JP2014217674A - Game machine - Google Patents

Game machine Download PDF

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Publication number
JP2014217674A
JP2014217674A JP2013100360A JP2013100360A JP2014217674A JP 2014217674 A JP2014217674 A JP 2014217674A JP 2013100360 A JP2013100360 A JP 2013100360A JP 2013100360 A JP2013100360 A JP 2013100360A JP 2014217674 A JP2014217674 A JP 2014217674A
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Japan
Prior art keywords
effect
game
display
special
variation
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Pending
Application number
JP2013100360A
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Japanese (ja)
Inventor
雄太 永野
Yuta Nagano
雄太 永野
園田 欽章
Yoshiaki Sonoda
欽章 園田
亀井 欽一
Kinichi Kamei
欽一 亀井
Original Assignee
株式会社ソフイア
Sophia Co Ltd
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Publication date
Application filed by 株式会社ソフイア, Sophia Co Ltd filed Critical 株式会社ソフイア
Priority to JP2013100360A priority Critical patent/JP2014217674A/en
Publication of JP2014217674A publication Critical patent/JP2014217674A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/02Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games

Abstract

Variations are added to a variation display mode or a production mode in a variation display game.
In a gaming machine, a start area provided at a predetermined position in a game area where a game ball can satisfy the start condition by entering the game area, and a result of execution of the variable display game based on the hold memory are displayed in the variable display game. Pre-determining means for determining before the start of execution, and pre-notification control means capable of executing a continuous pre-notification effect executed across a plurality of variable display games based on the determination result of the pre-determining means. In the specific gaming state in which the start condition is more easily established than usual, the notice control means changes the remaining identification information without changing one identification information at the start of execution of the variable display game, A gaming machine that performs the continuous notice effect.
[Selection] Figure 64

Description

  The present invention relates to a gaming machine that plays a game using a game medium such as a game ball.
  Conventionally, a special game state in which a variable display game in which identification information is variably displayed on a display device based on establishment of a start condition is executed, and a predetermined game value is given to a player based on a special result of the variable display game There is a gaming machine that generates. In such a gaming machine, the number of executions of the variable display game, the type of reach production when the variable display game is a big hit, or the game mode selected by the player is stored as a history, and information is given to the player. A gaming machine to be disclosed is known (see, for example, Patent Document 1).
JP 2012-16579 A
  However, a gaming machine such as Patent Document 1 has a problem that there are few variations in the variation display mode or the production mode in the variation display game.
  In view of the above-described problems, an object of the present invention is to provide a highly entertaining gaming machine by adding variations to a variation display mode or a production mode in a variation display game.
  In a typical embodiment of the present invention, a variable display game is displayed in which the identification information is variably displayed on the display device based on the establishment of the start condition, and a predetermined result is given to the player based on the special result of the variable display game. In a gaming machine capable of generating a special gaming state that gives a gaming value, a starting area that is provided at a predetermined position in the gaming area and in which a gaming ball can satisfy the starting condition by entering, and based on the establishment of the starting condition A hold storage unit that stores the execution right of the variable display game as a hold storage, and a determination in advance of the execution result of the variable display game based on the hold storage stored in the hold storage unit before the start of the execution of the variable display game Determination means, and notice control means capable of executing a continuous notice effect executed across a plurality of variable display games based on the determination result of the prior determination means. In the specific gaming state in which the start condition is more easily established than usual, the notice control means changes the remaining identification information without changing one identification information at the start of execution of the variable display game, The continuous notice effect is executed.
  The “starting area” is, for example, a second starting winning opening. The “hold storage unit” is, for example, a game control device or an effect control device as a start storage unit. The “preliminary determination unit” is, for example, a game control device or an effect control device that performs processing related to prefetching. The “special result” is, for example, a big hit. The “specific game state” is, for example, a normal power support state. The “notice control unit” is, for example, an effect control device.
  According to one embodiment of the present invention, a variation display mode or a production mode in a variation display game can be added to provide a highly interesting gaming machine.
1 is a perspective view of a gaming machine according to a first embodiment of the present invention. It is a front view of the game board with which the gaming machine of the 1st embodiment of the present invention is equipped. It is a perspective view of the game board with which the gaming machine of the 1st embodiment of the present invention is equipped. It is a block block diagram which shows the control system centering on the game control apparatus of the game machine of the 1st Embodiment of this invention. It is a block block diagram which shows the control system centering on the production | presentation control apparatus of the game machine of the 1st Embodiment of this invention. It is a flowchart of the first half part of the main process of the 1st Embodiment of this invention. It is a flowchart of the latter half part of the main process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the timer interruption process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the special figure game process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the start port switch monitoring process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the special figure start port switch common process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the special figure pending | holding information determination process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the special figure normal process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the special figure 1 fluctuation start process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the big hit flag 1 setting process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the fluctuation pattern setting process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the 2 byte distribution process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the distribution process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the change start information setting process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the special figure 2 fluctuation start process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the big hit flag 2 setting process of the 1st Embodiment of this invention. (A) is a deviation fluctuation pattern table showing an example of the fluctuation pattern at the time of deviation. (B) is a big hit fluctuation pattern table showing an example of the fluctuation pattern at the time of big hit. It is a flowchart which shows the procedure of the main process (1st main process) performed by the microcomputer for main control (1stCPU) of the production | presentation control apparatus of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the 1st scene control process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the process during a fluctuation | variation of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the main process (2nd main process) performed by the microcomputer (2ndCPU) for video control of the presentation control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the normal game process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the prefetch command reception process of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the re-determination process after reach of the 1st Embodiment of this invention. It is a table which shows the reservation prefetch notice effect aspect 1 of the 1st Embodiment of this invention. It is a table which shows the reservation prefetch notice effect aspect 2 of the 1st Embodiment of this invention. It is a table which shows the display change of the hold corresponding | compatible display of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the pending | holding display process of the 1st Embodiment of this invention. It is a figure which shows the example of an effect of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the prefetch command reception process which concerns on the modification of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the after-reach redetermination process which concerns on the modification of the 1st Embodiment of this invention. It is a table which shows the type of pending | holding change determination which concerns on the modification of the 1st Embodiment of this invention. It is a figure which shows the lower display area (holding display