Yes.

  The special figure fluctuation display game in the first special figure display 51 and the second special figure display 52 is, for example, during the execution of the fluctuation display game, that is, while the display device 41 is performing the decoration special figure fluctuation display game. The center segment blinks to indicate that it is changing. When the result of the game is “out of”, for example, the central segment is turned on as a result mode of out of game. When the result of the game is “big hit”, the result of out of game (special result mode) is not. A game result is displayed with a result mode other than the result mode (for example, a number such as “3” or “7”) in a lit state.

  In the gaming machine 10 of the present embodiment, a game is played by launching a game ball (pachinko ball) from the hitting ball launcher toward the game area 32. The launched game balls flow down the game area 32 while changing the rolling direction by means of direction change members such as obstacle nails and windmills arranged at various locations in the game area 32, and the normal start gate 34 and the general winning opening 35 The winning prize opening 36, the normal variable prize winning device 37 or the special variable prize winning device 38 is won, or it flows into the out port 39 provided at the bottom of the game area 32 and is discharged from the game area. When a game ball wins the general winning opening 35, the start winning opening 36, the normal variation winning apparatus 37, or the special variable winning apparatus 38, the number of winning balls corresponding to the type of the winning opening is awarded by the payout control apparatus 200. From the controlled dispensing unit, the front component frame 12 is discharged to the upper plate 21 or the lower plate 23.

On the other hand, a gate switch 34a (see FIG. 3) including a non-contact type switch for detecting a game ball that has passed through the general diagram start gate 34 is provided in the general diagram start gate 34. When a game ball that has been driven into the area 32 passes through the usual figure start gate 34, it is detected by the gate switch 34a and a usual figure change display game is played.
In addition, the normal variation display game cannot be started, for example, the normal variation display game has already been played and the normal variation display game has not been completed, When 37 is converted to the open state and the game ball passes through the general figure start gate 34, if it is less than the upper limit of the normal figure start memory number, the general figure start memory number is added (+1) and the general figure start memory number is increased. One figure start memory is stored. The memorized number of the normal start prize is displayed on a general figure hold display (not shown) for notifying the start prize number of the collective display device 50.
In addition, in the normal chart start memory, a random number value for hit determination for determining a hit error of the normal figure fluctuation display game is stored, and when the random number value for hit determination coincides with the determination value In addition, a specific result mode (specific result) is derived by hitting the common map fluctuation display game.

The usual map change display game is executed by a change display unit (usual display device) (not shown) provided in the collective display device 50. The general-purpose indicator is composed of LEDs indicating normal identification information (general and normal symbols) in the lit state and indicating a shift in the unlit state, and the normal identification information is displayed by blinking this LED. The fluctuation display is performed, and after a predetermined fluctuation display time has elapsed, the LED is turned on or off to display the result.
Note that, for example, numbers, symbols, character designs, and the like may be used as the normal identification information, which is displayed by variably displaying for a predetermined time and then stopped. If the stop display of the usual figure change display game is a specific result, the pair of movable members 37b of the normal fluctuation winning device 37 is opened for a predetermined time (for example, 0.3 seconds). It becomes a state. This makes it easier for the game ball to win the second start winning opening inside the normal fluctuation winning device 37, and the number of times the second special figure changing display game is executed increases.

  When the random number value extracted at the time of detection of the passage to the universal figure start gate 34 is a winning value, the normal symbol displayed on the universal figure indicator stops in the hit state and enters the hit state. At this time, the normal variation winning device 37 is in a state in which the movable member 37b is opened for a predetermined time (for example, 0.3 seconds) by driving the built-in general-purpose solenoid 37c (see FIG. 3). It is converted and the winning of the game ball is allowed.

The winning ball to the starting winning port 36 and the winning ball to the normal variation winning device 37 are respectively detected by the starting port 1 switch 36a and the starting port 2 switch 37a provided inside. The game ball that has won the start winning opening 36 is detected as the start winning ball of the first special figure variable display game, is stored up to a predetermined upper limit number (for example, 4), and is awarded to the normal variable winning device 37. The played game balls are detected as start winning balls for the second special figure variation display game, and stored with a predetermined upper limit number (for example, four) as a limit.
In addition, when the starting winning ball is detected, a big hit random number value, a big hit symbol random number value, and each variation pattern random number value are extracted, and the extracted random number value is stored in a special figure memory in the game control device 100 (see FIG. 3). Each area (a part of the RAM) is stored as a special figure start memory for a predetermined number of times (for example, a maximum of four times). The number stored in the special figure start memory is displayed on the special figure 1 and special figure 2 on-hold display (not shown) for notifying the start winning number of the collective display device 50 and the display device 41 of the center case 40. Is also displayed.

The game control device 100 uses the special figure 1 display 51 or the special figure 2 display 52 to display the first or second special figure on the basis of the winning entry to the starting prize opening 36 or the normal variable prize winning device 37 or the starting memory thereof. Play a variable display game.
The first special figure fluctuation display game and the second special figure fluctuation display game are performed by variably displaying a plurality of special symbols (special figures, identification information) and then stopping and displaying a predetermined result form. In addition, a decorative special figure fluctuation display game for displaying a plurality of types of identification information (for example, numbers, symbols, character designs, etc.) corresponding to each special figure fluctuation display game on the display device 41 is executed. ing.
As a result of the special figure fluctuation display game, when the display mode of the special figure 1 display 51 or the special figure 2 display 52 becomes a special result mode, a special game state (so-called big hit state) ) Correspondingly, the display mode of the display device 41 is also a special result mode.

  In the decorative special symbol variation display game on the display device 41, for example, the decorative special symbol (identification information) composed of the above-described numbers is left (first special symbol), right (second special symbol), middle (third special symbol). The variation display is started in the order of symbols), the symbols that have been varied after a predetermined time are sequentially stopped, and the result of the special symbol variation display game is displayed. In addition, the display device 41 performs a variable display game with a decorative special symbol corresponding to the number of special figure starting memories, and various effect displays such as the appearance of a character are performed to improve interest.

The special figure 1 display 51 and the special figure 2 display 52 may be separate displays or the same display, but each special figure variation display is performed so as not to be executed independently or simultaneously. The game is displayed. In addition, the display device 41 may use different display devices and different display areas in the first special map variable display game and the second special map variable display game, or use the same display device and display area. However, the decoration special figure variation display game is displayed so as not to be executed independently or simultaneously. The game machine 10 may not be provided with the special figure 1 display 51 and the special figure 2 display 52, and the special figure variation display game may be executed only by the display device 41.
Further, the second special figure variation display game is executed with priority over the first special figure variation display game. That is, if there is a start memory of the first special figure fluctuation display game and the second special figure fluctuation display game, and the execution of the special figure fluctuation display game becomes possible, the second special figure fluctuation display game is It is supposed to be executed.

In addition, in the state where the first special figure fluctuation display game (second special figure fluctuation display game) can be started and the number of start memories is zero, the start winning opening 36 (or the normal fluctuation prize winning device 37) is entered. When the game ball wins, the start memory is stored as the start right is generated, the start memory number is incremented by 1, and the first special figure variation display game (second special figure) is immediately added based on the start memory. (Variable display game) is started, and at this time, the start memory number is subtracted by one.
On the other hand, a state in which the first special figure fluctuation display game (second special figure fluctuation display game) cannot be started immediately, for example, the first or second special figure fluctuation display game has already been performed, and the special figure fluctuation display game has ended. When the game ball is won in the start winning opening 36 (or the normal variable prize winning device 37) in a state that is not in a special state or in a special game state, the start memory number is 1 if the start memory number is less than the upper limit number. By adding, one start memory is stored. Then, in a state where the starting memory number becomes 1 or more, a state in which the first special figure fluctuation display game (second special figure fluctuation display game) can be started (the end of the previous special figure fluctuation display game or the special game state) (End), the start memory number is decremented by 1, and the first special figure fluctuation display game (second special figure fluctuation display game) is started based on the stored start memory.
In the following description, when the first special figure fluctuation display game and the second special figure fluctuation display game are not distinguished, they are simply referred to as a special figure fluctuation display game.

  Although not particularly limited, the starting port 1 switch 36a in the starting winning port 36, the starting port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the general winning port switches 35a to 35n, the count The switch 38a is a non-contact type magnetic proximity sensor (hereinafter referred to as a proximity switch) that includes a magnetic detection coil and detects a game ball using a phenomenon in which a magnetic field changes when a metal approaches the coil. Has been. The front frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 or the game frame opening detection switch 64 provided on the front structure frame (game frame) 12 or the like is a micro switch having a mechanical contact. Can be used.

FIG. 3 is a block diagram of the control system of the gaming machine 10 of the present embodiment.
The gaming machine 10 includes a game control device 100. The game control device 100 is a main control device (main board) that controls the game in an integrated manner, and is a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111. A CPU unit 110 having an input port, an input unit 120 having an input port, an output unit 130 having an output port, a driver, and the like, a data bus 140 connecting the CPU unit 110, the input unit 120 and the output unit 130, and the like. .

  The CPU section 110 receives signals (starting winning detection signals) from a gaming microcomputer (CPU) 111 called an amusement chip (IC) and a proximity switch interface chip (proximity I / F) 121 in the input section 120. An inversion circuit 112 composed of an inverter or the like that is logically inverted and input to the gaming microcomputer 111 and an oscillator such as a crystal oscillator are provided to generate a clock for a CPU operation clock, a timer interrupt, and a random number generation circuit. An oscillation circuit (crystal oscillator) 113 is included. The game control device 100 and electronic components such as a solenoid and a motor driven by the game control device 100 are supplied with a predetermined level of DC voltage such as DC32V, DC12V, and DC5V generated by the power supply device 400 so as to be operable. Is done.

  The power supply apparatus 400 includes a normal power supply including an AC-DC converter that generates the DC 32V DC voltage from a 24V AC power source, a DC-DC converter that generates a lower level DC voltage such as DC 12V and DC 5V from the DC 32V voltage, and the like. Unit 410, backup power supply unit 420 for supplying power supply voltage to the internal RAM of gaming microcomputer 111 in the event of a power failure, and a power failure monitoring circuit and an initialization switch to inform gaming control device 100 of the occurrence and recovery of power failure A control signal generation unit 430 that generates and outputs control signals such as a power failure monitoring signal, an initialization switch signal, and a reset signal is provided.

  In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generation unit 430 are integrated on a separate board or the game control device 100, that is, the main control device 100. You may comprise so that it may provide on a board | substrate. Since the game board 30 and the game control device 100 are to be exchanged when the model is changed, the backup power supply unit 420 and the control signal generation unit 430 are provided on a board different from the power supply apparatus 400 or the main board as in the embodiment. By providing, it can remove from the object of replacement | exchange and can aim at cost reduction.

  The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power is supplied to the game microcomputer 111 (particularly, the built-in RAM) of the game control device 100, and the data stored in the RAM is held even during a power failure or after the power is shut off. The control signal generation unit 430 monitors the voltage of 32V generated by the normal power supply unit 410, for example, detects the occurrence of a power failure when the voltage drops below 17V, for example, changes the power failure monitoring signal, and resets the signal after a predetermined time. Is output. In addition, a reset signal is output after a predetermined time has elapsed from the time when the power is turned on or the power is restored.

  The initialization switch signal is a signal generated when the initialization switch is turned on, and forcibly initializes information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. . Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a kind of forced interrupt signal and resets the entire control system.

  The gaming microcomputer 111 constitutes a control means for comprehensively controlling the game. Specifically, the gaming microcomputer 111 includes a CPU (central processing unit: microprocessor) 111A, a read-only ROM (read-only memory) 111B, and a RAM (random access memory) 111C that can be read and written as needed.

  The ROM 111B stores invariant information (programs, fixed data, various random number judgment values, etc.) for game control in a nonvolatile manner, and the RAM 111C stores a work area for the CPU 111A and various signals and random number values during game control. Used as As the ROM 111B or the RAM 111C, an electrically rewritable nonvolatile memory such as an EEPROM may be used.

In addition, the ROM 111B stores a variation pattern table for determining a variation pattern that defines, for example, the execution time of the special figure variation display game, the production contents, and the presence or absence of the reach state.
The variation pattern table is a table for the CPU 111A to determine the variation pattern by referring to the variation pattern random numbers 1 to 3 stored as the start memory. Further, the fluctuation pattern table includes a loss fluctuation pattern table selected when the result is lost, a big hit fluctuation pattern table selected when the result is per 15R probability variation or 2R probability variation, and the like.

  Reach (reach state) has a display device whose display state can change, and the display device derives and displays a plurality of display results at different times, and the plurality of display results are predetermined. In the gaming machine 10 in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the special result mode is entered, the game is already derived at the stage where some of the plurality of display results are not yet derived and displayed. This means a display state in which the displayed display result satisfies the condition for the special result mode. In other words, the reach state is deviated from the display condition that is the special result mode even when the display device's variable display control progresses and reaches the stage before the display result is derived and displayed. There is no display mode. For example, a state where so-called full-rotation reach is performed in a variable display region while maintaining a state in which special result modes are aligned (so-called full rotation reach) is also included in the reach state. The reach state is a display state at the time when the display control of the display device has progressed to reach a stage before the display result is derived and displayed, and is determined before the display result is derived and displayed. The display state in the case where at least a part of the display results of the plurality of variable display areas satisfies the condition for the special result mode.

  Thus, for example, a decorative special figure fluctuation display game displayed on a display device corresponding to a special figure fluctuation display game fluctuates a plurality of identification information for a predetermined time in each of the left, middle, and right fluctuation display areas on the display device. After displaying, when the display of the result mode is stopped in the order of left, right, and middle, the condition that becomes the special result mode is satisfied in the left and right variable display areas (for example, The state in which the variable display is stopped with the same identification information) is the reach state. In addition to this, when the variable display of all the variable display areas is temporarily stopped, the condition that the special result mode is satisfied in any two of the left, middle, and right variable display areas (for example, the same The state in which the identification information is obtained (except for the special result mode) may be set as the reach state, and the remaining one variable display area may be variably displayed from the reach state. This reach state includes a plurality of reach effects, and the possibility that a special result mode is derived is different (reliability (expectation level is different)). As a reach effect, normal reach, special 1 reach, special 2 reach, Special 3 reach etc. are set.

  The reliability (expectation) is increased in the order of no reach <normal reach <special 1 reach <special 2 reach <special 3 reach. In addition, this reach state is included in a variable display mode at least in a case where a special result mode is derived in a special figure variable display game (when a big hit is achieved). That is, when it is determined that the special result mode is not derived in the special figure variable display game (when it is out of date), it may be included in the variable display mode. Therefore, the state in which the reach state has occurred is a state that is more likely to be a big hit than the case in which the reach state does not occur.

The CPU 111A executes a game control program in the ROM 111B, generates control signals (commands) for the payout control device 200 and the effect control device 300, and generates and outputs drive signals for the solenoid and the display device, thereby playing the gaming machine. 10 overall control is performed.
Although not shown, the gaming microcomputer 111 is a jackpot determination random number (big hit determination random number) of a special figure variation display game, a big hit symbol random number for determining a big hit symbol, a fluctuation in the special figure variation display game. Generates variation pattern random numbers (variation mode determination random numbers) for determining patterns (including the execution time of variation display games in various reach and non-reach variation display), random numbers for determining hits of ordinary variable display games, etc. And a clock that gives a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the CPU 111A and the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113 It has a clock generator.

  In addition, the CPU 111A selects one of a plurality of variation pattern tables stored in the ROM 111B in a start port switch monitoring process (step A1) or a special figure routine process (step A9) in a special figure game process to be described later. One fluctuation pattern table is acquired. Specifically, the CPU 111A determines the game result (big hit or miss) of the special figure fluctuation display game, the probability state (normal probability state or high probability state) of the special figure fluctuation display game as the current game state, and the current game. Any one of a plurality of variation pattern tables is selected based on the operation state (normal operation state or short-time operation state) of the normal variation winning device 37 as a state, the number of start memories, a predetermined timing immediately after recovery from a power failure, etc. The fluctuation pattern table is selected and acquired.

  Although not shown, the payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, and the like, and drives a payout motor of the payout unit in accordance with a prize ball payout command (command or data) from the game control device 100. , Control for paying out a prize ball. In addition, the payout control device 200 drives the payout motor of the payout unit based on the ball rental request signal from the card unit, and performs control for paying out the ball.

  The input unit 120 of the gaming microcomputer 111 includes a start port 1 switch 36a in the start winning port 36, a start port 2 switch 37a in the normal variation winning device 37, a gate switch 34a in the usual start gate 34, and a general winning port. An interface which is connected to the switches 35a to 35n and the count switch 38a and receives a negative logic signal such as a high level of 11V and a low level of 7V supplied from these switches, and converts it into a positive logic signal of 0V-5V. A chip (proximity I / F) 121 is provided. Proximity I / F 121 seems to be floating because the input range is 7V-11V, the lead wire of the proximity switch is improperly shorted, the switch is disconnected from the connector, or the lead wire is disconnected. An abnormal state can be detected, and an abnormality detection signal is output.