area) according to the type of the holding | maintenance change determination which concerns on the modification of the 1st Embodiment of this invention. It is a table which shows the reservation prefetch notice effect aspect 2 of the 1st Embodiment of this invention. It is a flowchart which shows the procedure of the prefetch command reception process of the 2nd Embodiment of this invention. It is a flowchart which shows the procedure of the process during a fluctuation | variation of the 2nd Embodiment of this invention. It is a flowchart which shows the procedure of the normal step-up effect setting process of the 2nd Embodiment of this invention. It is a table which selects the aspect of the step-up notice of the 2nd Embodiment of this invention. (A) is the case where the result of the variable display game is out of place, and (B) is the case where the result of the variable display game is a big hit. It is a flowchart which shows the procedure of the prefetch step-up effect setting process of the 2nd Embodiment of this invention. It is a flowchart which shows the procedure of the prefetch step number setting process of the 2nd Embodiment of this invention. It is a table which shows the prefetch step number distribution table of the 2nd Embodiment of this invention. (A) is the case where the result of the variable display game is out of place, and (B) is the case where the result of the variable display game is a big hit. It is a table which shows the reservation prefetch notice effect aspect 3 of the 2nd Embodiment of this invention. It is a flowchart which shows the procedure of the pending | holding display process of the 2nd Embodiment of this invention. It is a figure which shows an example of the normal / prefetch step-up effect of the 2nd Embodiment of this invention. It is a table which sets the reservation prefetch notice effect aspect 3 which concerns on the modification of the 2nd Embodiment of this invention. It is a flowchart which shows the procedure of the pending | holding display process which concerns on the modification of the 2nd Embodiment of this invention. It is a figure which shows an example of the normal / prefetch step-up effect which concerns on the modification of the 2nd Embodiment of this invention. It is a flowchart which shows the procedure of the normal step-up effect setting process of the 3rd Embodiment of this invention. It is a flowchart which shows the procedure of the prefetch step-up effect setting process of the 3rd Embodiment of this invention. It is a figure which shows an example of the effect introduction type | system | group effect of the 3rd Embodiment of this invention. It is a flowchart which shows the procedure of the fluctuation pattern information setting process of the 4th Embodiment of this invention. It is a figure which shows schematic structure of the scene data in case there is no pseudo-continuous production in the 4th Embodiment of this invention. It is a figure which shows schematic structure of the scene data in case there exists a pseudo-continuous production in the 4th Embodiment of this invention. It is a figure which shows an example of the pseudo-continuous production of the 4th Embodiment of this invention. It is a figure which shows an example of the conventional pseudo continuous production. (A) It is a timing chart of the pattern fluctuation | variation of the pseudo-continuous production of the 4th Embodiment of this invention. (B) It is a timing chart of the pattern fluctuation | variation in case there is no reach production at the time of deviation. (C) It is a timing chart of the pattern fluctuation of the conventional pseudo continuous effect. It is a flowchart which shows the procedure of the prefetch command reception process of the 5th Embodiment of this invention. It is a flowchart which shows the procedure of the fluctuation pattern information setting process of the 5th Embodiment of this invention. It is a flowchart which shows the procedure of the continuous effect stop symbol and the fluctuation pattern setting process of the 5th Embodiment of this invention. It is a figure which shows an example of the continuous notice effect of the 5th Embodiment of this invention. It is a figure which shows an example of the continuous reach notice effect of the 5th Embodiment of this invention. It is a figure which shows the alternative example of the roaring effect of the 5th Embodiment of this invention. It is a figure which shows the other alternative example of the roaring effect of the 5th Embodiment of this invention. It is a figure which shows the alternative example of the fluctuation | variation of the decoration special symbol of the 5th Embodiment of this invention. It is a timing chart of the pattern fluctuation | variation in the continuous notice effect of the 5th Embodiment of this invention. It is a timing chart of the pattern fluctuation | variation in the continuous reach notice effect of the 5th Embodiment of this invention. It is a flowchart which shows the procedure of the fluctuation pattern information setting process of the 6th Embodiment of this invention. The related effect table of the 6th Embodiment of this invention is shown. (A) It is a figure which shows the structure of the decoration special symbol (identification information) of the 6th Embodiment of this invention. (B) It is a figure which shows a mode that the decoration special symbol (identification information) of the 6th Embodiment of this invention changes. It is a figure which illustrates the kind of normal character and the kind of character after a change in the 6th Embodiment of this invention. It is a figure which shows an example of the symbol change effect of the 6th Embodiment of this invention, and the related effect relevant to it. It is a flowchart which shows the procedure of the prefetch command reception process of the 7th Embodiment of this invention. It is a flowchart which shows the procedure of the fluctuation pattern information setting process of the 7th Embodiment of this invention. It is a flowchart which shows the procedure of the symbol stop process of the 7th Embodiment of this invention. It is a flowchart which shows the procedure of the production | presentation setting process during stop time of the 7th Embodiment of this invention. It is a figure which shows an example of the continuous notice effect of the 7th Embodiment of this invention. It is a timing chart of the pattern fluctuation | variation in the continuous notice effect of the 7th Embodiment of this invention. It is a flowchart which shows the procedure of the fluctuation pattern information setting process of the 8th Embodiment of this invention. It is a table | surface which shows the characteristic of the fluctuation pattern table of the 8th Embodiment of this invention. It is a figure which shows an example of the alerting | reporting effect of the 8th Embodiment of this invention.
  Hereinafter, an embodiment of a gaming machine according to the present invention will be described with reference to the drawings. In the description of the embodiment, the left and right refer to the direction viewed from the game board (the direction seen from the player), and the front and rear refers to the front of the game board on the player side and the back side of the game board. It is the rear.
(First embodiment)
[Composition of gaming machine]
FIG. 1 is a perspective view of the gaming machine 1 according to the first embodiment of the present invention.
  The gaming machine 1 includes an opening / closing frame 4 that is attached to a main body frame 2 fixed to an island facility via a hinge 3 so that a right side portion can be freely opened and closed. The open / close frame 4 includes a front frame 5 and a glass frame (game frame) 6.
  A game board 30 (see FIG. 2) is disposed on the front frame 5, and a glass frame 6 having a cover glass 6 a that covers the front surface of the game board 30 is attached. The front frame 5 and the glass frame 6 can be opened individually. For example, only the glass frame 6 can be opened to access the game area 31 (see FIG. 2) of the game board 30. Further, by opening the front frame 5 in a state where the glass frame 6 is not opened, it is possible to access a game control device 600 (see FIG. 4) or the like disposed on the back side of the game board 30.
  A decorative member 7 is disposed around the cover glass 6 a of the glass frame 6. A frame decoration device 21 (see FIG. 5) configured by LEDs (light emitting diodes: light sources) or the like is accommodated in the decoration member 7, and the light emission state of the decoration member 7 is controlled by controlling the frame decoration device 21. Can be adjusted.
  An illumination unit 8 is disposed above the glass frame 6, and a movable illumination 9 is disposed on the left and right sides of the illumination unit 8. The illumination unit 8 accommodates an illumination member such as an LED inside, and performs a light emission effect according to the gaming state. The movable illumination 9 includes an illumination member such as an LED, and a frame effect device 22 (see FIG. 5) that includes an illumination drive motor that drives the illumination member. The frame effect device 22 of the movable illumination 9 is controlled so as to drive, for example, rotationally drive the illumination member according to the gaming state. In addition, the illumination member arrange | positioned inside the illumination unit 8 and the movable illumination 9 also comprises some frame decoration apparatuses 21 (refer FIG. 5).
  The gaming machine 1 includes an upper speaker 10a and a lower speaker 10b that emit sound effects, alarm sounds, notification sounds, and the like. The upper speaker 10 a is disposed on both upper side portions of the glass frame 6, and the lower speaker 10 b is disposed below the upper plate 11 a constituting the upper plate unit 11.
  A gaming state notification LED 12 for notifying abnormality in the gaming machine 1 is provided on the upper right side of the movable illumination 9 disposed on the left side. When an abnormality occurs in the gaming machine 1, the gaming state notification LED 12 is turned on or blinks, and a notification sound for notifying the abnormality is output from the upper speaker 10a and the lower speaker 10b.
  Abnormalities occurring in the gaming machine 1 include failure of the gaming machine 1 and implementation of fraud. The illegal act includes, for example, an act of illegally manipulating the trajectory of the launched game ball with a magnet or an act of vibrating the gaming machine 1. These fraudulent acts are detected by detecting magnetism with the magnetic sensor switch 23 (see FIG. 4) or detecting vibration with the vibration sensor switch.
  Further, the act of opening the open / close frame 4 illegally is also included in the illegal act. The open / close state of the front frame 5 is detected by a front frame open detection switch 25 (see FIG. 4), and the open / closed state of the glass frame 6 is detected by a glass frame open detection switch 26 (see FIG. 4).
  An upper plate unit 11 including an upper plate 11 a is provided at the lower part of the glass frame 6. The game balls stored in the upper plate 11a are supplied to a ball launcher (not shown) provided at the lower part of the front frame 5.
  A fixed panel 13 fixed to the front frame 5 at a position below the glass frame 6 is provided with a lower plate 14 and an operation unit 15 (handle) for driving the ball emitting device. When the player rotates the operation unit 15, the ball launcher launches the game ball supplied from the upper plate 11 a to the game area 31 (see FIG. 2) of the game board 30. The lower plate 14 is provided with a ball removal mechanism 16 for discharging game balls stored in the lower plate 14 to the outside.
  In response to the operation of the operation unit 15 by the player, the ball launching device plays a game with a first launch mode in which a game ball is launched with a first launch rate and a second launch rate different from the first launch rate. It is possible to launch in the second launch mode in which a sphere is launched. For example, the first firing mode is one of left-handed and right-handed, and the second firing mode is the other of left-handed and right-handed. Left-handed and right-handed are modes in which game balls flow down on the left and right sides of the game area 31 (see FIG. 2), respectively.
  The upper plate unit 11 is provided with an effect button 17 for receiving an operation input from a player on the front side of the upper plate 11a. A selection button 29 is arranged next to the effect button 17. When the player operates the effect button 17, it is possible to perform an effect in which the player's operation is intervened in the variable display game on the variable display device (decorative display device, variable display means) 35 (see FIG. 2). In the normal gaming state, the effect pattern (effect mode) can be changed. The fluctuation display game includes a special figure fluctuation display game and a general figure fluctuation display game (a general figure game, a specific fluctuation display game). Shall be pointed to.
  The normal gaming state (normal state) is a gaming state in which a specific gaming state has not occurred. The specific game state is, for example, a probability variation game state (high probability state, probability variation state) with a high probability that the result of the special figure fluctuation display game will be a big hit, a function for shortening the fluctuation time, and the special figure fluctuation display game There are a short time gaming state (short time state), a big hit gaming state (special gaming state), etc. that can improve the number of executions per unit time. Probability game state and short-time game state may occur in duplicate. Further, the normal gaming state is also referred to as a low probability state corresponding to the high probability state. In the probability changing gaming state other than the latent probability changing state, and in the short-time gaming state, the below-mentioned ordinary power support can be executed.
  Below the decorative member 7 of the glass frame 6, a ball lending button 18 that is operated when a player rents a game ball, and a discharge button 19 that is operated to discharge a prepaid card or the like from a card unit (not shown). Are arranged. Further, a balance display unit 20 for displaying a balance of a prepaid card or the like is provided between the ball lending button 18 and the discharge button 19.
[Game board configuration]
2 and 3 are a front view and a perspective view, respectively, of the game board 30 with a center case (front component) 34 attached thereto.
  The game board 30 is provided with a metal guide rail 32a and a conductive resin partition member 32b on the surface of a rectangular game board 32 (game board main body) made of plastic or the like, thereby providing a substantially circular game area. 31 is partitioned. The game board 32 is, for example, a transparent member that can be seen through the back. A game board main body is configured by the game board 32, the guide rail 32 a that partitions the game area 31, and the partition member 32 b.
  In the game area 31, a center case (front component) 34 having an opening (display window) 34a is disposed. An opening having a shape along the outer periphery of the center case 34 is formed in the game board 32, and the center case 34 is fitted into the opening from the front.
  On the back side of the game board 30 is provided an effect device unit (back surface component) (not shown) composed of various effect devices, and on the back side of the effect device unit, there is a variable display device 35 as a variable display device. And an effect control device 700 (FIG. 5) for controlling the effects and the like displayed on the variable display device 35.
  The variation display device 35 (display device) includes a display unit 35a (display area) capable of displaying a decorative special figure variation display game (decoration display game) that displays a plurality of pieces of identification information. An opening portion 34a (display window portion) of the center case 34 is provided corresponding to the display portion 35a of the variable display device 35. The display portion 35a of the variable display device 35 is provided via the opening portion 34a of the center case 34. Visible.
  The display unit 35a of the variation display device 35 is a liquid crystal display capable of displaying an arbitrary image. On the display screen, a plurality of identification information (decoration special symbols), characters that produce a variation display game, and the like are used for the progress of the game. Based images can be displayed. The variable display device 35 sets a plurality of variable display areas (for example, three variable display areas on the left side, the center, and the right side) on the display unit 35a, and displays independent images in each display area in the variable display game. It is configured to be possible. Note that the variable display device 35 is not limited to a device including a liquid crystal display, and may include a display such as an EL or a CRT.
  The game area 31 on the right side of the center case 34 is provided with a normal figure start gate 36 that establishes a normal symbol (normal figure) variable display game start condition when a game ball passes. In the game board 30 of FIG. 2, the game ball can pass through the normal symbol start gate 36 when the player hits the game ball on the right side of the game area 31 to the right. When the game ball that has been driven into the game area 31 passes through the usual figure start gate 36, the usual figure variation display game is executed.
  Three general winning holes 40 are arranged in the game area 31 on the lower left side of the center case 34, and one general winning opening 40 is arranged in the game area 31 on the lower right side of the center case 34.
  The game area 31 below the center case 34 is provided with a first start winning opening (first start winning area, first start opening) 37 for giving a start condition for the special figure variation display game. In the game area 31 on the lower right side of the center case 34 and below the usual start gate 36, a second start winning opening (second start winning area, second start opening) 38 is provided. The second start winning opening 38 includes an attacker-type opening / closing member 38a (opening / closing door) that rotates in a direction in which the upper end side tilts to the near side and converts the game ball into a state where the game ball easily flows. Furthermore, another second start winning opening (second start winning area) 39 is provided in the upper left part of the center case 34. When the game ball wins the first start winning opening 37 or the two second start winning openings 38, 39, a special symbol (special figure) variable display game is executed. In the game board 30 shown in FIG. 2, the game ball can easily win the first start winning opening 37 and the second start winning opening 39 when left-handed, and the game ball can win the second start winning opening 38 when hitting right. Become.