  All the outputs of the proximity I / F 121 are supplied to the second input port 122 and read into the gaming microcomputer 111 via the data bus 140, and also supplied from the main board 100 to the test firing test apparatus (not shown) via the relay board 70. It is like that. In addition, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a among the outputs of the proximity I / F 121 are input to the gaming microcomputer 111 via the inverting circuit 112 in addition to the second input port 122. It is configured. The inversion circuit 112 is provided because the signal input terminal of the gaming microcomputer 111 detects that a signal from a micro switch or the like is input, and detects negative logic, that is, low level (0 V) as an effective level. Because it is designed to do.

  Therefore, when a micro switch is used as the start port 1 switch 36a and the start port 2 switch 37a, the detection signal can be directly input to the gaming microcomputer 111 without providing the inverting circuit 112. That is, when it is desired to directly input negative logic signals from the start port 1 switch 36a and the start port 2 switch 37a to the gaming microcomputer 111, the proximity switch cannot be used. As described above, the proximity I / F 121 has a signal level conversion function. In order to enable such a level conversion function, the proximity I / F 121 is supplied with a voltage of 12 V from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation. It has become.

  Further, the input unit 120 includes a start winning opening converted by the signals from the fraud detection magnetic sensor switch 61 and the vibration sensor switch 62 provided in the front structural frame 12 of the gaming machine 10 and the proximity I / F 121. 36, the start port 1 switch 36a in the normal variation prize winning device 37, the gate switch 34a, the general winning port switches 35a to 35n, and the signals from the count switch 38a and the game via the data bus 140. A second input port 122 for supplying to the microcomputer 111 is provided. The data held by the second input port 122 is read by asserting the enable signal CE1 (changing to an effective level) by the gaming microcomputer 111 decoding the address assigned to the second input port 122. be able to. The same applies to other ports described later.

  Further, the input unit 120 includes signals from the front frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10 and the game frame opening detection switch 64 provided on the front component frame (game frame) 12 and the like. A status signal indicating a payout abnormality from the payout control device 200, a shot ball break switch signal indicating a shortage of game balls before payout, and an overflow switch signal indicating overflow are fetched and supplied to the gaming microcomputer 111 via the data bus 140. A first input port 123 is provided. The overflow switch signal is a signal that is output when it is detected that a predetermined amount or more of game balls are stored in the lower plate 23 (full).

  Further, the input unit 120 is provided with a Schmitt trigger circuit 124 for inputting signals such as a power failure monitoring signal, an initialization switch signal, and a reset signal from the power supply device 400 to the gaming microcomputer 111 and the like. The circuit 124 has a function of removing noise from these input signals. Of the signals from the power supply device 400, the power failure monitoring signal and the initialization switch signal are once inputted to the first input port 123 and taken into the gaming microcomputer 111 via the data bus 140. That is, it is treated as a signal equivalent to the signal from the various switches described above. This is because the number of terminals receiving external signals provided in the gaming microcomputer 111 is limited.

  On the other hand, the reset signal RST from which noise has been removed by the Schmitt trigger circuit 124 is directly input to a reset terminal provided in the gaming microcomputer 111 and is supplied to each port of the output unit 130. Further, the reset signal RST is directly output to the relay board 70 without going through the output unit 130, thereby turning off the test test signal held in the port (not shown) of the relay board 70 for output to the test board. It is configured as follows. Further, the reset signal RST may be configured to be output to the test firing test apparatus via the relay board 70. The reset signal RST is not supplied to the ports 122 and 123 of the input unit 120. Data set to each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RST is input needs to be reset to prevent malfunction of the system, but each data of the input unit 120 is input immediately before the reset signal RST is input. This is because the data read by the gaming microcomputer 111 from the port is discarded when the gaming microcomputer 111 is reset.

  The output unit 130 is connected to the data bus 140 and outputs a 4-bit data signal output to the payout control device 200, a control signal (data strobe signal) indicating validity / invalidity of the data, and a data strobe signal SSTB output to the effect control device 300. 1 and a second output port 132 for generating an 8-bit data signal to be output to the effect control device 300. Data is transmitted from the game control device 100 to the payout control device 200 and the effect control device 300 by parallel communication. In addition, the data strobe signal from the first output port 131 is provided to the output unit 130 so that a signal cannot be input from the production control device 300 side to the game control device 100, that is, to ensure one-way communication. A unidirectional buffer 133 that outputs an 8-bit data signal from the SSTB and the second output port 132 is provided. A buffer may be provided for a signal output from the first output port 131 to the payout control device 200.

  In addition, the output unit 130 is connected to the data bus 140 via a relay board 70 for data indicating special symbol information of the variable display game to a test firing test apparatus of an accredited organization (not shown) and a signal indicating the probability status of jackpot. The output buffer 134 is configured to be mountable. This buffer 134 is a component that is not mounted on a game control device (main board) of a pachinko gaming machine as an actual machine (mass production product) installed in the game store. A detection signal output from the proximity I / F 121, such as a start port switch, that is not required to be processed is supplied to the test firing test apparatus via the relay board 70 without passing through the buffer 134.

  On the other hand, detection signals such as the magnetic sensor switch 61 and the vibration sensor switch 62 that cannot be supplied to the test fire testing device as they are are once taken into the gaming microcomputer 111 and processed into other signals or information. An error signal indicating that the control is not possible is supplied from the data bus 140 to the trial test apparatus via the buffer 134 and the relay board 70. The relay board 70 is provided with a port that takes in the signal output from the buffer 134 and supplies it to the test test apparatus, a connector that relays and transmits a signal line of a switch detection signal that does not pass through the buffer, and the like. ing. A chip enable signal CE output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing test apparatus.

  In addition, the output unit 130 is connected to the data bus 140 and is connected to the data bus 140 to open a special variation winning device 38 (a large winning opening solenoid) 38b and a solenoid (normal electric solenoid) 37c to open a movable member 37b of the normal variation winning device 37. The third output port 135 for outputting the opening / closing data of the LED and the ON / OFF data of the digit line to which the cathode terminal of the LED of the collective display device 50 is connected. A fourth output port 136 for outputting ON / OFF data of the segment line connected to the anode terminal, and a fifth output port 137 for outputting information related to the gaming machine 10 such as jackpot information to the external information terminal 71 are provided. It has been. Information relating to the gaming machine 10 output from the external information terminal 71 is supplied to, for example, an information collection terminal installed in a game store or a game hall internal management device (not shown).

  Further, the output unit 130 receives the opening / closing data signal of the big prize opening solenoid 38b output from the third output port 135, and receives the solenoid driving signal and the opening / closing data signal of the power solenoid 37c to generate the solenoid driving signal. A first driver (drive circuit) 138a for outputting, a second driver 138b for outputting an on / off drive signal for a digit line on the current drawing side of the collective display device 50 outputted from the third output port 135, and a fourth output port 136 The external information signal supplied to the external device such as the management device from the third driver 138c and the fifth output port 137 for outputting the ON / OFF drive signal of the segment line on the current supply side of the collective display device 50 output from the external information A fourth driver 138d for outputting to the terminal 71 is provided.

  The first driver 138a is supplied with DC32V from the power supply device 400 as a power supply voltage so that a solenoid operating at 32V can be driven. Also, DC12V is supplied to the third driver 138c that drives the segment lines of the collective display device 50. Since the second driver 138b for driving the digit line is for extracting the digit line corresponding to the display data with a current, the power supply voltage may be either 12V or 5V. The third driver 138c that outputs 12V causes a current to flow to the anode terminal of the LED via the segment line, and the second driver 138b that outputs the ground potential extracts the current via the segment line from the cathode terminal. The power supply voltage flows through the LEDs sequentially selected in step 1 so that the LEDs are lit. The fourth driver 138d that outputs the external information signal to the external information terminal 71 is supplied with DC12V in order to give the external information signal a level of 12V. Note that the buffer 134, the third output port 135, the first driver 138a, and the like may be provided on the output board 130 of the game control device 100, that is, on the relay board 70 side instead of the main board.

  Further, the output unit 130 is provided with a photocoupler 139 for transmitting information such as an identification code and a program of each gaming machine to the external inspection device 500. The photocoupler 139 is configured to be capable of bi-directional communication so that the gaming microcomputer 111 can transmit and receive data to and from the inspection device 500 through serial communication. Note that such data transmission / reception is performed using a serial communication terminal of the gaming microcomputer 111 as in the case of a general general-purpose microprocessor, and therefore, ports such as the input ports 122 and 123 are not provided.

Next, the configuration of the effect control device 300 will be described with reference to FIG.
Based on the effect command from the game control device 100, the effect control device 300 performs various control displays including a special figure variation display game (decoration special figure variation display game), and other various information displays. I do.
The effect control device 300 includes an effect control microcomputer including a CPU 310, a RAM 320, and a ROM 330, an input / output I / F 340, and the like.

The input / output I / F 340 detects a position of the right part of the logo accessory 640 when the game control device 100 and the logo accessory 640 (described later) are dropped through a low-pass filter and a buffer gate (not shown). Logo lower right position detection sensor 662i, logo lower left position detection sensor 664i for detecting the left position of the logo accessory 640, and right side slide accessory detection for detecting the initial position of the right side slide member 621 (described later). Sensor 625, left side slide accessory detection sensor 615 for detecting the initial position of left side slide member 611 (described later), middle drum position detection sensor 677 for detecting the initial position of middle drum 671 (described later), logo A logo opening / closing position detection sensor 685 for detecting an initial position of the left member 642 (described later), an effect button 25, and the like are connected. Various signals are inputted. These various signals are relayed by the input / output I / F 340 and output to the CPU 310.
In addition, various control signals output from the CPU 310 are input to the input / output I / F 340. These control signals are relayed by the input / output I / F 340, and are used as logos via an output port and a driver (not shown). Logo vertical movement right motor 662a for moving the object 640 up and down, logo vertical movement left motor 664a, right movable motor 622 for driving the right lateral slide member 621, and left movable motor for driving the left lateral slide member 611 612, a middle drum motor 672 for rotating the middle drum 671, a logo opening / closing motor 681 for opening and closing the logo left member 642 and the logo right member 644, and a starboard solenoid for driving the eye member 48b of the right face accessory 48 (SOL) 48c, a port solenoid (SO) for driving an eye member 46b of a left face accessory 46 (described later) ) 46c, various LED (logo left LED substrate 643, logo right LED substrate 645, a medium drum LED substrate 678, etc.) 350, frame decoration device 18, a speaker 19a, b, are output to the display device 41.

Next, game control performed in these control circuits will be described.
The CPU 111A of the game microcomputer 111 of the game control device 100 extracts a random number value for hit determination of the normal figure based on the input of the detection signal of the game ball from the gate switch 34a provided to the normal figure start gate 34, and the ROM 111B. Is compared with the determination value stored in the table, and a process of determining whether or not the normal variation display game is missed is performed. Then, after the identification symbol is variably displayed for a predetermined time on a general-purpose display (not shown), a process for displaying a general-variation display game to be stopped is performed. When the result of the normal map fluctuation display game is a win, a special result mode is displayed on the general map display, and the general electric solenoid 37c is operated to move the movable members 37b and 37b of the normal variable winning device 37 for a predetermined time. The opening control is performed as described above (for example, for 0.3 seconds).
In addition, when the result of the normal map change display game is out of control, control is performed to display the result form of the shift on the general map display.

Further, a start winning (starting memory) is stored based on an input of a detection signal of a game ball from a starting port 1 switch 36a provided in the starting winning port 36, and based on this start memory, the first special figure variation display game is stored. The big hit determination random number value is extracted and compared with the determination value stored in the ROM 111B, and a process of determining whether or not the first special figure variation display game is missed is performed.
In addition, the start memory is stored based on the input of the detection signal of the game ball from the start port 2 switch 37a provided in the normal variation winning device 37. A random number value is extracted and compared with a determination value stored in the ROM 111B, and a process of determining whether or not the second special figure variation display game has been hit is performed.

Then, the CPU 111 </ b> A of the game control device 100 outputs a control signal (effect control command) including the determination results of the first special figure variation display game and the second special figure variation display game to the effect control device 300. Then, after the identification symbol is variably displayed for a predetermined time on the special figure 1 display 51 or the special figure 2 display 52, a process for displaying a special figure fluctuation display game to be stopped is performed.
In addition, in the production control device 300, based on the control signal from the game control device 100, the display device 41 performs a process of displaying the decoration special figure change display game corresponding to the special figure change display game.
Furthermore, in the production control device 300, based on the control signal from the game control device 100, the sound output from the speakers 19a and 19b, the process of controlling the light emission of the various LEDs 350, and the like are performed.

Then, the CPU 111A of the game control device 100 displays a special result mode on the special figure 1 display 51 or the special figure 2 display 52 and generates a special gaming state when the result of the special figure variation display game is a big hit. To perform the process.
For example, if the display form of the special figure 1 display 51 or the special figure 2 display 52 becomes a special result form (for example, “7”) as a result of the special figure fluctuation display game, it is a big hit and special. It becomes a gaming state (so-called big hit state).

In the process of generating the special game state, the CPU 111A performs control for allowing the game ball to flow into the special winning opening by, for example, opening the open / close door 38c of the special variable winning apparatus 38 by the special winning opening solenoid 38b. .
Then, when the result of the special figure variation display game is a big hit, a predetermined number (for example, 10) of game balls wins the big winning opening, or a predetermined time (for example, 25 seconds or 0) from the opening of the big winning opening. .5 seconds) until one of the conditions has been achieved, the round winning opening is defined as one round, and a control (cycle game) is performed that continues (repeats) a predetermined number of rounds.
Further, when the result of the special figure variation display game is out of order, the special figure 1 display 51 and the special figure 2 display 52 are controlled to display the result form of the deviation.

In addition, the game control device 100 can generate a probability change state as a game state after the special game state ends based on the result mode of the special figure variation display game.
This probability variation state is a state (high probability state) in which the probability of a hit result in the special figure variation display game is higher than the normal probability state. In addition, the first special figure variation display game and the second special figure variation display game, regardless of which one of the first special figure variation display game and the second special figure variation display game results in a certain variation state. Both display games are in a probable state.

In addition, the game control device 100 can generate a short time state as a game state after the special game state is ended based on the result mode of the special figure variation display game.
In this time-short state, control is performed so that the normal-variation display game and the normal variation winning device 37 are in the time-short operation state. Specifically, in the short-time state, the execution time of the above-described usual-variable display game is controlled to be a second variable display time shorter than the first variable display time (for example, 10 seconds is 1 second). Thus, the number of times of opening of the normal variation winning device 37 per unit time is controlled to be substantially increased. Further, in the short time state, when the normal variation winning device 37 is released as a result of the normal variation display game being won, the release time becomes a second release time longer than the first release time in the normal state. (For example, 0.3 seconds is 1.7 seconds). In the short-time state, the number of times of opening of the normal variation winning device 37 is not the first opening number of one time but a plurality of times of two or more times (for example, (3 times) the second number of times of opening.
It should be noted that the execution time of the normal variation display game is set to the second variation display time (for example, 1 second), and the release mode of the normal variation winning device 37 is the second release time (for example, 1.7). Second), and the number of times of opening with respect to one hit result of the normal variation display game is the second number of times of opening (for example, 3 times), either one or both may be performed. May be. In the short-time operation state, control may be performed so that the probability of a hit result of the normal-variable display game is higher than that in the normal operation state.
As a result, the game ball can easily win the normal variation winning device 37, and the second special figure variation display game can be easily started.

  In addition, the time variation operation state of the probability variation state, the normal variation display game, and the normal variation prize winning device 37 can be generated independently, and both can be generated at the same time, or only one can be generated. Is possible.

Next, control executed by the game microcomputer (game microcomputer) 111 of the game control apparatus 100 will be described.
The control process by the gaming microcomputer 111 includes a main process (mainly see FIGS. 5 and 6) that is a main routine that is repeated as a loop process, and a timer that is performed at a predetermined time period (for example, 4 ms) as an interrupt routine for the main process. Interrupt processing (see FIG. 7).

[Main processing]
First, the main process will be described.
The main process is started when the power is turned on. In this main process, as shown in FIG. 5, an interrupt vector setting process (step S1) for setting a jump destination vector address to be executed when an interrupt occurs is first performed after an interrupt prohibition process (step S1). S2), a stack pointer setting process (step S3) for setting a stack pointer that is the start address of an area in which a value of a register or the like is saved when an interrupt occurs, and an interrupt mode setting process (step S4) for setting an interrupt processing mode. )I do.