  The opening / closing member 38a of the second start winning opening 38 is normally kept in a closed state (a winning regulation state that is disadvantageous for the player). When the opening / closing member 38a is in the closed state, the game ball cannot enter the second start winning opening 38. Unlike the second start winning opening 38, the second start winning opening 39 does not have an opening / closing member 38a and can always be awarded.
  The opening / closing member 38a is opened via the general electric solenoid 27 (see FIG. 4) when the result of the normal figure change display game is in a predetermined stop display mode, and the game ball flows into the second start winning opening 38. It is changed (converted) into an open state that is easy to play (a winning easy state advantageous to the player).
  The starting condition for starting the special figure changing display game is that a game ball wins at the first start winning opening 37 or the second starting winning opening 38, 39. The winning openings 38 and 39 form a variable starting winning device that generates the starting condition. The first start winning port 37 and the second start winning ports 38 and 39 can be adjusted with the obstacle nails.
  The opening / closing member 38a is controlled by a game control device 600 described later. The game control device 600 increases the occurrence frequency of the easy winning state (open state) to the second start winning opening 38 or the easy winning state (open state) in the probability variation gaming state or the short-time gaming state compared to the normal gaming state. , To make it easier to enter the game, or to increase the occurrence time of the power train. The state in which the ordinary power support is executed is called the ordinary power support state.
  In the game area 31 at the upper right of the first start winning opening 37, the first winning prize opening (winning area) is opened by rotating the upper end side in the direction of falling to the near side by the big winning opening solenoid 28a (see FIG. 4). The first special variable winning device 41 having an opening / closing door 41a in the form of an attacker is provided. The first special variable winning device 41 converts the state of the first big prize opening from a closed state (blocking state unfavorable to the player) to an open state (special game state advantageous to the player) according to the result of the special figure display game. In addition, a predetermined game value (prize ball) is given to the player by facilitating the inflow of the game ball into the first big prize opening as the winning area. A plurality of right count switches 605a to 605m (see FIG. 4) are arranged in the first grand prize opening as detection means for detecting a game ball that has entered the special prize opening.
  Further, in the game area 31 at the upper left of the center case 34, the second big prize opening (winning area) is opened by the big prize opening solenoid 28b (see FIG. 4) being rotated in a direction in which the upper end side is tilted forward. A second special variable winning device 42 having an attacker-type opening / closing door 42a is provided. Similar to the first special variable winning device 41, the second special variable winning device 42 is in an open state (from a closed state unfavorable to the player) from a state in which the second big winning opening is closed according to the result of the special figure display game. (Special gaming state advantageous to the player), and by making it easy for the game ball to flow into the second big prize opening as the winning area, a predetermined game value (prize ball) is given to the player It has become. Note that a left count switch 606 (see FIG. 4) is disposed in the second grand prize opening as a detecting means for detecting a game ball that has entered the special prize opening.
  The general winning port 40, the first starting winning port 37, the second starting winning ports 38, 39, the first big winning port of the first special variable winning device 41, and the second big winning port of the second special variable winning device 42 When the game ball wins, the payout control device 640 discharges the number of prize balls according to the type of the winning winning opening from the payout unit 642 to the upper plate 11a. In general, the number of winning balls (for example, 15) when winning the grand prize opening is the largest, followed by the general winning opening 40 (for example, 10) and the start winning opening (for example, 3), but the first big The number of winning balls at the winning opening and the second major winning opening or the number of winning balls at the first starting winning opening and the second starting winning opening may be different.
  The game area 31 below the first start winning opening 37 is provided with an out opening 43 for collecting game balls that have not won the winning opening or the like.
  The center case 34 is provided with the stage portion 101 positioned below the opening 34a. The stage unit 101 is located on the upper side of the first start winning opening 37 and in front of the variable display device 35 (player side). The game ball from the game area 31 flows into the stage portion 101 through a predetermined flow path (warp flow path). In the left part of the center case 34, an inlet 103 to a predetermined flow path (warp flow path) is provided.
  The stage unit 101 is configured to allow the game ball to roll so that the game ball can easily flow down to the upper part of the first start winning opening 37. The stage unit 101 includes a rolling surface 101 a on which a game ball flowing in from the game area 31 rolls, and a central recess 101 b that allows the game ball to fall from the rolling surface 101 a directly above the first start winning prize opening 37. The rolling surface 101a is generally recessed in a concave shape, but is slightly raised at the center, and a central recess 101b is provided near the center of the rise. The game ball rolls on the rolling surface 101a to the left and right and falls from the central recess 101b or falls from the left and right recesses 101c and 101d provided on the rolling surface 101a. Most of the game balls that have fallen from the central recess 101 b pass through the game area 31 and enter the first start winning opening 37.
  The game ball rolling member 120 is a member provided behind the stage unit 101 (on the side opposite to the player side) and in front of the variable display device 35. The game balls discharged from the first special variable winning device 41 through the ball flow down and the game balls discharged from the second start winning port 39 or the second special variable winning device 42 through the ball flow down are the game ball rolling. It flows into the member 120 and rolls in a rolling passage (game ball rolling region) 122 formed inside the game ball rolling member 120. The rolling passage 122 is formed in the upper part of the game ball rolling member 120. The rolling passage 122 is not hidden (not shielded) from the front by the stage unit 101, and the upper part (upper side) and the front part (front side) of the game ball rolling member 120 are transparent to the cover part 123. Therefore, the game ball rolling in the rolling passage 122 is visible from the front, and the interest of the game is enhanced. As described above, the rolling passage 122 functions as a ball display unit that allows a player to view a game ball.
  The movable accessory unit 130 is a unit that is provided in front of the ball flow downway from the second special variation winning device 42 and substantially rearward of the second start winning port 39. The movable accessory unit 130 includes a movable member (movable accessory) 132 in the shape of a doll and a rail-shaped guide member 133 for moving the movable member 132. The game ball from the second start winning opening 39 is also discharged to the ball flow downway and flows into the rolling passage 122 of the game ball rolling member 120. At this time, the movable piece 131 in which the game ball is coupled to the movable member 132 is removed. By pushing, the movable member 132 moves along the guide member 133. Although the opening 34a (display window) of the center case 34 is substantially rectangular, the movable member 132 is disposed on the side of the short side (here, the left side) of the opening 34a at the initial position.
  A large 7-segment display 300 is provided on the top of the game board 30. The display 300 has a light source such as an LED lamp. For example, the display device 300 is a set type in which the probability variation jackpot of the special figure variation display game is set a predetermined number of times (the probability variation entry rate to the probability variation gaming state after the big hit of the special figure variation display game is 100%. In the case where the probability variation rush rate becomes 0% after occurrence of the predetermined number of probability variation gaming states), the remaining number of probability variation big hits is displayed, but other information may be displayed. In addition to displaying information, the display device 300 can also produce effects by changing the mode of light emission in various ways.
  In addition, on the outside of the game area 31 and in the lower right part of the game board 32, a collective display for executing a special figure fluctuation display game (special figure 1 fluctuation display game, special figure 2 fluctuation display game) and a general figure fluctuation display game. A device 50 is provided. The collective display device 50 includes display units 51 to 60 that display information such as the current gaming state.