  Next, in order to wait for the program of the payout control apparatus (payout board) 200 to start up normally, for example, a time of 4 msec is waited (step S5). As a result, when the power is turned on, the game control device 100 rises first and sends the command to the payout control device 200 before the payout control device 200 starts up, thereby avoiding the payout control device 200 from losing the command. be able to. Thereafter, access to a readable / writable RWM (read / write memory) such as a RAM or EEPROM is permitted, and all output ports are set to off (no output) (steps S6 and S7). In addition, the serial port ((port previously installed in the gaming microcomputer 111) is not used in this embodiment because it is in parallel communication with the payout control device 200 and the effect control device 300). Processing is performed (step S8).

  Subsequently, it is determined whether or not the initialization switch in the power supply device 400 is turned on (step S9). Here, if it is determined that the initialization switch is off (step S9; No), in step S10, after checking the data of the power failure inspection area in the RWM, it is determined whether or not the power failure is restored (step S11). If it is determined in step S11 that the power failure has been restored (step S11; Yes), the process proceeds to step S12, and a process of calculating data called a checksum and whether the calculated checksum is normal or abnormal are determined (step S13). If it is determined in step S9 that the initialization switch is on (step S9; Yes), if it is determined in step S11 that the power failure is not restored (step S11; No), and if the checksum is not normal in step S13 (step If it is determined as S13; No), the process jumps to step S20 in FIG.

  If it is determined in step S13 that the checksum is normal (step S13; Yes), the process proceeds to step S14 in FIG. 6 and a power failure occurs in the area to be initialized in the RWM (read / write memory: RAM in the embodiment). After the initial value at the time of recovery is saved (stored), the area related to error and fraud monitoring is reset (step S15). Next, an area for storing the gaming state in the RWM is examined to determine whether or not the gaming state is a high probability state (step S16). If it is determined that the probability is not high (step S16; No), steps S17 and S18 are skipped and the process proceeds to step S19.

  If it is determined in step S16 that the probability is high (step S16; Yes), the ON information is saved in the high-probability notification flag area in step S17, and then the high-probability notification provided in the collective display device 50 is performed. The LED ON data is set in the segment area (step S18), and the process proceeds to step S19. In step S19, a process for transmitting a power restoration command corresponding to a process number prepared for rationally executing a special figure game process described later is performed to the effect control device 300, and the process proceeds to step S23.

  On the other hand, when jumping from step S9, S11, S13 to step S20, the work area in the RAM used by the CPU is first reset, and then the initial value at power-on is saved in the area to be initialized (step S21). Then, in step S22, a process of transmitting a power-on command to the effect control device 300 is performed, and the process proceeds to step S23. In step S23, a process of starting a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator) is performed.

  The CTC circuit is provided in a clock generator in the gaming microcomputer 111. The clock generator divides an oscillation signal (original clock signal) from the crystal oscillator 113, and a timer interrupt signal having a predetermined period (for example, 4 milliseconds) for the CPU 111A based on the divided signal. And a CTC circuit for generating a signal CTC that gives a trigger for updating a random number to be supplied to the random number generation circuit.

  After the CTC activation process in step S23, a process for activating and setting the random number generation circuit is performed (step S24). Specifically, the CPU 111A performs setting of a code (specified value) for starting the random number generation circuit in a predetermined register (CTC update permission register) in the random number generation circuit. Then, the values of the predetermined registers (soft random number registers 1 to n) in the random number generation circuit at the time of power-on are changed to various initial value random numbers (random numbers for determining the big hit symbol (big hit symbol random number 1, big hit symbol random number 2) After saving the initial value (start value) of a random number (a random number per hit) for determining a normal hit in a predetermined area of the RWM (step S25), an interrupt is permitted (step S26). The random number generation circuit in the CPU 111A used in this embodiment is configured so that the initial value of the soft random number register changes every time the power is turned on, and this value is used as an initial value (start value) of various initial value random numbers. By doing so, it is possible to break the regularity of random numbers generated by software, making it difficult for a player to obtain illegal random numbers.

  Subsequently, an initial value random number update process (step S27) is performed to update the values of various initial value random numbers to break the regularity of the random numbers. In the present embodiment, although not particularly limited, the big hit random number is configured to be generated using a random number (big hit random number) generated in a random number generation circuit. That is, the big hit random number is a hard random number generated by hardware, and the big hit symbol random number, the hit random number, and the variation pattern random number are soft random numbers generated by software.

  After the initial value random number update process in step S27, the power failure detection signal input from the power supply device 400 is read through the port and data bus and checked to determine whether or not a power failure has occurred (step S28). If no power failure has occurred (step S28; No), the process returns to step S27, and the initial value random number update processing and the power failure monitoring signal check (loop processing) are repeated. By permitting an interrupt before the initial value random number update process (step S27) (step S26), when a timer interrupt occurs during the initial value random number update process, the interrupt process is preferentially executed. Can be prevented from being interrupted by waiting for the initial value random number update process.

  Note that the initial value random number update process in step S27 includes a method of performing the initial value random number update process in the timer interrupt process in addition to the main process. In order to avoid execution of value random number update processing, when performing initial value random number update processing in the main processing, it is necessary to disable interrupt and then update to cancel the interrupt. If the initial value random number update process in the timer interrupt process is not performed in the main process and only the main process is performed, there is no problem even if the interrupt is canceled before the initial value random number update process. There is an advantage that it is simplified.

  If it is determined in step S28 that a power failure has occurred (step S28; Yes), processing for temporarily prohibiting interruption (step S29) and processing for turning off all output ports (step S30) are performed. After that, a process for saving the power failure recovery inspection area check data in the power failure recovery inspection area (step S31), a process for calculating the checksum when the RWM is turned off (step S32), and then saving the checksum ( In step S33), after performing the process of prohibiting access to the RWM (step S34), it waits for the power of the gaming machine to be cut off. In this way, the check data is saved in the power failure recovery inspection area and the checksum at the time of power shutdown is calculated, so that whether or not the information stored in the RWM before the power shutdown is correctly backed up can be checked. This can be determined when the power is turned on again.

[Timer interrupt processing]
Next, timer interrupt processing will be described.
As shown in FIG. 7, the timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the timer interrupt process of FIG. 7 is started.

  When the timer interrupt process is started, the game microcomputer 111 of the game control device 100 first performs a register save process (step S51) for transferring a value held in a predetermined register to the RWM. In the Z80 microcomputer used as the gaming microcomputer in this embodiment, the processing can be replaced by saving the value held in the front register to the back register. Next, an input process (step S52) for taking in inputs from various sensors (start port 1 switch 36a, start port 2 switch 37a, usual gate switch 34a, count switch 38a, etc.), that is, reading the state of each input port. )I do. Then, based on the output data set in various processes, an output process (step S53) for performing drive control of an actuator such as a solenoid (large winning opening SOL38b, general electric power SOL37c) and the like is performed.

Next, a command transmission process (step S54), a random number update process 1 (step S55), and a random number update process 2 (steps) for outputting commands set in the transmission buffer in various processes to the effect control device 300, the payout control device 200, and the like. S56) is performed.
Thereafter, it is monitored whether a normal signal is input from the start port 1 switch 36a, the start port 2 switch 37a, the usual gate switch 34a, the winning port switch 35a... 35n, and the count switch 38a. A prize opening switch / error monitoring process (step S57) is performed to determine whether the front frame or the glass frame is open. Also, a special figure game process (step S58) for performing a process related to the special figure variable display game and a general figure game process (step S59) for performing a process related to the general map variable display game are performed.

  Next, a segment LED editing process (step S60) that is provided in the gaming machine 10 and that drives a segment LED that displays special information variation display game and various information related to the game to display desired contents, magnetic sensor switch A magnet fraud monitoring process (step S61) is performed in which detection signals from 61 and the vibration sensor switch 62 are checked to determine whether there is any abnormality. Then, external information editing processing (step S62) is performed in which signals to be output to various external devices are set in the output buffer. Subsequently, a process of clearing the interrupt request and declaring the end of the interrupt (step S63), a process of restoring the register data saved in step S51 (step S64), and a process of permitting the interrupt (step S64) Step S65) is performed, and the timer interrupt process is terminated.

[Command transmission processing]
Next, the details of the command transmission process (step S54) in the above-described timer interrupt process will be described.
As shown in FIG. 8, the command transmission process includes an effect control command transmission process for the effect control device 300 (step S <b> 71) and a payout command transmission process for the payout control device 200 (step S <b> 72).

[Direction control command transmission processing]
Next, details of the effect control command transmission process (step S71) in the above-described command transmission process will be described.
As shown in FIG. 9, in the effect control command transmission process, first, the value of the light counter that is “+1” when the transmission command is set to RWM and the lead that is “+1” when the transmission command is read from the RWM. The counter value is compared to check whether a command is set (step S81). Specifically, if the value of the write counter is the same as the value of the read counter, it is determined that the command is not set, and if the value of the write counter does not match the value of the read counter, It is determined that a transmission command is set (step S82).

If it is determined in step S82 that no command is set (step S82; No), the effect control command transmission process is terminated, and if it is determined in step S82 that a command is set (step S82; In Yes), the read counter is updated (+1) (step S83).
Next, the command is loaded from the command transmission area (MODE (upper byte)) corresponding to the value of the read counter (step S84). Then, the command transmission area containing the loaded command is reset (step S85).
Further, the command is loaded from the command transmission area (ACTION (lower byte)) corresponding to the value of the read counter (step S86). Then, the command transmission area containing the loaded command is reset (step S87).
Then, an effect control command output process (step S88) is performed, and the effect control command transmission process ends.

[Direction control command output processing]
Next, details of the effect control command output process (step S88) in the effect control command transmission process described above will be described.
As shown in FIG. 10, in the production control command output process, first, an off time of the strobe signal indicating that the command (MODE) is being output is prepared (step S91), and the command data output process (step S92) is executed. . Thereafter, a command (ACTION) is output (step S93), and a strobe signal OFF time indicating that the command (ACTION) is being output is prepared (step S94), and then command data output processing (step S95) is executed.

[Command data output processing]
Next, details of the command data output process (steps S92 and S95) in the above-described effect control command output process will be described.
As shown in FIG. 11, in the command data output process, first, in order to prevent the state immediately before the port from being lost, the port state holding data of the output port 131 including the strobe signal of the effect control command output is loaded. (Step S101). Then, an effect control command is output to the output port 132 (step S102), and a signal excluding the strobe signal is held in the previous state to the output port 131, and the strobe signal in the off state (for example, low level indicating invalidity of data reading). Is added and output (step S103). Then, in the next step S104, it is determined whether or not the time during which the strobe signal should be turned off (off time) has ended. If it is determined that the off time has not ended (step S104; No), the process returns to step S102 and the above process is repeated.

  On the other hand, if it is determined in step S104 that the off-time has expired (step S104; Yes), the process proceeds to step S105, and the time for which the strobe signal is in an on state (for example, a high level indicating that data reading is valid) is set. Subsequently, the strobe signal is set to the on state while the signals excluding the strobe signal of the output port 131 are held in the immediately previous state on the register holding the data loaded in step S101 (step S106). Then, an effect control command is output (step S107), and an on-state (high level) strobe signal is output (step S108).

  Then, in the next step S109, it is determined whether or not the time for which the strobe signal should be turned on (on time) has ended. If it is determined that the on-time has not ended (step S109; No), the process returns to step S107 and the above process is repeated. If it is determined in step S109 that the on-time has expired (step S109; Yes), the process proceeds to step S110, the off-state strobe signal is set, and the off-state strobe signal is output (step S111). Then, the command data output process ends. The reason why the effect control command is output again in step S107 is to avoid that the effect control command being output is not output after the power failure is restored when a power failure occurs during the loop processing in steps S107 to S109. is there. It is also possible to avoid changing the command code due to noise. In addition, it is also possible to loop only each process in this step S104 and step S109.

[Special Figure Game Processing]
Next, details of the special game process (step S58) in the timer interrupt process described above will be described.
In the special figure game process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the entire process related to the special figure variation display game is controlled, and the special figure display is set.

  As shown in FIG. 12, in the special game process, first, a starting port switch monitoring process (step A1) for monitoring winnings of the starting port 1 switch 36a and the starting port 2 switch 37a is performed. In the start port switch monitoring process, when a game ball is won in the normal variable winning device 37 that forms the start winning port 36 and the second starting winning port, various random numbers (such as jackpot random numbers) are extracted and Prior to the start of the figure variation display game, a game result preliminary determination is performed in which a game result based on a prize is determined in advance. The details of the start port switch monitoring process (step A1) will be described later.

  Next, a count switch monitoring process (step A2) is performed. In this count switch monitoring process, a process of monitoring the count number of the count switch 38a provided in the special variation winning device 38 is performed.

Next, it is checked whether the special figure game processing timer has already timed up, or the special figure game processing timer has been updated (-1) and then timed up (step A3). It is determined whether the time is up (step A4).
If it is determined in step A4 that the special figure game process timer has expired (step A4; Yes), a special figure game sequence branch table to be referred to branch to the process corresponding to the special figure game process number is registered. (Step A5) is performed, and a process (step A6) of acquiring a branch destination address of the process corresponding to the special figure game process number is performed using the table.
Then, after performing the process of saving the return address after the branch process to the stack area (step A7), the game branch process (step A8) is performed according to the special figure game process number.

  If the special figure game process number is “0” in step A8, the fluctuation start of the special figure fluctuation display game is monitored, the fluctuation start setting of the special figure fluctuation display game, the setting of the production, A special figure routine process (step A9) for setting information necessary for the process is performed. The details of the special figure routine process (step A9) will be described later.

  In step A8, when the special figure game process number is “1”, the special figure change for setting the special figure stop display time, setting the information necessary for performing the special figure display process, etc. Medium processing (step A10) is performed.

  In step A8, when the special figure game process number is “2”, if the game result of the special figure fluctuation display game is a big hit, the fanfare command setting corresponding to the type of the big hit or the big hit for each big hit A special chart display process (step A11) is performed for setting the fanfare time according to the winning opening opening pattern and setting information necessary for performing the fanfare / interval process.

  If the special figure game process number is “3” in step A8, setting of the opening time of the big prize opening, updating of the number of times of opening, setting of information necessary for performing the processing during opening of the big prize opening, etc. The fanfare / interval processing (step A12) is performed.

  In step A8, when the special figure game process number is “4”, if the big hit round is not the final round, an interval command is set, whereas if it is the final round, a process for setting a big hit end screen command is set. Then, a special winning opening opening process (step A13) for setting information necessary for the special winning opening remaining ball processing is performed.

  In step A8, if the special figure game process number is “5”, if the big hit round is the final round, a process for setting the time for discharging the remaining balls in the big prize opening, The big winning opening remaining ball processing (step A14) for setting information necessary for processing is performed.

  If the special figure game process number is “6” in step A8, a big hit end process (step A15) for setting information necessary for performing the special figure normal process (step A9) is performed.

Then, after preparing the table for controlling the fluctuation | variation of the special figure 1 indicator 51 (step A16), the symbol fluctuation | variation control process (step A17) which concerns on the special figure 1 indicator 51 is performed.
Then, after preparing the table for controlling the fluctuation | variation of the special figure 2 indicator 52 (step A18), the symbol fluctuation control process (step A19) which concerns on the special figure 2 indicator 52 is performed, and the said special figure game process is performed. finish.

  On the other hand, when it is determined in step A4 that the special figure game process timer has not expired (step A4; No), the process proceeds to step A16, and the subsequent processes are performed.

[Starter switch monitoring process]
Next, details of the start port switch monitoring process in the above-described special figure game process will be described.
As shown in FIG. 13, in the start port switch monitoring process, the gaming microcomputer 111 of the game control device 100 first prepares a table for setting a start port winning effect command by the start winning port 36 (start port 1). After preparing a table for setting information on hold by the start port 1 (step A21), a special-purpose start port switch common process (step A22) is performed.
The details of the special figure start port switch common process in step A22 will be described later together with the special figure start port switch common process in step A27.

Next, it is checked whether or not the ordinary electric accessory (ordinary variation winning device 37) is in operation, that is, whether or not the ordinary variation winning device 37 is activated and the game ball can be won. (Step A23) If it is determined that the ordinary electric accessory is operating (Step A23; Yes), the process proceeds to Step A26, and the subsequent processes are performed. On the other hand, if it is determined in step A23 that the ordinary electric accessory is not in operation (step A23; No), it is checked whether the number of fraudulent winnings to the normal variation winning device 37 is equal to or greater than the fraud occurrence determination number (step A23). A24), a process of determining whether or not the number of fraudulent winnings is equal to or greater than the number of fraud occurrence determination (step A25).
The normal variation winning device 37 cannot win a game ball in the closed state, and can win a game ball only in the open state. Therefore, when the game ball wins in the closed state, it is a case where some abnormality or fraud has occurred. When there is a game ball won in such a closed state, the number is counted as the number of illegal wins. Then, it is determined whether or not the number of illegal winnings thus counted is equal to or greater than a predetermined fraud occurrence determination number (upper limit value).

If it is determined in step A25 that the number of fraudulent winnings is not equal to or greater than the number of fraud determinations (step A25; No), a table for setting a start opening winning effect command by the normal variation winning device 37 (starting opening 2) is prepared and started. After preparing a table for setting information on hold by the mouth 2 (step A26), the special start port switch common process (step A27) is performed, and the start port switch monitoring process is terminated.
If it is determined in step A25 that the number of illegal winnings is equal to or greater than the number of fraud determinations (step A25; Yes), the start port switch monitoring process is terminated. That is, the second start memory is not generated any more.

[Special figure start port switch common processing]
Next, details of the special-purpose start-port switch common processing (steps A112 and A117) in the above-described start-port switch monitoring processing will be described.
The special figure start port switch common process is a process performed in common for each input when there is an input from the start port 1 switch 36a or the start port 2 switch 37a.

  As shown in FIG. 14, in the special figure start port switch common processing, the gaming microcomputer 111 of the game control device 100 first starts the monitoring target start port switch (the start port switch 36a and the start port 2 switch 37a). For example, it is checked whether or not there is an input to the start port 1 switch 36a (step A31), and if it is determined that there is no input to the start port switch to be monitored (step A32; No), the special figure start port switch End common processing. On the other hand, if it is determined in step A32 that there is an input to the monitored start port switch (step A32; Yes), after the start port winning flag of the monitored start port switch is saved (step A33), the monitored target The big hit random number extracted in the hard random number latch register is loaded and prepared (step A34).

  Subsequently, of the start port 1 switch 36a and the start port 2 switch 37a, information regarding the number of winnings to the start port switch to be monitored (for example, the start port 1 switch 36a) is sent to the management device outside the gaming machine 10. The number of times output (start port signal output number) is loaded, the loaded value is updated (+1), and it is checked whether the output number overflows (step A35), and the output number overflows. If it is determined not (step A36; No), the updated value is saved in the RWM start port signal output count area (step A37), and the process proceeds to step A38. On the other hand, when it is determined in step A36 that the output count has overflowed (step A36; Yes), step A37 is skipped and the process proceeds to step A38.

Then, in step A38, among the start port 1 switch 36a and the start port 2 switch 37a, the special figure hold of the update target corresponding to the start port switch to be monitored (for example, the start port 1 switch 36a, etc.) (start memory) It is checked whether or not the number is less than the upper limit (step A38), and if it is determined that the number of special figure hold is less than the upper limit (step A39; Yes), the number of special figure hold to be updated (for example, special figure 1) A process (step A40) for updating (+1) the number of holds, etc. is performed.
Then, after preparing the decoration special figure reservation number command (MODE) of the start port switch to be monitored (for example, the start port 1 switch 36a) among the start port 1 switch 36a and the start port 2 switch 37a (step A41). ), A decoration special figure hold number command (ACTION) corresponding to the special figure hold number is prepared (step A42), and a command setting process (step A43) is performed.

  Subsequently, after performing processing (step A44) for calculating the address of the random number save area corresponding to the special figure hold number (step A44), the big hit random number is saved in the big hit random number save area of the RWM (step A45). Then, the big hit symbol random number of the starter switch to be monitored is extracted and prepared, and the big hit symbol random number is saved in the big hit symbol random number saving area of the RWM (step A46). Next, the corresponding variation pattern random number 1 is extracted and saved in the variation pattern random number 1 save area of the RWM (step A47). Next, the corresponding variation pattern random number 2 is extracted and saved in the RWM variation pattern random number 2 save area (step A48). Next, the corresponding variation pattern random number 3 is extracted and saved in the RWM variation pattern random number 3 save area (step A49). Then, the jackpot symbol random number of the start port switch to be monitored is loaded and prepared (step A50), the special figure hold information determination process (step A51) is performed, and the special figure start port switch common process is terminated. The details of the special figure hold information determination process will be described later.

On the other hand, if it is determined in step A39 that the special figure hold number is not less than the upper limit value (step A39; No), it is checked whether or not the input of the start port switch in step A32 is the input of the start port 1 switch 36a. (Step A52), if it is determined that the input of the start port 1 switch 36a is determined (Step A53; Yes), a decoration special figure hold number command (overflow command) is prepared (Step A54), and command setting processing (Step A55) To complete the special figure start port switch common process.
On the other hand, if it is determined in step A53 that the input is not the start port 1 switch 36a (step A53; No), steps A54 and A55 are skipped, and the special drawing start port switch common process is terminated.

[Special figure hold information judgment processing]
Next, the details of the special figure hold information determination process (step A51) in the above special figure start port switch common process will be described.
The special figure hold information determination process is a look-ahead process for determining the result related information corresponding to the start memory before the start timing of the special figure variation display game based on the corresponding start memory.

As shown in FIG. 15, first, it is checked whether or not the input of the start port switch according to step A32 of the special-purpose start port switch common process is the input of the start port 2 switch 37a (step A61). If it is determined that the input of the two switches 37a is not input (step A62; No), it is determined whether or not the opening extension function of the normal variation winning device 37 is operating, that is, the normal variation winning device 37 is being supported (during the short-time operation state). The process (step A63) which determines is performed.
Here, if it is determined that the normal variation winning device 37 is not being supported (step A63; No), a process of determining whether or not the gaming machine 10 is in a big hit (special game state) (step A64) is performed.

  If it is determined in step A64 that the jackpot is not being hit (step A64; No), the jackpot determination process for determining whether or not the acquired jackpot random value matches the jackpot determination value is a jackpot determination process (step A65) is performed.

On the other hand, if it is determined in step A63 that the normally variable winning device 37 is being supported (step A63; Yes), or if it is determined in step A64 that it is a big hit (step A64; Yes) ) Ends the special figure hold information determination process.
In other words, when the input of the start port switch related to step A32 of the special-purpose start port switch common processing is the start port 1 switch 36a, when the normal variable winning device 37 is being supported or is a big hit, the start memory is stored in the start memory. The prefetch process for determining the corresponding result related information is not performed.

If it is determined in step A62 that the input is the start port 2 switch 37a (step A62; Yes), the process proceeds to step A65 without performing steps A63 and A64. Perform the following processing.
In other words, when the input of the start port switch according to step A32 of the special figure start port switch common processing is the start port 2 switch 37a, the start is performed regardless of whether the normal variable winning device 37 is being supported or hit. A prefetching process for determining the result related information corresponding to the storage is performed.

If the determination result of the big hit determination process in step A65 is not a big hit (step A66; No), a loss information table is set (step A67), and the process proceeds to step A75.
On the other hand, when the determination result of the big hit determination process in step A65 is a big hit (step A66; Yes), it is checked whether or not the input of the start port switch is the input of the start port 1 switch 36a (step A68). .

  If the result of the check in step A68 is that the input of the start port 1 switch 36a is determined (step A69; Yes), the jackpot symbol random number check table 1 is prepared (step A70), and the process proceeds to step A72. If it is determined that the input of the start port 1 switch 36a is not input (step A69; No), the big hit symbol random number check table 2 is prepared (step A71), and the process proceeds to step A72.

  Next, in step A72, the jackpot symbol random number is checked and the corresponding winning information pointer is acquired (step A72). After setting the jackpot information table address table (step A73), the jackpot information table corresponding to the winning information pointer is acquired and set (step A74), and the process proceeds to step A75.

  Subsequently, in step A75, symbol information is acquired from the set information table (big hit information table or outlier information table), and the acquired symbol information is saved in the symbol information (work) area (step A76). Next, a start opening winning effect symbol command is acquired from the set information table (step A77), and the acquired starting opening winning effect symbol command is saved in the winning effect symbol command area (step A78).

Subsequently, a start opening prize flag of the start opening switch to be monitored is prepared (step A79), a table for setting a start opening winning effect command is prepared (step A80), and special figure information setting processing (step A81). Second half variation pattern setting processing (step A82) and variation pattern setting processing (step A83) are performed.
Then, the start opening prize effect command (MODE) corresponding to the first half variation number is calculated and prepared (step A84), and the second half variation number value is prepared as the start opening prize effect command (ACTION) (step A85). Then, command setting processing (step A86) is performed.
Subsequently, a start opening winning effect design command is loaded and prepared (step A87), a command setting process (step A88) is performed, and the special figure holding information determination process is terminated.

[Special figure routine processing]
Next, the details of the special figure routine process (step A9) in the special figure game process described above will be described.
As shown in FIG. 16, in the special figure normal processing, first, it is checked whether or not the special figure 2 hold number (second start memory number) is 0 (step A91).
When it is determined that the special figure 2 hold number is 0 (step A92; Yes), it is checked whether or not the special figure 1 hold number (first start memory number) is 0 (step A93).
And if it is determined that the special figure 1 holding number is 0 (step A94; Yes), it is checked whether or not the customer waiting demo has already started (step A95), and the customer waiting demo has not started. That is, if it is determined that the process has not been started (step A96; No), a process of saving the customer waiting demo flag in the customer waiting demo flag area (step A97) is performed.

Subsequently, a customer waiting demo command is prepared (step A98), and a command setting process (step A99) is performed.
On the other hand, if it is determined in step A95 that the customer waiting demo has already started (step A96; Yes), the customer waiting demo flag is already set during the customer waiting demo (step A97), and a customer waiting demo command is also prepared ( Since the command setting process (step A99) is also executed (step A98), the process proceeds to step A100 without performing these processes. Then, the special figure normal process transition setting process 1 (step A100) is performed, and the special figure normal process is terminated.

On the other hand, if it is determined in step A92 that the special figure 2 holding number is not 0 (step A92; No), special figure 2 fluctuation start processing (step A101) is performed. Details of the special figure 2 fluctuation start process in step A101 will be described later.
Thereafter, the special-figure changing process transition setting process (step A102) of the special figure 2 is performed, and the special figure usual process is terminated.
If it is determined in step A94 that the special figure 1 hold count is not 0 (step A94; No), special figure 1 fluctuation start processing (step A103) is performed. Details of the special figure 1 fluctuation start process in step A103 will be described later.
Thereafter, the special-figure changing process transition setting process (step A104) of the special figure 1 is performed, and the special figure ordinary process is terminated.
In this way, if the special figure 2 hold number in step A91 and step A92 is checked before the special figure 1 hold number check in step A93 and step A94, the special figure 2 hold number is not zero. The special figure 2 fluctuation start process (step A101) will be executed. That is, the second special figure variation display game is executed with priority over the first special figure variation display game.

[Special Figure 1 Change Start Processing]
Next, the details of the special figure 1 fluctuation start process (step A103) in the above-described special figure ordinary process will be described.
The special figure 1 fluctuation start process is a process performed at the start of the first special figure fluctuation display game. Specifically, as shown in FIG. 17A, first, the first special figure fluctuation display game is a big hit. A jackpot flag 1 setting process (step A111) for setting shift information and jackpot information is performed on the jackpot flag 1 for determining whether or not there is. Subsequently, a small hit flag 1 setting process (step A112) for setting shift information and small hit information to the small hit flag 1 for determining whether or not the first special figure variation display game is a small hit is performed.

Next, after performing the special figure 1 stop symbol setting process (step A113) related to the setting of the first special figure stop symbol (special figure 1 stop symbol), the first special figure stop symbol number (special figure 1 stop symbol number) ) Is saved in the test signal output data area (step A114).
Subsequently, the symbol information is loaded from the symbol information area (step A115), and the symbol information is saved in the symbol information area for work of the RWM (step A116).

Next, the special figure 1 fluctuation flag is set and prepared (step A117), and the special figure 1 fluctuation flag is saved in the fluctuation symbol discrimination flag area of the RWM (step A118).
After that, a target table (for special figure 1) for setting information on the variation pattern is prepared (step A119), and special figure information setting processing (step A120) for setting special figure information is performed. Subsequently, among the variation modes in the first special figure variation display game, after performing the latter half variation pattern setting process (step A121) for setting the latter half variation pattern, the variation for setting the variation aspect of the first special figure variation display game. Pattern setting processing (step A122) is performed. Then, the fluctuation start information setting process (step A123) for setting the fluctuation start information of the first special figure is performed, and the special figure 1 fluctuation start process is ended.

[Special Figure 2 Variation Start Processing]
Next, the details of the special figure 2 fluctuation start process (step A101) in the above-described special figure ordinary process will be described.
The special figure 2 fluctuation start process is a process performed at the start of the second special figure fluctuation display game. Specifically, as shown in FIG. 17B, first, the second special figure fluctuation display game is a big hit. A jackpot flag 2 setting process (step A131) is performed to set shift information and jackpot information for the jackpot flag 2 for determining whether or not there is. Subsequently, a small hit flag 2 setting process (step A132) for setting shift information and small hit information to the small hit flag 2 for determining whether or not the second special figure variation display game is a small hit is performed.

Next, after performing the special figure 2 stop symbol setting process (step A133) relating to the setting of the second special figure stop symbol (special figure 2 stop symbol), the second special figure stop symbol number (special figure 2 stop symbol number) ) Is saved in the test signal output data area (step A134).
Subsequently, the symbol information is loaded from the symbol information area (step A135), and the symbol information is saved in the symbol information area for RWM work (step A136).

Next, the special figure 2 fluctuation flag is set and prepared (step A137), and the special figure 2 fluctuation flag is saved in the fluctuation symbol discrimination flag area of the RWM (step A138).
Thereafter, a target table (for special figure 2) for setting information regarding the variation pattern is prepared (step A139), and special figure information setting processing (step A140) for setting special figure information is performed. Subsequently, among the variation modes in the second special figure variation display game, after performing the latter half variation pattern setting process (step A141) for setting the latter half variation pattern, the variation for setting the variation aspect of the second special figure variation display game. Pattern setting processing (step A142) is performed. Then, the fluctuation start information setting process (step A143) for setting the fluctuation start information of the second special figure is performed, and the special figure 2 fluctuation start process is ended.

[Small hit flag 1 setting process]
FIG. 18A shows the small hit flag 1 setting process in the special figure 1 fluctuation start process shown in FIG. In this small hit flag 1 setting process, first, the shift information is saved in the small hit flag area 1 (step A151), and the process of checking whether the big hit flag 1 is a big hit (step A152), the first special figure is assigned to the big hit flag 1. It is checked whether or not jackpot information indicating that the variable display game is a jackpot is saved.

  If the jackpot information is saved (step A153; Yes), that is, if the jackpot information indicating that the first special figure variation display game is a jackpot is saved in the jackpot flag 1, the jackpot random value is saved. The random number saving area is cleared to 0 (step A159), and the small hit flag 1 setting process is terminated. On the other hand, if it is not a big hit (step A153; No), that is, if the big hit information indicating that the first special figure variation display game is a big hit is not saved in the big hit flag 1, the big hit random number is stored from the big hit random number saving area. Load and prepare (step A154) to prepare special figure 1 determination data (step A155).

  Next, a small hit determination process (step A156) is performed. If the determination result is not a small hit (step A157; No), the random number save area for saving the big hit random value is cleared to 0 (step A159), The small hit flag 1 setting process is terminated. If the determination result is a small hit (step A157; Yes), the small hit information is saved in the small hit flag area 1 (step A158), and the random number save area that saves the big hit random value is cleared to zero. (Step A159), the small hit flag 1 setting process is terminated.

[Small hit flag 2 setting process]
FIG. 18B shows a small hit flag 2 setting process in the special figure 2 fluctuation start process shown in FIG. In this small hit flag 2 setting process, first, the shift information is saved in the small hit flag area 2 (step A161), and whether the big hit flag 2 is a big hit is checked (step A162). It is checked whether or not jackpot information indicating that the variable display game is a jackpot is saved.

  When the jackpot information is saved (step A163; Yes), that is, when the jackpot information indicating that the second special figure variation display game is a jackpot is saved in the jackpot flag 2, the jackpot random number value is saved. The random number saving area is cleared to 0 (step A169), and the small hit flag 2 setting process is terminated. If the jackpot information is not saved (step A163; No), that is, if the jackpot information indicating that the second special figure variation display game is a jackpot is not saved in the jackpot flag 2, the jackpot random number is stored from the jackpot random number save area. Load and prepare (step A164) to prepare special figure 2 determination data (step A165).

  Next, a small hit determination process (step A166) is performed. If the determination result is not a small hit (step A167), the random number saving area where the big hit random number value is saved is cleared to 0 (step A169), and the small hit is determined. The flag 2 setting process is terminated. If the determination result is a small hit (step A167; Yes), the small hit information is saved in the small hit flag area 2 (step A168), and the random number save area for saving the big hit random value is cleared to zero. (Step A169), the small hit flag 2 setting process is terminated.