  The collective display device 50 includes a first special figure fluctuation display unit (special figure 1 display unit) 51 and a second special figure fluctuation display unit (figure display unit) (figure display game) composed of a 7-segment type display (LED lamp) or the like. Special figure 2 display) 52, a general figure fluctuation display section (general figure display) 53 for a common figure fluctuation display game, and a memory display section for notifying the start (hold) memory number of each fluctuation display game (special figure) 1 hold display part 54, special figure 2 hold display part 55, universal figure hold display part 56).
  Further, the collective display device 50 is turned on when the big hit occurs, and the first game state display unit (first game state indicator) 57 for notifying the occurrence of the big hit, and when the short time state occurs. A second gaming state display unit (second gaming state indicator) 58 for notifying the occurrence of a short-time state, and a third game for displaying that the jackpot probability state is a high probability state when the gaming machine 1 is powered on. A state display unit (third gaming state indicator, probability state display unit) 59, a round display unit 60 for displaying the number of rounds at the time of a big hit (the number of times of opening and closing the first special variation winning device 41 and the second special variation winning device 42) Is provided.
  Next, the flow of the game in the gaming machine 1, the details of the general map variation display game and the special diagram variation display game will be described.
  In the gaming machine 1, a game is played by launching a game ball from the ball launch unit toward the game area 31. The launched game balls flow down the game area 31 while changing the rolling direction by obstacle nails, windmills, etc. arranged in various places in the game area 31, and the general winning opening 40, the first start winning opening 37, the second The winning prize opening 38, 39, the first special variable prize winning device 41 or the second special variable prize winning device 42 is won, or it flows into the out port 43 provided at the lowermost part of the game area 31 and is discharged from the game area 31. . When a game ball wins the general winning port 40, the first starting winning port 37, the second starting winning port 38, 39, the first special variable winning device 41 or the second special variable winning device 42, the winning winning port The number of prize balls according to the type is discharged to the upper plate 11a through the payout unit 642.
  The normal start gate 36 is provided with a gate switch 603 (see FIG. 4) for detecting a game ball that has passed the normal start gate 36. When the game ball passes through the usual figure start gate 36, it is detected by the gate switch 603, and the usual figure variation display game is executed.
  A state in which the normal map variable display game cannot be started, for example, when the normal map variable display game has already been played and the normal map variable display game has not been completed, When the 2 start winning opening 38 is converted to the open state, when the game ball passes the normal start gate 36, the stored number is added (+1) if the normal start memory number is less than the upper limit number.
  In the normal map start memory, a random number value for hit determination for determining the hit error of the normal map fluctuation display game is stored, and when this hit determination random number value coincides with the determination value, the normal map change display is performed. A specific result mode (specific result) is derived by winning the game.
  The universal map display game is executed by a universal map display 53 provided in the collective display device 50. The general-purpose indicator 53 is composed of LEDs indicating normal identification information (general-purpose) in the lit state and indicating a shift in the unlit state, and the normal identification information varies by blinking this LED. Display is performed, and after a predetermined fluctuation display time has elapsed, the result is displayed by turning on or off the LED.
  When the common figure random number extracted when passing through the common figure start gate 36 is a winning value, the normal symbol displayed on the universal figure display unit 53 stops in a hit state and enters a hit state. At this time, when the general-purpose solenoid 27 (see FIG. 4) is driven, the open / close member 38a is converted into an open state for a predetermined time (for example, 0.3 seconds), and a game ball to the second start winning prize opening 38 is obtained. Is acceptable.
  The first start port switch 601 (see FIG. 4) and the second start port switches 602a and 602b (see FIG. 4) are used for winning the game ball at the first start winning port 37 and winning at the second start winning ports 38 and 39. ) Is detected. A game ball won in the first start winning port 37 is detected as a start winning ball in the special figure 1 variable display game, and is stored with a predetermined upper limit, and a game won in the second start winning ports 38 and 39. The ball is detected as a start winning ball in the special figure 2 variable display game, and stored with a predetermined upper limit.
  When detecting the starting winning ball of the special figure variation display game, the big hit random number value, the big hit symbol random number value, and each fluctuation pattern random number value are extracted. These random numbers become game information related to the execution of the variable display game, and are respectively specified as special figure start winning memories (start memories) in a special figure hold memory area (a part of RAM) of the game control device 600 (start memory holding means). The number of times (for example, a maximum of 8 times) is stored as a limit. The number stored in the special figure start winning memory is displayed on the special figure 1 hold display unit 54 and the special figure 2 hold display unit 55 for notifying the start winning number of the collective display device 50, and the display unit 35a of the variable display unit 35. Can also be displayed.
  The game control device 600 executes the special figure 1 variable display game with the special figure 1 display 51 based on the winning to the first start winning opening 37 or the first start memory. In addition, the game control device 600 executes the special figure 2 variable display game on the special figure 2 display 52 based on the winning to the second starting prize opening 38, 39 or the second start memory.
  In the special figure 1 variable display game and the special figure 2 variable display game, the identification information (special symbol) is variably displayed on the special figure 1 display 51 and the special figure 2 display 52, and then a predetermined result mode is stopped and displayed. Done. In addition, the variation display device 35 displays a variation of the special figure variation display that variably displays a plurality of types of identification information (decoration special symbols: for example, numbers, symbols, character patterns (characters), etc.) corresponding to each special figure variation display game. A game (decoration display game) is executed. The special figure 1 display 51 and the special figure 2 display 52 may be collectively referred to as a special symbol display device.
  In the decorative special symbol variable display game in the variable display device 35 or the like, for example, the decorative special symbol (identification information) composed of the numbers and the like described above is left (first special symbol), right (second special symbol), middle ( (3rd special symbol) By starting the variable display (scroll display) sequentially or simultaneously, stopping the three decorative special symbols that have changed after a predetermined time, and displaying the result of the special diagram variable display game Done. In addition, in the variable display device 35 and the like, various effect displays such as the appearance of a character are performed in order to improve interest.
  When the winning of the game ball to the first start winning opening 37 or the second starting winning opening 38, 39 is made at a predetermined timing (when the big hit random value at the time of winning detection is a big hit value), the special figure changes As a result of the display game, a specific result mode (special result mode) is derived from the display symbols, and a big hit state (special game state) is obtained. Correspondingly, the display mode of the variable display device 35 or the like is a special result mode (for example, a state in which numbers such as “7, 7, 7” are arranged).
  Thereafter, when a special gaming state occurs, energization of the big prize opening solenoid 28a and the big prize opening solenoid 28b (see FIG. 4) provided in the first special variable prize winning device 41 and the second special variable prize winning device 42 causes a large amount. The winning opening is converted from the closed state to the open state for a predetermined time (for example, 30 seconds). That is, the big winning opening provided in the first special variable winning device 41 and the second special variable winning device 42 is opened widely for a predetermined time or until a predetermined number of game balls wins, during which the player opens many game balls. The privilege that it can be acquired is given. In the special gaming state, only one of the first special variable winning device 41 and the second special variable winning device 42 determined according to the number of rounds per jackpot may be operated, or both may be operated alternately. Also good.