[Design variation control processing]
Next, the details of the symbol variation control process (step A19) in the above-described special figure game process will be described.
As shown in FIG. 19, in the symbol variation control process, first, a target variation control flag is set, and it is checked whether or not the symbol is varying (step A171).
If it is determined that the symbol is changing (step A172; Yes), a symbol display table (for display) corresponding to the target symbol is acquired (step A173), and the variation time of the target symbol is acquired. Is updated by −1 to check whether or not the time is up (step A174).

If it is determined that the time is up (step A175; Yes), the initial value of the symbol variation control timer is saved in the subject variation timer area (step A176), and the variation symbol number of the subject symbol is updated ( The process proceeds to step A177) and step A178.
On the other hand, if it is determined that the time is not up (step A175; No), step A176 and step A177 are skipped, and the process proceeds to step A178 to load the value of the target variable symbol number area as a display symbol pointer. (Step A178), the process proceeds to step A181.

  If it is determined in step A172 that the symbol is not changing (step A172; No), a symbol display table (for stopping) corresponding to the target symbol is acquired (step A179), and the display symbol pointer is acquired. Is loaded with the value of the target stop symbol number area (step A180), and the process proceeds to step A181.

  Next, in step A181, display data corresponding to the display symbol pointer is acquired (step A181), the acquired display data is saved in the target segment area (step A182), and the symbol variation control process is terminated.

Next, a control process executed by the effect control device 300 will be described.
Although not shown, the CPU 310 of the effect control device 300 includes a main control microcomputer (1st CPU) and a video control microcomputer (2nd CPU) that performs video control under the control of the main control microcomputer. The 1st main process shown in FIG. 20 is mainly performed in the main control microcomputer, and the 2nd main process shown in FIG. 22 is mainly performed in the video control microcomputer.

[1st main processing]
First, the 1st main process will be described. As shown in FIG. 20, in this 1st main process, the process at the start of the program is first performed. As processing at the time of starting the program, first, interrupts are prohibited (step B11), the RAM is cleared to 0 (step B12), and a CPU initialization process (step B13) for initializing the CPU is performed. Next, an initial value of the RAM is set (step B14), random number initialization processing (step B15) for initializing random numbers is performed, timers for various interrupts are started (step B16), and interrupts are permitted (step B16). B17).

  Next, loop processing is performed as main loop processing. In this loop processing, first, WDT (Watchdog Timer) is cleared (step B18), and an effect button input process (step B19) for creating input information from an input signal (rising edge) based on the operation of the effect button 25 is performed. . Thereafter, a game control command analysis process (step B20) is performed. In this game control command analysis process (step B20), it is determined whether or not a command related to a game transmitted from the game control apparatus 100 has been correctly received. Processing to classify commands for processing.

  Next, a test mode process (step B21), which is a process related to a test mode for testing the display device 41, the decoration device, the rendering device, and the like, is performed. When the test mode is set by the test mode process (step B21), the subsequent game-related processes are not performed. However, in the test mode, when performing display on the display device 41, output of sound from the speaker, light emission of the LED of the decoration device, operation of the effect device, etc., control is performed in a process for controlling these. Note that the test mode ends when the gaming machine is powered off.

  And the scene control process (step B22) regarding control of the effect of a game is performed. Next, based on an error notification command transmitted from the game control device 100 when an error occurs in the gaming machine, a gaming machine error monitoring process (step B23) for setting information for performing a corresponding notification is performed. In addition, the display on the display device 41 for performing the corresponding notification, the sound output from the speaker, the light emission of the LED of the decoration device, the operation of the effect device, and the like are controlled in a process for controlling these.

  Thereafter, an effect command editing process (step B24) for editing a command output to the video control microcomputer (2nd CPU) is performed, and a sound control process (step B24) for controlling the sound output from the speakers (upper speaker 19a, lower speaker 19b). B25) is performed. Next, a decoration control process for controlling the LEDs of the panel decoration device 42 and the frame decoration device 18 (step B26), a motor / SOL control process for controlling the motors and solenoids of the panel effect device 44 and the frame effect device 45 (step) B27) is performed. And the random number update process (step B28) which updates the random number which determines the detail of the fluctuation | variation aspect of a decoration special figure fluctuation display game is performed, and it returns to the process (step B18) which clears WDT.

[Command reception interrupt processing]
Next, command reception interrupt processing will be described.
In this command reception interrupt process, as shown in FIG. 21, first, a process (step B31) for fetching the port value of the command transmitted from the game control device 100 is performed. Then, it is determined whether or not the MODE command is waiting (step B32).
If the MODE command is waiting (step B32; Yes), it is further determined whether or not the data strobe signal SSTB is ON (step B33), and the data strobe signal SSTB is ON. In the case (step B33; Yes), it is determined whether the received command is a MODE command (step B34).

  If the received command is a MODE command (step B34; Yes), a process of calculating the address of the command buffer corresponding to the reception pointer (step B35) is performed, and the command is set as a MODE command at the calculated address. A process of saving (step B36) is performed.

  Subsequently, an initial value is set in the timeout monitoring timer, a process for starting the timer (step B37) is performed, a process for setting the ACTION command waiting state (step B38) is performed, and the command reception interrupt process is terminated. .

  In step B33, if the data strobe signal SSTB is not ON (step B33; No), or if the received command is not a MODE command in step B34 (step B34; No), the timeout monitoring timer is stopped. Processing (step B47) is performed, processing for setting the MODE command waiting state is performed (step B48), and the command reception interrupt processing is terminated.

In step B32, when the MODE command is not waiting, that is, when the ACTION command is waiting (step B32; No), it is determined whether or not the timeout monitoring timer has timed out (step B39).
If the time-out has not occurred (step B39; No), it is determined whether or not the data strobe signal SSTB is in an ON state (step B40). If the data strobe signal SSTB is in an ON state (step B40). In step B40 (Yes), it is determined whether or not the received command is a MODE command (step B41).

  If the received command is not a MODE command (step B41; No), processing for calculating the address of the command buffer corresponding to the reception pointer (step B42) is performed, and the command is saved as an ACTION command at the calculated address. The process (step B43) to perform is performed.

  Subsequently, after performing the process of updating the value of the number of received commands by 1 (step B44), the process of stopping the timeout monitoring timer (step B47) is performed, and the process of setting the MODE command waiting state (step B48) is performed. To complete the command reception interrupt process.

  If a time-out occurs in step B39 (step B39; Yes), or if the data strobe signal SSTB is not ON (step B40; No) in step B40, the process proceeds to step B45, and the reception pointer is set. Processing for calculating the address of the corresponding command buffer (step B45) is performed, and processing for discarding the MODE command saved in the command buffer of the calculated address (step B46) is performed. Then, processing for stopping the timeout monitoring timer (step B47) is performed, processing for setting the MODE command waiting state (step B48) is performed, and the command reception interrupt processing is terminated.

  In step B41, if the received command is a MODE command (step B41; Yes), the process proceeds to step B35, and the subsequent processing is performed.

[2nd main processing]
Next, a 2nd main process executed by the 2nd CPU of the effect control device 300 will be described.
As shown in FIG. 22, in the 2nd main process, first, the initialization process of the 2nd CPU (step B51) is performed, and then the process of clearing the RAM to 0 (step B52) is performed.

  Next, processing for setting an initial value in the RAM (step B53) is performed, and a VDP (Video Display Processor) as a graphic processor that performs image processing for video display on the display device 41 in accordance with commands and data from the 2nd CPU. An initialization process (step B54) is performed. Thereafter, processing for permitting various interrupts (step B55) is performed, and initialization processing for various control processing (step B56) is performed.

Next, after performing processing for permitting image drawing by VDP (step B57), processing for clearing a system cycle waiting flag set in V blank interrupt processing described later (step B58) is performed.
If the system cycle wait flag is not “1” (step B59; No), the process of step B59 is repeated until the system cycle wait flag is set in the V blank interrupt process.
On the other hand, when the system cycle wait flag is “1” (step B59; Yes), a process for clearing the watchdog timer (WDT) (step B60) is performed, a normal game process (step B61) is performed, and a step B58 is performed. Return to.

[Normal game processing]
Next, details of the normal game process (step B61) in the above-described 2nd main process will be described.
As shown in FIG. 23, in the normal game process, first, a process of checking a command received from the game control device 100 (step B71) is performed. Subsequently, background processing (step B72), reel control / display processing (step B73), hold display processing (step B74), customer waiting demonstration processing (step B75), scene control / display processing (step B76), display system processing (Step B77) is performed, and the normal game process is terminated.

[V blank interrupt processing]
Next, the V blank interrupt process will be described.
As shown in FIG. 24, the V blank interrupt process is started when a periodic V blank interrupt signal, for example, every 16 ms is input to the 2nd CPU.

When the V blank interrupt process is started, first, a process of updating the value of the frame counter by +1 is performed (step B81), and it is determined whether or not the value of the frame counter is equal to or greater than a specified value (step B82).
Here, when the value of the frame counter is less than the specified value (step B82; No), the V blank interrupt process is terminated, and when the value of the frame counter is equal to or greater than the specified value (step B82; Yes), the process goes to step B83. Then, it is determined whether the system cycle wait flag is “0” (step B83).

  Here, when the system cycle wait flag is not “0” (step B83; No), the V blank interrupt processing is terminated, and when the system cycle wait flag is “0” (step B83; Yes), step B84 is completed. The process proceeds to step S84 to determine whether or not the drawing that the VDP displays on the display device 41 has been completed (step B84).

  Here, when the VDP has not completed drawing (step B84; No), the V blank interrupt process is terminated, and when the VDP has completed drawing (step B84; Yes), the process proceeds to step B85 and displayed. Processing for switching the frame buffer is performed, and an instruction to start drawing in the display frame buffer switched to VDP is given (step B86).

  Next, after performing processing (stop B87) for setting the VDP drawing flag indicating that VDP has started drawing, processing for clearing the frame counter to 0 (step B88), and setting the system cycle wait flag to "1" (Step B89) is performed, and the V blank interrupt process is terminated.

Next, the structure of the game board 30 will be described with reference to FIG.
FIG. 25 is an exploded perspective view schematically showing the structure of the game board 30.
As shown in FIG. 25, the game board 30 includes a substantially rectangular plate-like game board mounting base member 33 in which an opening 33 a for mounting the center case 40 is formed in a substantially central part, and this game board mounting base member 33. On the other hand, the center case 40 is attached from the front side, and from the back side, the left side sliding accessory unit 610 (described later), the right side sliding accessory unit 620 (described later) and the logo accessory unit 630 (described later) are provided. An article device 600 is attached.
Specifically, the center case 40 is mounted so as to be fitted into the mounting opening 33 a of the game board mounting base member 33, and the left lateral sliding accessory unit 610 is disposed on the left rear side of the center case 40. The right side slide accessory unit 620 is arranged on the right rear side, and the back accessory device 600 is attached so that the logo accessory unit 630 is arranged inside the upper part of the center case 40.

  Next, details of the left side slide accessory unit 610 and the right side slide accessory unit 620 will be described with reference to FIGS.

FIG. 26 is a diagram for explaining the operation mode of the left side sliding accessory unit 610 and the right side sliding accessory unit 620.
As shown in FIG. 26A, the left side slide member 611 (described later) constituting the left side slide accessory unit 610 is disposed on the left rear side of the center case 40 in a normal state, and is visually recognized by the player. It is placed in a difficult position. When the left lateral slide member 611 is driven, the left lateral slide member 611 moves to the right from the left rear side of the center case 40 and appears on the front side of the display unit 41a of the display device 41. Yes.
Further, a right side slide member 621 (described later) constituting the right side slide accessory unit 620 is arranged at the right rear side of the center case 40 in a normal state, and is arranged at a position that is difficult for a player to visually recognize. . When the right side slide member 621 is driven, the right side slide member 621 moves from the right rear side of the center case 40 to the left side and appears on the front side of the display unit 41 a of the display device 41. Yes.

FIG. 26B is a diagram illustrating a state in which the left side slide member 611 and the right side slide member 621 appear on the front side of the display unit 41 a of the display device 41.
As shown in FIG. 26 (b), the left lateral slide member 611 and the right lateral slide member 621 are flat members, and a character picture, for example, is provided on the front side plane of each member.
Further, since the left side slide accessory unit 610 includes a left movable motor 612 (described later) and the right side slide accessory unit 620 includes a right movable motor 622, the left side slide member 611 and the right side slide member 621 are provided. It can be driven separately.

FIG. 27 is a rear view of the back accessory device 600.
For convenience of explanation, the back accessory device 600 shown in FIG. 27 shows a state in which a lid member (cover member) (not shown) provided on the back surface is removed.
As shown in FIG. 27, the back accessory apparatus 600 is configured in a rectangular frame shape. Further, the back accessory device 600 is provided with a left side slide accessory unit 610 on the left rear surface (viewed from the front side of the game board 30) of the device, and on the right rear surface (viewed from the front side of the game board) of the device. A right side slide accessory unit 620 is provided. The back accessory device 600 includes a logo accessory unit 630 on the upper surface of the device (as viewed from the front side of the game board 30).

  The left lateral slide accessory unit 610 includes a left lateral slide member 611, a left movable motor 612 that is a drive source of the left lateral slide member 611, a left pinion gear 613 attached to a drive shaft 612a of the left movable motor 612, and a left pinion gear. 613 and a left slide rack gear 614 that meshes with 613.

  Specifically, as shown in FIG. 27, the left movable motor 612 is disposed in the lower part on the back side of the back accessory device 600 so that the surface on which the drive shaft 612a is provided faces the front side of the game board 30. ing. The left slide rack gear 614 is arranged to be movable in the horizontal direction at the lower left portion (as viewed from the front side of the game board 30) on the back side of the back accessory device 600. The left slide rack gear 614 is disposed so that the geared portion 614a faces downward, and meshes with the upper portion of the left pinion gear 613 attached to the drive shaft 612a. A left side slide member 611 is attached to the upper left end of the left slide rack gear 614.

  Similar to the left side slide accessory unit 610, the right side slide accessory unit 620 includes a right side slide member 621, a right movable motor 622 that is a drive source of the right side slide member 621, and a drive shaft 622a of the right movable motor 622. And a right slide rack gear 624 that meshes with the right pinion gear 623.

  Specifically, as shown in FIG. 27, the right movable motor 622 has a back accessory device such that the surface on which the drive shaft 622 a is provided is opposite to the left movable motor 612 so as to face the back side of the game board 30. 600 is disposed in the lower part on the back side. The right slide rack gear 624 is disposed in the lower right part (as viewed from the front side of the game board 30) on the back side of the back accessory device 600 so as to be movable in the horizontal direction. Similarly to the left slide rack gear 614, the right slide rack gear 624 is disposed such that the geared portion 624a faces downward, and meshes with the upper portion of the right pinion gear 623 attached to the drive shaft 622a. It has become. A right side slide member 621 is attached to the upper right end of the right slide rack gear 624.

  Next, the slide mechanism of the left side slide accessory unit 610 and the right side slide accessory unit 620 will be described with reference to FIG. FIGS. 28A and 28B are views schematically showing the state before and after the driving of the left side sliding accessory unit 610 and the right side sliding accessory unit 620. FIG. FIGS. 28A and 28B are views of the left side sliding accessory unit 610 and the right side sliding accessory unit 620 as viewed from below.

FIG. 28A is a diagram schematically showing a state before driving the left side slide accessory unit 610 and the right side slide accessory unit 620.
As shown in FIG. 28 (a), the left lateral slide accessory unit 610 and the right lateral slide accessory unit 620 have a surface having the drive shaft 612a of the left movable motor 612 and a surface having the drive shaft 622a of the right movable motor 622. The left movable motor 612 and the right movable motor 622 are arranged so as to be opposite to each other, and the arrangement positions of the left pinion gear 613 and the right pinion gear 623 are shifted in the front-rear direction (the arrangement position of the left pinion gear 613 is the right pinion gear 623). The left pinion gear 613 and the right pinion gear 623 are arranged so as to be closer to the front side than the arrangement position of FIG.
The left side slide accessory unit 610 rotates the left pinion gear 613 by rotating the drive shaft 612a of the left movable motor 612, and the left slide rack gear 614 that meshes with the left pinion gear 613 (the gaming machine 10). It is possible to move it to the right. Further, the right side slide accessory unit 620 rotates the right pinion gear 623 by rotating the drive shaft 622a of the right movable motor 622, and the right slide rack gear 624 meshed with the right pinion gear 623 (the gaming machine 10). It is possible to move it to the left.