  The special figure 1 display 51 and the special figure 2 display 52 may be configured as separate displays or the same display, but each special figure variation display game is not executed simultaneously. Is set as follows.
  As for the decorative special figure variable display game in the variable display device 35 or the like, the special figure 1 variable display game and the special figure 2 variable display game may be executed in different display devices or in different display areas. It may be executed in the display device or display area. In this case, the decorative special figure fluctuation display game corresponding to the special figure 1 fluctuation display game and the special figure 2 fluctuation display game is prevented from being executed simultaneously. The special figure 2 variable display game is executed with priority over the special figure 1 variable display game, and there is a start memory of the special figure 1 variable display game and the special figure 2 variable display game. When the figure change display game is ready to be executed, the special figure 2 change display game is executed. The special figure 1 fluctuation display game and the special figure 2 fluctuation display game may be executed in the order in which the start memory is stored.
  In addition, in a 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 0, the first start winning prize port 37 (second start winning prize port 38, When the game ball wins in 39), the start memory (special drawing start memory, hold memory) is stored in the RAM of the game control device 600 (see FIG. 4) as the start right is generated. At this time, the start memory number is incremented by 1, and the first special figure fluctuation display game (second special figure fluctuation display game) is immediately started based on the start memory. At this time, the start memory number is decremented by one. The
  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 special figure fluctuation display game or the second special figure fluctuation display game has already been performed, and the special figure fluctuation is performed. When the game is won at the first start winning opening 37 (second start winning opening 38, 39) when the display game is not finished or in the special gaming state, the starting memory number is less than the upper limit number. If so, the start memory number is incremented by 1 and 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.
  Note that the gaming machine 1 of the present embodiment is configured such that the player performs left-handed or right-handed according to the gaming state. A left-handed or right-handed instruction is displayed on the display unit 35a of the variable display device 35 so that the player can easily make a game according to the game state.
[Game control device]
Next, with reference to FIG. 4, the game control apparatus 600 provided in the gaming machine 1 will be described. FIG. 4 is a block configuration diagram showing a control system centering on the game control device 600 of the gaming machine 1 according to the first embodiment of the present invention.
  A game control device 600 shown in FIG. 4 is a main control device (main board) that comprehensively controls games in the gaming machine 1. The game control device 600 constitutes a game control means. A power supply device 800, a payout control device 640, and an effect control device 700 are connected to the game control device 600. The game control device 600 transmits a control signal (command information or command) to the payout control device 640 and the effect control device 700 to instruct execution of various processes. Furthermore, the game control device 600 is connected to various switches, solenoids to be controlled, and the like.
  The game control device 600 includes a CPU unit 610 that performs various arithmetic processes, an input unit 620 that receives input of various signals, and an output unit 630 that outputs various signals and control signals. The CPU unit 610, the input unit 620, and the output unit 630 are connected to each other by a data bus 680.
  The input unit 620 receives signals output from various switches provided on the game board 30 and the like and signals output from the payout control device 640. The input unit 620 includes a proximity interface (I / F) 621 (621a, 621b) and input ports 622 (622a, 622b), 623.
  The input ports 622 and 623 receive a signal input via the proximity I / F 621 or directly receive a signal input from the outside. Information input to the input ports 622 and 623 is provided to the CPU unit 610 and the like via the data bus 680.
  The proximity I / F 621 is an interface that receives signals output from various switches, converts the input signals, and outputs the converted signals to the input port 622. The proximity I / F 621a is connected to a first start port switch 601, second start port switches 602a and 602b, a gate switch 603, winning port switches 604a to 604n, and right count switches 605a to 605m. A left count switch 606 is connected to the proximity I / F 621b.
  The first start port switch 601 is a switch that detects that a game ball has won the first start winning port 37. The second start port switch 602a is a switch for detecting that the game ball has won the second start winning port 38, and the second start port switch 602b indicates that the game ball has won the second start winning port 39. It is a switch to detect. The gate switch 603 is a switch that detects that the game ball has passed the usual start gate 36. The winning award opening switches 604a to 604n are switches for detecting that the game ball has won the general winning opening 40.
  The right count switches 605a to 605m and the left count switch 606 are switches that detect that a game ball has won a big winning opening. When winning of a game ball is detected by the right count switches 605a to 605m and the left count switch 606, the number of winning game balls is counted, and the counted number of game balls is stored in a memory provided in the game control device 600. Remembered.
  The proximity I / F 621 receives a negative logic signal such as a high level of 11 V and a low level of 7 V supplied from various switches, and converts it to a positive logic signal of 0V-5V. Since the proximity I / F 621 is normally within a predetermined range (7V-11V), the lead wire of the sensor or proximity switch is improperly shorted, the sensor or switch is disconnected from the connector, or the lead wire is disconnected. It is possible to detect an abnormal state such as a floating state and output an abnormality detection signal.
  In addition, since the output value (ON / OFF) of the signal input to the proximity I / F 621 is switched by attaching / detaching the connector of the switch connected to the proximity I / F 621, the proximity I / F 621 is not connected to the switch. Even so, the output is kept constant.
  The reason for providing two proximity I / Fs, the proximity I / F 621a and the proximity I / F 621b, is that the number of input terminals of the proximity I / F 621a is limited. The proximity I / F 621b may be smaller than the proximity I / F 621a depending on the number of input terminals that are insufficient, so that the cost may be reduced. Note that the proximity I / F 621b may not be provided by using the proximity I / F 621a having a necessary number of input terminals.
  Of the output of the proximity I / F 621, the detection signal of the radio wave sensor 24 and the abnormality detection signals 1 and 2 output when the abnormality of the sensor or the switch is detected are input to the input port 622a. Further, the detection signal of the fraud detection magnetic sensor 23 provided on the front frame 5 of the gaming machine 1 or the like is also input to the input port 622a.
  The magnetic sensor 23 detects a magnetic force in order to detect an illegal act of manipulating the trajectory of the launched game ball with a magnet. The radio wave sensor 24 detects a radio wave irradiated toward the gaming machine 1 in order to detect an illegal act that causes the prize opening switch 604 or the like to malfunction. Note that a vibration sensor that detects vibration may be provided in the gaming machine, and the detection signal may be input to the input port 622a.
  Further, among the outputs of the proximity I / F 621, the output to the input port 622b is supplied from the game control device 600 to a test firing test device (not shown) via the relay board 650. Further, the detection signals of the first start port switch 601 and the second start port switches 602a and 602b among the outputs of the proximity I / F 621 are input to the gaming microcomputer 611 via the inverting circuit 612 in addition to the input port 622b. It is configured as follows. The inversion circuit 612 is provided because the signal input terminal of the gaming microcomputer 611 assumes 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 first start port switch 601 and the second start port switches 602a and 602b, it is configured to directly input the detection signal to the gaming microcomputer 611 without providing the inverting circuit 612. Can do. That is, when it is desired to directly input negative logic signals from the first start port switch 601 and the second start port switches 602a and 602b to the gaming microcomputer 611, the proximity switch cannot be used. As described above, the proximity I / F 621 has a signal level conversion function. In order to enable such a level conversion function, the proximity I / F 621 is supplied with a voltage of 12 V in addition to a voltage such as 5 V required for normal IC operation from the power supply device 800. It has become.
  A signal from the magnetic sensor 23 is directly input to the input port 622a, and signals from the front frame opening detection switch (SW) 25 and the glass frame opening detection switch (SW) 26 are directly input to the input port 623. The input port 623 also receives a status signal indicating a payout abnormality from the payout control device 640.
  The front frame opening detection SW 25 detects that the front frame 5 is opened. The front frame opening detection SW 25 is set to ON when the front frame 5 is released from the main body frame 2, and is set to OFF when the front frame 5 is closed to the main body frame 2.
  The glass frame open detection SW 26 detects that the glass frame 6 has been opened. The glass frame open detection SW 26 is set to ON when the glass frame 6 is released from the front frame 5, and is set to OFF when the glass frame 6 is closed to the front frame 5.
  The data held in the input port 622b can be read out by asserting the enable signal CE2 (changing to an effective level) by the gaming microcomputer 611 decoding the address assigned to the input port 622b. The same applies to the input port 622a and the input port 623 described later.
  The CPU unit 610 of the game control device 600 includes a game microcomputer 611, an inversion circuit 612, and a crystal oscillator 613.
  The gaming microcomputer 611 includes a CPU 611a, a ROM 611b, and a RAM 611c, and executes various processes such as a big hit lottery by executing a program stored in the ROM 611b based on a signal input via the input unit 620. . The gaming microcomputer 611 is connected via the output unit 630 to a first special figure fluctuation display part (special figure 1 display) 51, a second special figure fluctuation display part (special figure 2 display) 52, and a general figure fluctuation display part. (Common figure display) 53, special figure 1 hold display part 54, special figure 2 hold display part 55, universal figure hold display part 56, first game state display part 57, second game state display part 58, third game A collective display device 50 comprising a status display unit 59, a special display / general map LED board provided with a round display unit 60, etc., a general electric solenoid 27, a big prize opening solenoid 28a, 28b, an effect control device 700, and a payout A control signal is transmitted to the control device 640 to control the gaming machine 1 in an integrated manner. The gaming microcomputer 611 selects a port for inputting or outputting a signal by chip selection.
  The ROM 611b is a non-volatile storage medium and stores programs, data, and the like for game control.
  The RAM 611c is a volatile storage medium, and is used as a work area for temporarily storing information (for example, random number values) necessary for game control.
  The inverting circuit 612 inverts the logical value of the signal (the signal from the first start port switch 601 and the second start port switches 602a and 602b) input via the proximity I / F 621 and outputs the inverted logic value to the gaming microcomputer 611. .
  The crystal oscillator 613 is configured as an operating clock source of a hard random number for performing a timer interrupt, a system clock signal, a big hit lottery, and the like.
  The output unit 630 of the game control device 600 includes ports 631a to 631e, buffers 632a and 632b, drivers 633a to 633d, and a photocoupler 634.
  The ports 631a to 631e receive signals input via the data bus 680.
  The buffers 632a and 632b temporarily hold signals input via the data bus 680 and the ports 631a and 631b.
  The drivers 633a to 633d generate various drive signals from the signals input via the ports 631c to 631e and output them to each device.
  The photocoupler 634 is configured to be connectable to an external inspection device 670, and removes noise from various signals that are input and output to shape the waveforms of the various signals. Information is transmitted and received between the photocoupler 634 and the inspection device 670 by serial communication.
  Information output from the CPU unit 610 by parallel communication is transmitted to the payout control device 640 via the port 631a. Specifically, a 4-bit data signal and a control signal (data strobe signal) indicating the validity / invalidity of the data are output. Since there is no need to secure one-way communication for the payout control device 640, a control signal is directly transmitted from the port 631a to the payout control board of the payout control device 640.
  Further, the payout control device 640 outputs a firing permission signal to the firing control device. The launch control device can launch a game ball into the game area 31 only when a launch permission signal is input.
  The payout control device 640 discharges the winning ball from the payout unit (not shown) based on the prize ball command signal from the game control device 600, or the payout unit based on the lending request signal from the card unit (not shown). Or renting a ball. As described above, the payout control device 640 outputs a payout abnormality status signal, a shot ball shortage switch signal, and an overflow switch signal to the game control device 600 when a failure such as a ball breakage or a failure occurs.
  The payout abnormality status signal is a signal output when the game ball is not paid out normally. The payout chute ball switch signal is a signal that is output when there is a shortage of game balls before payout. The overflow switch signal is a signal output when a predetermined amount or more of game balls are stored in the lower plate 14 (see FIG. 1).
  Data is transmitted from the game control device 600 to the effect control device 700 by serial communication. Subcommands are input to the effect control device 700 via the buffer 632a of the output unit 630. By having the buffer 632a, it becomes possible to prevent a signal from being input to the game control device 600 from the side of the effect control device 700, and unidirectional communication can be secured. The subcommands transmitted to the effect control device 700 include effects such as a change start command (including a change pattern command), a customer waiting demo command, a fanfare command, a probability information command (a command indicating a gaming state), and an error designation command. A control command signal is included.
  Signals output from the CPU unit 610 are input to the special winning opening solenoids 28a and 28b and the general electric solenoid 27 via the port 631b and the driver 633a. The big prize opening solenoid 28a rotates the opening / closing door 41a (see FIG. 2) of the first special variable prize winning device 41, and the big winning opening solenoid 28b is the opening / closing door 42a (see FIG. 2) of the second special variable prize winning device 42. The general electric solenoid 27 is rotated so that the open / close member 38a is rotated and converted into an open state so that the game ball is allowed to win the second start winning opening 38.
  The collective display device 50 includes a special figure / common figure LED substrate and a case member for accommodating the special figure / general figure LED substrate. The anode terminal of the LEDs of the collective display device 50 is connected to the driver 633c via a segment line, and the driver 633c and the port 631c are connected. The cathode terminal of the LEDs of the collective display device 50 is connected to the driver 633b via a digit line, and the driver 633b and the port 631b are connected. The on / off drive signal from the driver 633c is input to the anode terminal of the LEDs of the collective display device 50, and the on / off drive signal is output from the cathode terminal of the LED of the collective display device 50 to the driver 633b.
  The external information terminal 660 is provided with a photo relay, and is a terminal for outputting game data such as a start signal indicating the start of a variable display game and a special prize signal indicating the occurrence of a big hit gaming state to the information collecting terminal device. The game data is output to the external information terminal 660 via the port 631e and the driver 633d.
  The game control device 600 is configured to be connectable to an external test test device via a relay board 650. The test firing test apparatus is an apparatus for performing a type test of the gaming machine 1 in a predetermined engine. The test firing test apparatus includes a first start port switch 601, second start port switches 602a and 602b, a gate switch 603, winning port switches 604a to 604n, right count switches 605a to 605m, and a left count switch 606, Signals necessary for the trial test, such as signals output to the big prize opening solenoids 28a and 28b and the general electric solenoid 27, are input.