FIG. 28 (b) is a diagram schematically showing a state after driving of the left lateral slide accessory unit 610 and the right lateral slide accessory unit 620.
As shown in FIG. 28B, when the left slide rack gear 614 is moved to the right and the right slide rack gear 624 is moved to the left, the arrangement position of the left pinion gear 613 is the position of the right pinion gear 623 as described above. Since the left pinion gear 613 and the right pinion gear 623 are disposed so as to be closer to the front side than the disposed position, the left slide rack gear 614 that meshes with the left pinion gear 613 and the right slide rack gear 624 that meshes with the right pinion gear 623 simultaneously. Even when driven, the slide rack gears do not come into contact with each other. Further, the left lateral sliding accessory unit 610 and the right lateral sliding accessory unit 620 are such that the surface having the drive shaft 612a of the left movable motor 612 and the surface having the drive shaft 622a of the right movable motor 622 face each other. By arranging 612 and the right movable motor 622, space saving in the front-rear direction is achieved.

Next, details of the logo accessory unit 630 will be described.
FIG. 29 is a diagram for explaining an operation mode of the logo accessory unit 630.

As shown in FIG. 29A, the logo accessory unit 630 is arranged on the upper surface of the back accessory device 600 so that the logo accessory 640 of the unit is placed inside the upper part of the center case 40 in a normal state. It is installed. Then, as shown in FIG. 29B, when the logo accessory 640 is driven, the logo accessory 640 moves downward (drops) from the upper part of the center case 40, and the front surface of the display unit 41 a of the display device 41. It is designed to be located on the side.
Further, the logo accessory unit 630 includes a rear wall member 650 behind the logo accessory 640. In the normal state, the front surface of the rear wall member 650 is shielded by the logo accessory 640 and is difficult for the player to see. Then, as described above, when the logo accessory 640 is driven and the logo accessory 640 is moved downward, the front surface of the rear wall member 650 becomes visible as shown in FIG. 29B, and is drawn on the front surface. A picture imitating the face of the selected character appears. In addition, an LED is disposed in a portion imitating the eyes of the character so that an effect display in which the eyes of the character shine can be performed. In addition, a speech bubble is drawn near the portion imitating the mouth of the character, and the speech of the character (for example, “Wow!”) Is drawn in the speech bubble.

FIG. 30 is a front view of the back accessory device 600.
For convenience of explanation, the backing object device 600 shown in FIG. 30 shows a state in which a lid member (cover member) (not shown) provided on the front surface of the device is removed.

As shown in FIG. 30, the back accessory apparatus 600 includes a logo accessory unit 630 on the front surface thereof. The logo accessory unit 630 includes a logo accessory 640, a rear wall member 650 disposed behind the logo accessory 640, and a logo accessory drive mechanism 660 that drives the logo accessory 640 up and down. ing.
The logo accessory 640 is an accessory provided with a logotype such as a game title of the gaming machine 10. As shown in FIG. 30, the logo accessory 640 is arranged on the upper side of the back accessory device 600 in a normal state.

As shown in FIG. 30, the logo accessory drive mechanism 660 includes a right drive mechanism 662 on the front right side of the back accessory device 600 and a left drive mechanism 664 on the front left side of the back accessory device 600. ing.
The right drive mechanism 662 includes a logo vertical movement right motor 662a that drives the logo accessory 640 up and down, a right drive gear 662b attached to the drive shaft 662a1 of the logo vertical movement right motor 662a, and the right drive gear 662b. First connecting right gear 662c, second connecting right gear 662d meshing with first connecting right gear 662c, third connecting right gear 662e meshing with second connecting right gear 662d, and third connecting right gear. A fourth connection right gear 662f that meshes with 662e, a right pinion gear 662g that meshes with the fourth connection right gear 662f, and a right rack gear 662h that meshes with the right pinion gear 662g. The right rack gear 662h can be attached to the right end of a logo accessory base member 641 (see FIG. 32) described later. In addition, the right rack gear 662h is configured such that the upper end portion and the lower end portion of the right rack gear 662h are supported by the back accessory device 600 in a state where the right rack gear 662h can slide in the vertical direction.

  The left drive mechanism 664 is arranged to be bilaterally symmetric with the right drive mechanism 662, and a logo vertical movement left motor 664a that drives the logo accessory 640 up and down, and a drive shaft 664a1 of the logo vertical movement left motor 664a. A left driving gear 664b attached to the first driving gear 664b, a first connecting left gear 664c meshing with the left driving gear 664b, a second connecting left gear 664d meshing with the first connecting left gear 664c, and a second connecting left gear 664d. The third coupling left gear 664e meshing with the fourth coupling left gear 664f meshing with the third coupling left gear 664e, the left pinion gear 664g meshing with the fourth coupling left gear 664f, and the meshing with the left pinion gear 664g. Left rack gear 664h. The left rack gear 664h can be attached to the left end of a logo accessory base member 641 (see FIG. 32) described later. Similarly to the right rack gear 662h, the upper and lower ends of the left rack gear 664h are supported by the backing object device 600 in a state in which the left rack gear 664h can slide in the vertical direction.

Next, details of the logo accessory 640 will be described with reference to FIGS. 31 and 32.
FIG. 31 is a front view of the logo accessory 640, and FIG. 32 is an exploded perspective view of the logo accessory 640.
As shown in FIGS. 31 and 32, the logo accessory 640 includes a logo accessory base member 641, a logo left member 642 disposed on the left side of the front surface of the logo accessory base member 641, and a logo left LED substrate 643. And a logo right member 644 disposed on the front right portion of the logo accessory base member 641 and a logo right LED substrate 645.

As shown in FIG. 32, the logo accessory base member 641 includes a middle drum unit 670 having a rotatable middle drum 671, and an opening / closing drive mechanism 680 for opening and closing the logo left member 642 and the logo right member 644 in the left-right direction. , Guide members 690 and 690 for guiding the logo accessory 640 in the vertical direction.
The guide member 690 is disposed at both lower portions of the logo accessory base member 641. The guide member 690 has a guide groove 691 formed in the vertical direction on the front side thereof. Although not shown, the guide member 690 also has a guide groove formed in the vertical direction on the back side thereof, and wiring for the above-described middle drum unit 670 and the opening / closing drive mechanism 680 is provided in the guide groove. It can be inserted. Thus, when the logo accessory 640 is driven in the vertical direction, the wiring can be prevented from being caught by another member and disconnected. The intermediate drum unit 670 and the opening / closing drive mechanism 680 will be described later.

The logo left member 642 is a clear member having a logo type (for example, a game title) provided on the front surface thereof. Further, the logo left member 642 can be attached with a logo left LED substrate 643 on the back surface thereof. And the logo left member 642 can be made to light-emit indirectly by making LED of the logo left LED board | substrate 643 light-emit.
Similarly to the logo left member 642, the logo right member 644 is a clear member having a logo type (for example, a game title) applied to the front surface thereof. Further, the logo right member 644 can be attached with a logo right LED substrate 645 on the back surface thereof. And the logo right member 644 can be made to light-emit indirectly by making LED of the logo right LED board | substrate 645 light-emit.

  The logo left member 642 and the logo right member 644 can be connected to an opening / closing drive mechanism 680 (described later). As shown in FIG. 31, the logo left member 642 and the logo right member 644 are disposed at positions adjacent to each other in a normal state, and are visible from the front by shielding the middle drum 671 disposed at the rear. It can be made difficult. Then, by operating the opening / closing drive mechanism 680, the logo left member 642 is moved to the left, and the logo right member 644 is moved to the right, so that the middle drum 671 appears and is visible from the front. Can be done.

Next, details of the middle drum unit 670 and the opening / closing drive mechanism 680 will be described with reference to FIGS.
FIG. 33 is a partially enlarged view of the central portion of the logo accessory base member 641 as viewed from the front. FIG. 34 (a) is a schematic diagram showing the structure of the middle drum unit 670, and FIG. It is the elements on larger scale which looked at the center part of the logo accessory base member 641 in the state which removed the mechanism part 680 from the diagonally left front. FIG. 35 is a view of the middle drum unit 670 and the opening / closing drive mechanism portion 680 as viewed obliquely from the front right, FIG. 36 is an exploded perspective view of the middle drum unit 670 and the opening / closing drive mechanism portion 680, and FIG. It is a figure explaining the opening / closing operation | movement aspect of the opening / closing drive mechanism part 680. FIG.

  As shown in FIGS. 33 to 36, the middle drum unit 670 includes a hollow middle drum 671, a middle drum motor 672 as a driving source for rotating the middle drum 671, and a middle drum unit 670 attached to a drive shaft 672 a of the middle drum motor 672. A drum driving gear 673, a middle drum driven gear 674 meshing with the middle drum driving gear 673, a middle drum left support member 675 that rotatably supports the left end of the middle drum 671, and a right end of the middle drum 671 are rotatable. An intermediate drum right support member 676 to support, an intermediate drum position detection sensor 677 for detecting the rotational position of the intermediate drum 671, an intermediate drum LED board 678 for indirectly emitting the intermediate drum 671, and an intermediate drum LED mounting board 679.

The middle drum 671 is a clear member having a hollow cylindrical shape, and a plurality of symbol information is displayed on the side surface of the cylinder.
The intermediate drum 671 can indirectly emit light by arranging the intermediate drum LED board 678 attached to the intermediate drum LED attachment board 679 in a state of passing through the inside drum 671. ing. Further, the inner drum 671 can pass through a logo opening / closing lower gear member 684 of an opening / closing drive mechanism 680 described later.
The middle drum 671 includes a light shielding piece 671a at a predetermined position on the circumference of the left end. The light shielding piece 671a is disposed so as to protrude in the direction of the rotation axis of the middle drum 671, and is detected by the middle drum position detection sensor 677. The middle drum 671 can perform positioning control using the position where the light shielding piece 671a is detected by the middle drum position detection sensor 677 as a reference position.

  The middle drum motor 672 is a motor (for example, a stepping motor) capable of rotation control. As a result, the middle drum 671 can be rotated by a predetermined angle, and the middle drum 671 is rotated at a position where one of the pieces of symbol information displayed on the cylindrical side surface of the middle drum 671 can be visually recognized. It can be controlled.

The intermediate drum driven gear 674 is a hollow annular gear. The intermediate drum driven gear 674 is fixed to the left side surface of the intermediate drum 671 so that the rotation center thereof is the same as the rotation center of the intermediate drum 671. As a result, the intermediate drum driven gear 674 is also rotated in conjunction with the rotation of the intermediate drum drive gear 673 so that the intermediate drum 671 can be rotated.
Similarly to the intermediate drum 671, the intermediate drum driven gear 674 can penetrate the intermediate drum LED board 678 and the logo opening / closing lower gear member 684 attached to the intermediate drum LED attachment board 679.

The middle drum left support member 675 includes a left rotation support portion 675a that rotatably supports the middle drum 671 and the middle drum driven gear 674. The left rotation support portion 675a has a hollow cylindrical shape, and is fitted to the left side surface of the intermediate drum 671 via the intermediate drum driven gear 674 so as to support the intermediate drum 671. It has become.
Similarly to the middle drum 671, the left rotation support portion 675a can penetrate the middle drum LED board 678 and the logo opening / closing lower gear member 684 attached to the middle drum LED attachment board 679.

The middle drum right support member 676 includes a right rotation support portion 676a that rotatably supports the middle drum 671 and the middle drum driven gear 674. The right rotation support portion 676a has a hollow cylindrical shape inside, and the middle drum 671 is supported by fitting the cylindrical portion into the right side surface of the middle drum 671.
Similarly to the left rotation support portion 675a, the right rotation support portion 676a can pass through the middle drum LED board 678 and the logo opening / closing lower gear member 684 attached to the middle drum LED attachment board 679. .

  The middle drum position detection sensor 677 includes a light emitting unit and a light receiving unit that oppose each other, and the light receiving unit detects that the light shielding piece 671a of the middle drum 671 blocks the light from the light emitting unit. The reference position can be detected.

Next, details of the opening / closing drive mechanism 680 will be described.
As shown in FIGS. 33, 35 and 36, the opening / closing drive mechanism 680 includes a logo opening / closing motor 681 for driving the logo left member 642 and the logo right member 644, and a logo attached to the drive shaft 681a of the logo opening / closing motor 681. An open / close motor gear 682, a logo open / close upper gear member 683 and a logo open / close lower gear member 684 that mesh with the logo open / close motor gear 682, and a logo open / close position detection sensor 685 for detecting an initial position of the logo open / close lower gear member 684. ing.

  The logo open / close upper gear member 683 is a member (rack member) that converts the rotational motion of the logo open / close motor gear 682 into linear motion. The logo opening / closing upper gear member 683 is disposed on the right side of the middle drum 671 and is movable in the horizontal direction. The logo opening / closing upper gear member 683 includes a logo right member attaching portion 683a on the front surface thereof, and the logo right member 644 can be attached to the logo right member attaching portion 683a.

The logo open / close lower gear member 684 is a member (rack member) that converts the rotational motion of the logo open / close motor gear 682 into linear motion, similarly to the logo open / close upper gear member 683. The logo open / close lower gear member 684 includes a rod-like connecting member 684b that is connected to one end (left end) of the gear portion 684a. The gear portion 684a of the logo opening / closing lower gear member 684 is disposed on the right side of the middle drum 671 and is movable in the horizontal direction. The connecting member 684b of the logo opening / closing lower gear member 684 is disposed so as to penetrate the inside of the middle drum 671, and has a logo left member attaching portion 684c at one end (left end) thereof. The connecting member 684b can attach the logo left member 642 to the logo left member attaching portion 684c.
The connecting member 684b of the logo opening / closing lower gear member 684 includes a light shielding piece 684d on the upper surface thereof. The light shielding piece 684d is disposed so as to protrude vertically above the upper surface of the connecting member 684b, and is detected by the logo opening / closing position detection sensor 685.

  The logo open / close position detection sensor 685 includes a light emitting portion and a light receiving portion that face each other, and detects that the light blocking portion 684d of the connecting member 684b blocks the light from the light emitting portion by the light receiving portion, thereby the logo left member 642. The reference position (initial position) can be detected.

Next, an opening / closing operation mode of the opening / closing drive mechanism 680 will be described with reference to FIG.
FIG. 37A is a diagram showing a state before the opening / closing drive mechanism 680 operates.
As shown in FIG. 37A, the logo right member 644 attached to the logo open / close upper gear member 683 and the logo left member 642 attached to the connecting member 684b of the logo open / close lower gear member 684 are adjacent to each other (closed). In this state, the middle drum 671 is shielded by the logo left member 642 and the logo right member 644.
At this time, the light shielding piece 684d of the connecting member 684b is detected by the logo open / close position detection sensor 685.

FIG. 37B is a diagram illustrating a state after the opening / closing drive mechanism 680 is operated.
When the logo opening / closing motor 681 is rotated in the reverse direction, the logo opening / closing motor gear 682 is also rotated (rotated clockwise), and the logo opening / closing upper gear member 683 moves rightward as shown in FIG. The logo opening / closing lower gear member 684 moves to the left. Thus, the logo right member 644 attached to the logo opening / closing upper gear member 683 moves to the right, and the logo left member 642 attached to the connecting member 684b of the logo opening / closing lower gear member 684 moves to the left ( In this state, the middle drum 671 appears and becomes visible.

  Next, exemplary operation modes of the drum unit 670 and the opening / closing drive mechanism 680 of the logo accessory 640 will be described with reference to FIGS. 38 to 40.

FIG. 38A shows a state in which the logo accessory 640 moves (drops) downward from the upper part of the center case 40 and is positioned on the front side of the display unit 41a of the display device 41. It is a figure which shows the state immediately before operating.
As shown in FIG. 38A, when the logo accessory 640 is located on the front side of the display unit 41a, the open / close drive mechanism 680 is operated to open the logo left member 642 and the logo right member 644. It is possible to do.

FIG. 38B is a diagram showing a state where the logo left member 642 and the logo right member 644 are in the open state and the middle drum 671 is rotated.
As shown in FIG. 38B, when the logo left member 642 and the logo right member 644 are in the open state, for example, the game result of the special figure variation display game becomes a big hit by rotating the middle drum 671. An effect suggesting that the possibility has increased can be executed.

FIG. 39A is a diagram showing a state (normal state) in which the logo accessory 640 is located at the upper part of the center case 40.
As shown in FIG. 39A, when the logo accessory 640 is in a normal state, the logo left member 642 and the logo right member 644 can be driven left and right in small increments by operating the opening / closing drive mechanism 680. It has become.

FIG. 39B is a diagram showing a state in which the logo left member 642 and the logo right member 644 are driven left and right in small increments.
As shown in FIG. 39B, by driving the logo left member 642 and the logo right member 644 to the left and right in small increments, for example, the possibility that the game result of the special figure variation display game is a big hit has increased. The suggestion can be executed.

FIG. 40 shows a state (normal state) in which the logo accessory 640 is located at the upper part of the center case 40, and when the logo left member 642 and the logo right member 644 are in the closed state, the LED of the middle drum LED board 678 is caused to emit light. It is a figure which shows the state which rotated the middle drum 671 in the state which was in the state.
As shown in FIG. 40, there is a gap between the logo left member 642 and the logo right member 644, and the player can visually recognize the intermediate drum 671 by watching the gap. . As a result, even when the logo accessory 640 is in a normal state, by rotating the middle drum 671, it is possible to use the effect by the operation as a warning effect, for example, as a sign that a big hit or reach occurs.

Next, details of facial features imitating human faces (left facial feature 46 and right facial feature 48; see FIG. 2) provided on the left and right sides of the center case 40 will be described with reference to FIGS. 41 and 42. FIG. .
Since the left and right facial features 46 and 48 have the same configuration, the left facial feature 46 will be described below, and the description of the right facial feature 48 will be omitted.

FIG. 41 is an exploded perspective view of the left face accessory 46.
As shown in FIG. 41, the left facial accessory 46 includes a face member 46a that imitates a face, an eye member 46b that imitates eyes and wrinkles in the face, and a wrinkle solenoid that opens and closes the eyelids of the eye member 46b. SOL) 46c and a hair member 46d simulating hair. Each of these members is arranged at a predetermined position of a left face part mounting portion 40b provided on the left side of the center case 40.

  The face member 46a is provided with an opening 46a1 at a position corresponding to the eyes. The eye member 46b is rotatably disposed in the opening 46a1. Specifically, the upper part of the eye member 46b is a heel member 46b1 simulating a heel, and the lower part is a pupil member 46b2 simulating a pupil. Then, by driving the eye member 46b by the eyelid solenoid 46c, by causing one of the eyelid member 46b1 or the pupil member 46b2 to appear from the opening 46a1, it is possible to perform an effect that makes the eyes appear to open and close. Yes.

Next, an opening / closing operation mode of the eye member 46b will be described.
FIG. 42A is a schematic diagram showing the left face accessory 46 in the normal state.
As shown in FIG. 42 (a), in the normal state, the eyelid solenoid 46c is turned off, and at this time, the pupil member 46b2 in the eye member 46b appears from the opening 46a1 of the face member 46a. .
FIG. 42B is a schematic diagram showing the left facial accessory 46 when the heel solenoid 46c is on.
As shown in FIG. 42 (b), when the eyelid solenoid 46c is turned on, the eye member 46b rotates to cause the eyelid member 46b1 in the eye member 46b to appear from the opening 46a1. . At this time, a spring (not shown) provided at the upper end of the eye member 46b is in a biased state, and when the rod solenoid 46c is turned off again, the eye member 46b is restored to the opening portion. From 46a1, a pupil member 46b2 appears.
Here, the accessory device (left face accessory 46) includes a part of the facial accessory (face member 46a) as a movable member (eye member 46b), and the control means (effect control device 300) displays a balloon image. It becomes possible to operate a part of the facial character in conjunction with the above.

  Next, specific examples of the notice operation and the production operation by operating the logo accessory 640 will be described with reference to FIGS. 43 to 45. Here, the notice operation means an effect as a precursor to reach or jackpot. First, an example of the notice operation will be described with reference to FIG.

FIG. 43 is a diagram showing a state immediately after the decorative special figure variation display game displayed on the display unit 41a is started.
As shown in FIG. 43, when the variation of the decorative special figure variation display game is started, the logo left member 642 and the logo right member 644 of the logo accessory 640 are not operated and remain in the closed state for a predetermined period. A notice operation for rotating (fluctuating) 671 is possible.

Next, an example of the effect operation will be described with reference to FIGS.
FIG. 44A is a diagram showing a state where reach has occurred in the decorative special figure variation display game displayed on the display unit 41a.
As shown in FIG. 44 (a), when a reach occurs in the decoration special figure change display game, the logo left member 642 and the logo right member 644 of the logo accessory 640 are moved left and right in small increments above the center case 40. The production operation is performed, and the production operation for rotating (fluctuating) the middle drum 671 is performed.

FIG. 44B is a diagram showing a state in which a result of losing is derived in the decorative special figure variation display game after the occurrence of reach.
As shown in FIG. 44 (b), when the deviation result is derived, the logo left member 642 and the logo right member 644 are closed, and at this time, the rotation (fluctuation) of the middle drum 671 is continued. Yes.

FIG. 45 is a diagram illustrating a state immediately after the next decorative special figure variation display game is started after the derivation result is derived.
As shown in FIG. 45, when the next decoration special figure change display game after the derivation result is derived is started, the logo left member 642 and the logo right member 644 are not operated and the middle drum 671 is closed. A changing operation for returning to the initial position is performed.
This solves the problem that, until the movable member is returned to the initial position as in the prior art, the next special figure variation display game is not started and the tempo is poor and the sense of speed of the game is impaired while the outlier result is derived. Be able to.

Next, with reference to FIG. 46, a timing chart of the changing operation of the middle drum 671 in the above-described notice operation, the changing operation of the middle drum 671 in the rendering operation, and the changing operation for returning the middle drum 671 to the initial position will be described. explain.
FIG. 46A is a timing chart of the changing operation of the middle drum 671 when the notice operation is executed. As shown in FIG. 46 (a), when the advance notice operation is executed, a timing when the special map variation display game (decoration special map variation display game) is started and the variation of the identification information is started (t0; see FIG. 43). Thus, the variation of the middle drum 671 is started. The middle drum 671 is stopped at timing t1.

FIG. 46B is a timing chart of the changing operation of the middle drum 671 when the effect operation is executed and the changing operation for returning the middle drum 671 to the initial position. As shown in FIG. 46 (b), when the production operation is executed, when a special figure change display game is started and a reach occurs, the middle drum is played in the second half of this reach pattern (t2; see FIG. 44 (a)). 671 fluctuations are started. Further, at this time, an effect is produced in which the logo left member 642 and the logo right member 644 move left and right in small increments above the center case 40. Then, when the fluctuation of the special figure variation display game is stopped (t3; see FIG. 44B) and the next special figure fluctuation display game is started (t4; see FIG. 45), the middle drum 671 is set to the initial position. The change to return is started. At this time, an LED disposed inside the inner drum 671 emits light (for example, red light emission). The middle drum 671 returns to the initial position and stops at timing t5.
Note that the fluctuation time A (t0 to t1) of the middle drum 671 when the advance notice operation is executed is set to be longer than the fluctuation time B (t4 to t5) for returning the middle drum 671 to the initial position. ing.

[Notice notification process]
Next, the notice notification process executed as a subroutine process of the scene control / display control process (step B76) in the normal game process (see FIG. 23) will be described. The advance notice process is a process for determining an operation mode when the middle drum 671 is operated as the advance notice operation.

  In this advance notice processing, as shown in FIG. 47, branch processing (step B101) is performed based on the type of variation pattern of the special figure variation display game set by the game control device 100. Then, the LED arranged inside the middle drum 671 emits light in seven colors, the process of rotating the drum three times (step B102), the LED arranged inside the middle drum 671 emits red light, Either the process of rotating the drum twice (step B103), or the process of rotating the drum one time without emitting the LED disposed inside the middle drum 671 (step B104), or step The notice notification process is terminated without performing any process from B102 to Step B104.

[Pre-read notification process]
Next, a pre-read notification process executed as a subroutine process of the scene control / display control process (step B76) in the normal game process (see FIG. 23) as in the notice notification process will be described. The pre-read notification process is a process for determining an operation mode when the middle drum 671 is operated in the special figure change display game based on the start memory immediately before the start memory that is the target of the advance notice operation.

In this prefetch notification process, as shown in FIG. 48, first, the special figure variation display game based on the start memory of the target of the process is a game immediately before the special figure variation display game that is the subject of the advance notice operation. It is determined whether or not there is (step B111).
Here, when it is determined that the game is not the game immediately before the special figure variation display game subject to the advance action (step B111; No), the reach pattern (second-half variation pattern) at a predetermined ratio (for example, a ratio of 1%). ) Is selected in the second half (step B112), and the prefetch notification process is terminated.
On the other hand, when it is determined that the game is the previous game of the special figure variation display game subject to the advance notice action (step B111; Yes), the reach pattern (second half variation pattern) at a predetermined ratio (for example, a ratio of 20%). ) Is selected in the second half (step B113), and the prefetch notification process is terminated.

Next, the execution timing of the above-described prefetch notification process will be described with reference to FIG.
As shown in FIG. 49, the pre-read notification process is performed at a timing t10 when the game immediately before the special figure change display game that is the subject of the advance action is started. Then, at this timing, a process (step B113) for selecting a fluctuation pattern for performing an effect of rotating the middle drum 671 in the second half of the reach pattern (second half fluctuation pattern) is performed.
Subsequently, an effect of rotating the middle drum 671 in the second half of the reach pattern (t11) is performed, and at the timing (t13) when the next special figure variation display game is started after the end of the special figure variation display game (t12). A setting process for executing the notice operation is performed. In this advance notice operation, an effect is produced in which the middle drum 671 does not emit light for the first rotation, and then rotates twice in a state where seven colors are emitted.
That is, during the period from t13 to t14, it is possible to execute a notice operation for changing the middle drum 671 instead of the above-described change action for returning the middle drum 671 to the initial position, and the notice operation is executed without any sense of incongruity. Will be able to. Further, since both the operation for returning the middle drum 671 to the initial position and the notice operation change the middle drum 671, the operation control becomes easy.

  Next, the state transition in the big hit gaming state in the gaming machine 10 of the present embodiment will be described with reference to FIG. In the gaming machine, any one of 6R probability variation big hit, 9R probability variation big hit, 12R probability variation big hit, and 12R normal big hit is generated.

As shown in FIG. 50, the 6R, 9R, and 12R (final rounds) in the big hit gaming state are rounds (continuation rounds) for determining whether or not to continue the big hit gaming state. During the big hit gaming state, for example, an effect display in which the main character and the enemy character battle each other is performed on the display unit 41a, and the winning or losing of the battle is displayed in these continuous rounds.
More specifically, for example, when a 12R probability variable big win is won, a notification that the main character wins the enemy character at the 6th R and that the big hit gaming state continues until the 9th R is made. Then, a notification that the main character wins at 9R and that the big hit gaming state continues until 12R is made. Furthermore, even when the main character wins at the 12th R and until the next big hit occurs, a notification that the gaming state is set to a high probability state is performed, and the big hit gaming state is ended.
Also, for example, when a 6R probability variation big win is won, a notification is made that the gaming state is set to a high probability state until the next big hit occurs after the main character loses to the enemy character at the 6th round. The jackpot gaming state is to end.

Next, the notice effect using the left face object 46, the right face object 48, and the display device 41 of the center case 40 will be described.
FIG. 51 is a diagram illustrating a display example of the display unit 41a when a notice effect is performed as a precursor to reach.
As shown in FIG. 51 (a), when the special figure variation display game is started, a balloon display ("Leach!") Is made on the display unit 41a in the vicinity of the position corresponding to the mouth of the right face accessory 48, It is possible for the right face object 48 to perform an effect of predicting the occurrence of reach. On the other hand, as shown in FIG. 51 (b), a balloon display (“No!”) Is displayed on the display unit 41 a in the vicinity of the position corresponding to the mouth of the left facial feature 46, and the left facial feature 46 has a reach. It is possible to produce an effect that is predicted if it does not occur.

  Next, when the reach actually occurs, as shown in FIG. 51C, a balloon display (“Look!”) Is displayed on the display unit 41a in the vicinity of the position corresponding to the mouth of the right face accessory 48. It has become. On the other hand, as shown in FIG. 51 (d), a balloon display (“I'm sorry ...”) is displayed on the display unit 41 a in the vicinity of the position corresponding to the mouth of the left facial accessory 46.

Although illustration is omitted, when reach does not occur, for example, a balloon display (“Look!”) Is displayed on the display unit 41a in the vicinity of the position corresponding to the mouth of the left facial accessory 46, A balloon display ("I'm sorry ...") is displayed on the display unit 41a near the position corresponding to the mouth of the right facial accessory 48.
In the above description, an example of a notice effect as a sign of the occurrence of reach has been shown. However, a notice effect using the left face object 46, the right face object 48, and the display device 41 is used as a notice effect as a sign of the occurrence of a big hit. May be.

FIG. 52 (a) is a diagram showing a state when a story effect is displayed suggesting that a reach has occurred and a reliability (expectation) is high in the center of the display unit 41a, for example, a big hit is generated. is there.
As shown in FIG. 52 (a), when a story effect or the like is displayed in the center of the display unit 41a, the changing identification information is displayed, for example, in the upper right part of the display unit 41a.
Then, when the presentation button 25 is pressed at this time, as shown in FIG. 52 (b), the identification information displayed in the upper right part of the display unit 41a is displayed as intermediate result information according to the contents of the story presentation. It is possible to switch to the display. Here, the intermediate result information means, for example, information indicating the number of points acquired by the hero character and the enemy character in a story production where the hero character and the enemy character battle each other.
Here, the control means (production control device 300) switches any one of the reduced plurality of identification information or the production information related to the production display of the special figure variation display game to the other and displays it in the common display area of the display screen. It became possible.

  Next, a first modification of the gaming machine of the present embodiment described above will be described. In addition, it has the structure similar to the above-mentioned game machine fundamentally, hereafter, the part which has the same structure attaches | subjects the same code | symbol, abbreviate | omits description, and mainly demonstrates a different part. The gaming machine of the present modification can open and close the portions of the left and right facial objects 46 and 48 that imitate the mouth.

53A and 53B are schematic views in which the left facial accessory 46 is partially enlarged. Since the left and right facial features 46 and 48 have the same configuration, the left facial feature 46 will be described below, and the description of the right facial feature 48 will be omitted.
As shown in FIGS. 53 (a) and 53 (b), the left facial feature 46 of the present modification includes a mouth member 46e simulating the mouth in addition to each member of the left facial feature 46 described in the above embodiment, An opening solenoid (or opening SOL) 46f for opening and closing the member 46e. The mouth member 46e is configured to move up and down by a mouth solenoid 46f. Thereby, the left face actor 46 of the present modification can perform an effect operation that makes the mouth appear to open and close.

FIG. 53 (a) is a schematic diagram showing the left facial accessory 46 in a normal state.
As shown in FIG. 53 (a), in the normal state, the mouth solenoid 46f is in an off state. At this time, the mouth member 46e does not operate, and the mouth of the left facial accessory 46 is closed.
FIG. 53 (b) is a schematic diagram showing the left facial accessory 46 when the mouth solenoid 46f is on.
As shown in FIG. 53B, when the mouth solenoid 46f is turned on, the mouth of the left facial accessory 46 is opened by moving the mouth member 46e downward. When the mouth of the left face accessory 46 is open, a balloon is displayed on the display unit 41a near the mouth.

  Next, the notice effect using the left face combination 46, the right face combination 48, and the display device 41 in the gaming machine of this modification will be described. In the notice effect of this modification, the balloon display mode changes depending on whether or not the reliability (expectation) for occurrence of a big hit is higher than normal.

FIG. 54 (a) is a diagram showing an example of a notice effect display when the reliability for occurrence of a big hit is normal (when low).
As shown in FIG. 54 (a), when the reliability is normal, the speech balloon displayed near the position corresponding to the mouth of the left-face actor 46 (for example, “no reason!”) Is displayed on the display unit. It is displayed on the left side of 41a. Also, a speech balloon (for example, “Tetsu Yuka may !?”) displayed in the vicinity of the position corresponding to the mouth of the right face object 48 is displayed on the right side of the display unit 41a. Yes.

54 (b) and 54 (c) are diagrams showing an example of a notice effect display when the reliability to the occurrence of the big hit is higher than normal.
As shown in FIG. 54 (b), when the reliability is higher than normal, a speech balloon displayed near the position corresponding to the mouth of the right face actor 48 (for example, “Is it a big hit !?”). ) Is displayed at the center of the display unit 41a. The balloon is displayed as a 3D image. Also, the characters (sentences) in the balloon are displayed larger than usual.
Also, as shown in FIG. 54 (c), a speech balloon displayed in the vicinity of the position corresponding to the mouth of the left face actor 46 (for example, “Nana, it is not!”) Is also displayed at the center of the display unit 41a. It is displayed in the section. This balloon is also displayed as a 3D image. Also, the characters (sentences) in the balloon are displayed larger than usual.
Here, the control means (effect control device 300) can display the balloon image as a stereoscopic image. In addition, the control means (production control device 300) displays the balloon image and the character information on the side of the display screen in the normal state, and the expectation that the result of the special figure variation display game is a big hit is higher than in the normal state. In this case, a balloon image and character information larger than normal are displayed at the center of the display screen.

  Next, the pre-reading notice effect using the left face combination 46, the right face combination 48, and the display device 41 in the gaming machine of this modification will be described. This pre-reading notice effect is notified by comparing the reliability of occurrence of a big hit of these starting memories when there are a plurality of starting memories that have been subjected to the pre-reading process (special drawing hold information determination process; see FIG. 15). Is.

  FIGS. 55A and 55B are diagrams for explaining a display example of a prefetch notice effect. In this display example of the pre-reading notice effect, the left end (digestion order first) start memory display and the right end (digestion order third) start memory display of the three start memory displays displayed at the bottom of the display unit 41a are pre-read. It is assumed that processing has been performed. Then, it is assumed that the rightmost start memory display has higher reliability than the leftmost start memory display.

FIG. 55 (a) is a diagram showing a display example when a pre-reading notice effect is performed for the start-up memory display at the left end.
As shown in FIG. 55 (a), when the pre-reading notice effect is performed for the start-up memory display at the left end, the mouth solenoid 46f of the left face accessory 46 is turned on, the mouth member 46e is driven, and the mouth of the left face accessory 46 is driven. Will be open. At this time, a balloon is displayed on the display unit 41a in the vicinity of the position corresponding to the mouth of the left face character 46, and the line “HOT!” Indicating that the reliability is high is displayed. At this time, an image imitating a hand indicating the start memory display at the left end is displayed. Note that the start memory display mode (for example, display color) may be changed at the timing when an image simulating the hand indicating the left end start memory display is displayed.

FIG. 55B is a diagram showing a display example when a pre-reading notice effect is performed for the start-up memory display at the right end.
As shown in FIG. 55 (b), when the pre-reading notice effect is performed for the start memory display at the right end, the mouth solenoid 48f of the right face accessory 48 is turned on, the mouth member 48e is driven, and the mouth of the right face accessory 48 is driven. Will be open. At this time, a speech balloon is displayed on the display unit 41a in the vicinity of the position corresponding to the mouth of the right face actor 48, indicating that the reliability is higher than the start-up memory display at the left end. Will be displayed. At this time, an image simulating a hand pointing to the start memory display at the right end is displayed.
Here, when there are a plurality of start memories based on the result of the game result prior determination means (game control apparatus 100), the control means (production control device 300) results in the special figure variation display game of the plurality of start memories. The comparison information of the contents comparing the degree of expectation according to the information is displayed as a balloon image.
Note that the start memory display mode (for example, display color) may be changed at the timing when an image simulating the hand pointing to the right end start memory display is displayed.

[Memory comparison notification process]
Next, the memory comparison / notification process executed as a subroutine process of the scene control / display control process (step B76) in the normal game process (see FIG. 23) will be described. The storage comparison notification process is a process for determining a display mode when executing the pre-reading notice effect of the present modification described above.

In this memory comparison notification process, as shown in FIG. 56, it is first determined whether or not there are a plurality of start memories that have undergone prefetch processing in the start memory (step B121).
Here, when it is determined that there are not a plurality of start memories that have undergone prefetch processing (Step B121; No), a comparison display of the reliability with respect to the start memory display is performed at a predetermined ratio (for example, a ratio of 1%) ( Step B122), the storage comparison notification process is terminated. In such a case, the start memory comparison display is performed for any start memory display. Further, the dialogue displayed for the arbitrary start memory display is displayed based on preset information.
On the other hand, when it is determined that there are a plurality of start memories that have undergone prefetch processing (step B121; Yes), a comparison display of reliability with respect to the start memory display is performed at a predetermined ratio (for example, a ratio of 20%) (step B121). B123), the storage comparison notification process is terminated.

  Note that the storage comparison notification process is performed so that the comparison display of the expected degree can be performed at a predetermined ratio (for example, a ratio of 20%) if there is one or more start memories for which the prefetch process has been performed in the start memory. Also good. In this case as well, dialogue is displayed based on preset information for the start-up memory display where the prefetching process is not performed. Hereinafter, the storage comparison notification process in such a case will be described.

In this memory comparison notification process, as shown in FIG. 57, it is first determined whether or not there is a start memory in which the prefetch process has been performed in the start memory (step B131).
Here, when it is determined that there is no start memory that has been subjected to the prefetch processing (step B131; No), a reliability comparison display with respect to the start memory display is performed at a predetermined ratio (for example, a ratio of 1%) (step S131). B132), the storage comparison notification process is terminated. On the other hand, if it is determined that there is a start memory that has been pre-read (step B131; Yes), a reliability comparison display for the start memory display is performed at a predetermined ratio (for example, a ratio of 20%) (step B133). ), The memory comparison notification process is terminated.

  In addition, the memory comparison notification process displays a comparison display of the reliability when a start memory determined to be a shift result before a start memory determined to be a big hit result in the start memory as a result of the pre-read process. It may be possible to carry out at a ratio (for example, a ratio of 20%). Hereinafter, the storage comparison notification process in such a case will be described.

In this memory comparison notification process, as shown in FIG. 58, it is first determined whether or not there is a start memory determined to be a deviation result before the start memory determined to be a big hit result in the start memory (step B141).
Here, when it is determined that there is no start memory determined to be a deviation result before the start memory determined to be a big hit result (step B141; No), at a predetermined ratio (for example, a ratio of 1%). A comparison display of the expected degree with respect to the start storage display is performed (step B142), and the storage comparison notification process is terminated. On the other hand, when it is determined that there is a start memory determined to be a deviation result before the start memory determined to be a big hit result (step B141; Yes), the engine is started at a predetermined ratio (for example, a ratio of 20%). A comparison display of the expected degree with respect to the storage display is performed (step B143), and the storage comparison notification process is terminated.

  Next, a second modification of the gaming machine of the present embodiment described above will be described. In addition, it has the structure similar to the above-mentioned game machine fundamentally, hereafter, the part which has the same structure attaches | subjects the same code | symbol, abbreviate | omits description, and mainly demonstrates a different part.

FIG. 59 is a front view of the center case 40 of the gaming machine of this modification.
As shown in FIG. 59, the logo right member 644 of the logo accessory 640 of the present modification has a shape imitating a speech balloon, and executes an effect that makes it appear as if the right face actor 48 is emitting speech. Is possible.
In addition, on the plane of the logo right member 644, the characters “Aim!” Are given. When the logo accessory 640 moves (falls) downward from the upper part of the center case 40 and the logo left member 642 and the logo right member 644 are in the open state, the middle drum 671 appears, and at this time the stop display An effect of instructing to aim at a symbol (for example, “7”) displayed on the outer peripheral side surface of the intermediate drum 671 can be executed.
In addition, you may enable it to change the character displayed on the plane of the logo right member 644 according to the light emission mode of LED arrange | positioned on the back surface of the logo right member 644. FIG. Further, the characters (designs) displayed on the outer peripheral side surface of the intermediate drum 671 are changed according to the light emission mode of the LED disposed inside the intermediate drum 671, or, for example, two types of light emission of the LED are performed. By alternately changing the pattern, two types of symbols corresponding to the light emission pattern may be displayed. Further, the logo left member 642 may have a shape imitating a speech balloon, and characters may be provided on the plane so that an effect can be performed so that the left face character 46 appears to be speaking.
Further, when the logo accessory 640 moves downward from the upper part of the center case 40 and the logo left member 642 and the logo right member 644 are opened, the mouth solenoid 48f of the right face accessory 48 is controlled to be in an ON state. The mouth of the right face accessory 48 may be opened.

  Next, a third modified example of the gaming machine of the present embodiment described above will be described. In addition, it has the structure similar to the above-mentioned game machine fundamentally, hereafter, the part which has the same structure attaches | subjects the same code | symbol, abbreviate | omits description, and mainly demonstrates a different part. The gaming machine of this modification has a falling lottery function that draws whether or not to fall into the normal probability state every time the special figure variation display game is executed when the probability state is set to the high probability state. ing.

[Fall notification process]
Next, a fall notification process executed as a subroutine process of the scene control / display control process (step B76) in the normal game process (see FIG. 23) will be described. The falling notification process is a process for determining a notification mode when the probability state falls from the high probability state to the normal probability state by winning the above-described falling lottery.

In this fall notification process, as shown in FIG. 60, it is first determined whether or not a fall lottery has been won (step B151).
Here, when it is determined that the falling lottery is not won (step B151; No), the logo accessory 640 is dropped from the upper part of the center case 40 at a predetermined rate (for example, a rate of 1%) ( Step B152), the fall notification process is terminated. On the other hand, if it is determined that the falling lottery has been won (step B151; Yes), the logo accessory 640 is dropped from the upper part of the center case 40 at a predetermined rate (for example, a rate of 20%) (step B153). Then, the fall notification process ends.

  As described above, in the gaming machine 10 according to the present embodiment, a plurality of pieces of identification information are variably displayed based on the winning of a game ball in the starting winning area (starting winning port 36, normal variation winning device 37). A game comprising: a display device 41 capable of executing a figure variation display game; a control means (production control device 300) for controlling display contents of the display device 41; and an accessory device used for the production of a special figure variation display game. In the machine, the accessory device includes facial features imitating a face (left facial accessory 46, right facial accessory 48), and the facial accessory (left facial accessory) is positioned adjacent to the display screen (display unit 41a) of the display device 41. The object 46 and the right face object 48) are arranged, and the control means (the effect control device 300), based on the establishment of the predetermined condition, the face object (the left face object 46 and the right face object 48) on the display screen (display unit 41a). ) In the position corresponding to the mouth It is adapted to display the character information.

  Accordingly, since the balloon image and the character information can be suitably displayed according to the position of the facial feature (left facial feature 46, right facial feature 48) of the accessory device, the structure of the accessory device is complicated. Therefore, it is possible to produce an effect with a sense of presence as if the facial feature (the left facial feature 46, the right facial feature 48) is speaking.

  Further, in the gaming machine 10 of the present embodiment, the accessory device is configured by controlling a part of the facial features (the left facial feature 46 and the right facial feature 48) with movable members (eye members 46b and 48b). The means (production control device 300) can operate some of the facial features (the left facial feature 46 and the right facial feature 48) in conjunction with the display of the balloon image.

  Accordingly, since the control means (the effect control device 300) can operate a part of the facial features (the left facial feature 46, the right facial feature 48) in conjunction with the display of the balloon image, the facial feature (the left facial feature) It is possible to give a more realistic feeling to the effect as if the object 46 and the right face character 48) are speaking, and enhance the interest of the effect.

  Further, in the gaming machine 10 of the present embodiment, the control means (production control device 300) can display the balloon image as a stereoscopic image.

  Therefore, it becomes possible to give force to the display of the balloon image, and to enhance the interest of the effect.

  Further, in the gaming machine 10 of the present embodiment, the control means (production control device 300) normally displays a balloon image and character information on the side portion of the display screen (display unit 41a), and changes the special figure. When the degree of expectation that the result of the display game is a big hit is higher than normal, a balloon image and character information larger than normal are displayed in the center of the display screen (display unit 41a).

  Therefore, during normal times, the effect is as if the facial features (left facial feature 46, right facial feature 48) are murmured, and the expectation that the result of the special figure variation display game will be a big hit is higher than usual. When the facial features (left facial feature 46, right facial feature 48) are screaming loudly, and adding strength, the interest of the production can be enhanced.

  Further, in the gaming machine 10 of the present embodiment, the start winning memory capable of storing the number of winning game balls won in the start winning area (start winning prize port 36, normal variable winning device 37) up to a predetermined number. Means (game control apparatus 100) and game result prior determination means (game control apparatus) for determining in advance the result information of the special figure variable display game corresponding to the start memory stored in the start winning storage means (game control apparatus 100) 100), and the control means (production control device 300) is based on the result of the game result prior determination means (game control device 100), and when there are a plurality of start memories, the special figure variation of the plurality of start memories Comparison information of contents obtained by comparing the degree of expectation according to the display game result information is displayed as a balloon image.

  Therefore, when there are a plurality of start memories based on the result of the game result pre-determining means (game control apparatus 100), the result information of the special figure variation display game of the plurality of start memories by the control means (production control apparatus 300). Since the comparison information of the contents comparing the degree of expectation that the result of the special figure variation display game corresponding to the game is a big hit can be displayed in the balloon image, the interest of the effect can be enhanced.

  Further, in the gaming machine 10 of the present embodiment, the control means (production control device 300) switches one of the reduced plurality of identification information or production information to the other and displays the display screen (display unit 41a). It is possible to display in the common display area.

  Therefore, it becomes possible to select and view information that the player wants to know among the plurality of pieces of identification information or effect information displayed in a reduced size, and to enhance the interest of the game.

  The embodiment disclosed this time should be considered as illustrative in all points and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.

  For example, as shown in FIG. 61, when the notice effect is executed in the above-described embodiment, the line of sight of the left face object 46 and the right face object 48 is displayed on the display unit 41a, and each line of sight collides with each other (display unit). A 3D image imitating a spark may be displayed in the center 41a.

  In the above-described embodiment, instead of the changing operation for returning the middle drum 671 to the initial position, the notice operation for changing the middle drum 671 is executed. In addition to this, the logo accessory 640 is moved upward. Operation (almost the same operation as returning the logo accessory 640 to the initial position) and operation for moving the left lateral slide member 611 to the left (almost the same operation as the operation for returning the left lateral slide member 611 to the initial position) , An operation of moving the right lateral slide member 621 to the right (substantially the same operation as returning the right lateral slide member 621 to the initial position), an operation of closing the logo left member 642 and the logo right member 644 (logo left The operation that is substantially the same as the operation of returning the member 642 and the logo right member 644 to the initial position may be used as the notice operation.

  In the above-described embodiment, the balloon 41 is displayed on the display unit 41a corresponding to the mouths of the left and right facial features 46 and 48. However, the present invention is not limited to this. For example, the left and right facial features 46 and 48 You may make it perform a balloon display on the display part 41a corresponding to a nose.

  In the above embodiment, the rotatable middle drum 671 is disposed on the back side of the logo left member 642 and the logo right member 644 in the logo accessory 640. It can be changed. For example, a disc-shaped or spherical rotating body may be disposed on the back side of the logo left member 642 and the logo right member 644.

  In addition, the gaming machine of the present invention is not limited to the pachinko gaming machine as shown in the above embodiment, for example, other pachinko gaming machines, arrange ball gaming machines, sparrow ball gaming machines, etc. Applicable to all used gaming machines.

10 gaming machine 41 display device 41a display unit (display screen)
46 Left-faced feature (functional device, facial feature)
46b Eye member (movable member)
48 Right face object (object device, face object)
48b Eye member (movable member)
100 Game control device (start prize storage means, game result prior judgment means)
300 Production control device (control means)

Claims (1)

  1. A display device capable of executing a variable display game that displays a plurality of pieces of identification information in a variable manner based on winning of a game ball in the start winning area;
    Control means for controlling the display content of the display device;
    In a gaming machine comprising an accessory device used for producing the variable display game,
    The accessory device is:
    It has facial features imitating the face,
    Disposing at least a part of the display screen of the display device or the face accessory at a position adjacent to the display screen;
    The control means includes
    A game machine that displays a balloon image and character information at a position corresponding to the mouth of the facial accessory on the display screen based on establishment of a predetermined condition.
JP2011113003A 2011-05-20 2011-05-20 Game machine Pending JP2012239663A (en)

Priority Applications (1)

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Publication Number Publication Date
JP2012239663A true JP2012239663A (en) 2012-12-10

Family

ID=47462017

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Country Link
JP (1) JP2012239663A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016019874A (en) * 2015-10-05 2016-02-04 株式会社ユニバーサルエンターテインメント Game machine
JP2016221157A (en) * 2015-06-03 2016-12-28 株式会社平和 Game machine

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Publication number Priority date Publication date Assignee Title
JP2001276359A (en) * 2000-04-03 2001-10-09 Aruze Corp Screen display device for game machine
JP2003111926A (en) * 2001-10-05 2003-04-15 Aruze Corp Game machine, method for predicting game state in the same, storage medium, and server
JP2004016352A (en) * 2002-06-13 2004-01-22 Konami Co Ltd Game machine, its image display controlling device, and its image display controlling program
JP2006187335A (en) * 2004-12-28 2006-07-20 Heiwa Corp Game machine
JP2009050565A (en) * 2007-08-28 2009-03-12 Aruze Corp Game machine

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001276359A (en) * 2000-04-03 2001-10-09 Aruze Corp Screen display device for game machine
JP2003111926A (en) * 2001-10-05 2003-04-15 Aruze Corp Game machine, method for predicting game state in the same, storage medium, and server
JP2004016352A (en) * 2002-06-13 2004-01-22 Konami Co Ltd Game machine, its image display controlling device, and its image display controlling program
JP2006187335A (en) * 2004-12-28 2006-07-20 Heiwa Corp Game machine
JP2009050565A (en) * 2007-08-28 2009-03-12 Aruze Corp Game machine

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016221157A (en) * 2015-06-03 2016-12-28 株式会社平和 Game machine
JP2016019874A (en) * 2015-10-05 2016-02-04 株式会社ユニバーサルエンターテインメント Game machine

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