  The game control device 600 is connected to the power supply device 800 via a Schmitt circuit 624 provided in the input unit 620. The Schmitt circuit 624 is a circuit that removes fluctuation (noise) of the input signal in order to prevent the operation of the gaming machine 1 from becoming unstable when the power is turned on or when the power is turned off. The Schmitt circuit 624 receives a power failure monitoring signal, an initialization switch signal, and a reset signal from the power supply device 800.
  The power supply device 800 includes a normal power supply unit including an AC-DC converter that generates a DC32V DC voltage from a 24V AC power supply, and a DC-DC converter that generates a lower level DC voltage such as DC12V and DC5V from the DC32V voltage. 810, a backup power supply unit 820 that supplies a power supply voltage to the RAM 611c in the gaming microcomputer 611 at the time of a power failure, a power failure monitoring circuit and an initialization switch, and notifies the game control device 600 of the occurrence and recovery of the power failure A control signal generation unit 830 that generates and outputs control signals such as a power failure monitoring signal, an initialization switch signal, and a reset signal is provided.
  The backup power supply unit 820 is a power supply for backing up game data stored in the RAM 611c of the game microcomputer 611. After the power failure is restored, the game control device 600 restores the gaming state before the power failure based on the game data held in the RAM 611c.
  The control signal generator 830 monitors the input voltage (guaranteed DC 32V) of the switching regulator that generates DC 12V and DC 5V. When the detected voltage is DC 17.2 V to DC 20.0 V, it is determined that there is a power failure, and a power failure monitoring signal is output from the control signal generation unit 830. The power failure monitoring signal is input to the input port 623 of the input unit 620 via the Schmitt circuit 624. After the power failure monitoring signal is output, the power failure monitoring circuit outputs a reset signal. The reset signal is input to each port 631a to 631e of the gaming microcomputer 611 and the output unit 630 via the Schmitt circuit 624. When the game control device 600 receives the power failure monitoring signal, the game control device 600 performs a predetermined power failure process, and stops the operation of the CPU unit 610 after receiving the reset signal.
  The control signal generation unit 830 includes an initialization switch (not shown), and an initialization switch signal is output from the control signal generation unit 830 when the initialization switch is in an ON state when the power is turned on. The initialization switch signal is input to the input port 623 of the input unit 620 via the Schmitt circuit 624. The initialization switch signal is a signal for forcibly initializing information stored in the RAM 611c of the gaming microcomputer 611 and the RAM of the payout control device 640.
  As described above, the power failure monitoring signal and the initialization switch signal are once input to the input port 623, taken into the game microcomputer 611 via the data bus 680, and are handled as signals equivalent to signals from various switches. . This is because the number of terminals receiving external signals provided in the gaming microcomputer 611 is limited.
  On the other hand, the reset signal RST from which noise has been removed by the Schmitt circuit 624 is directly input to the reset terminal provided in the gaming microcomputer 611 and supplied to each port of the output unit 630 as described above. Further, the reset signal RST is output directly to the relay board 650 without going through the output unit 630, thereby turning off the test test signal held in the port (not shown) of the relay board 650 for output to the test board. Is configured to do. Further, the reset signal RST may be configured to be output to the test firing test apparatus via the relay board 650. The reset signal RST is not supplied to the ports 622 and 623 of the input unit 620. Data set to each port of the output unit 630 by the gaming microcomputer 611 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 620 immediately before the reset signal RST is input. This is because the data read by the gaming microcomputer 611 from the port is discarded when the gaming microcomputer 611 is reset.
[Production control device]
With reference to FIG. 5, an effect control device 700 provided in the gaming machine 1 will be described. FIG. 5 is a block configuration diagram showing a control system centering on the effect control device 700 of the gaming machine 1 according to the first embodiment of the present invention.
  The effect control device 700 shown in FIG. 5 controls the video under the control of the main control microcomputer (1st CPU) 710 composed of an amusement chip (IC) and the main control microcomputer 710 in the same manner as the game microcomputer 611 of the game control device 600. A video display processor (2ndCPU) 720 that performs the above and a VDP (Video Display Processor) that performs image processing for video display on the variable display device 35 (see FIG. 2) according to commands and data from the video control microcomputer 720 730 and a sound source LSI 705 for reproducing various melody and sound effects from the upper speaker 10a and the lower speaker 10b.
  PROM (Programmable Read Only Memory) 702 and 703 storing programs executed by the CPUs are connected to the main control microcomputer 710 and the video control microcomputer 720, respectively.
  An image ROM 704 in which character images and video data are stored is connected to the VDP 730.
  The sound source LSI 705 is connected to an audio ROM 706 that stores audio data and the like.
  The main control microcomputer 710 analyzes the command transmitted from the game microcomputer 611 of the game control device 600, instructs the video control microcomputer 720 about the contents of the output video, and instructs the sound source LSI 705 about the contents of the reproduced sound. Or The main control microcomputer 710 also executes processing such as LED lighting control, various motor drive control, and production time management based on a control command from the game control device 600.
  RAMs 711 and 721 that provide work areas for the main control microcomputer 710 and the video control microcomputer 720 are provided in the respective chips. The RAMs 711 and 721 that provide the work area may be provided outside the chip.
  Data transmission / reception is performed between the main control microcomputer 710 and the video control microcomputer 720 and between the main control microcomputer 710 and the tone generator LSI 705 in a serial manner. In contrast, the main control microcomputer 710 and the VDP 730 are configured to transmit and receive data in a parallel manner. By transmitting and receiving data in the parallel system, commands and data can be transmitted in a shorter time than in the serial system.
  The VDP 730 includes a VRAM (video RAM) 731 used for expanding and processing image data such as characters read from the image ROM 704, a scaler 732 for enlarging and reducing images, and an LVDS. A signal conversion circuit 733 for generating a video signal to be transmitted to the fluctuation display device 35 by the (small amplitude signal transmission) method is provided.
  A vertical synchronization signal VSYNC is output from the VDP 730 to the main control microcomputer 710 in order to synchronize the image of the variation display device 35 and the like and lighting of the LEDs and the like provided on the front frame 5 and the game board 30. Also, the VDP 730 notifies the video control microcomputer 720 that it is waiting to receive commands and data from the interrupt signals INT0 to n and the video control microcomputer 720 in order to notify the processing status such as the end of drawing in the VRAM 731. A wait signal WAIT is output.
  From the video control microcomputer 720 to the main control microcomputer 710, a synchronization signal SYNC for notifying that the video control microcomputer 720 is operating normally and giving command transmission timing is output.
  Between the main control microcomputer 710 and the tone generator LSI 705, an interrogation signal CTS and a response signal RTS are exchanged in order to transmit and receive commands and data by the handshake method.
  Note that the video control microcomputer 720 uses a CPU capable of performing higher-speed processing than the main control microcomputer 710. By providing a video control microcomputer 720 separately from the main control microcomputer 710 and sharing the processing, it is possible to display on the variable display device 35, etc., a fast moving image on a large screen that is difficult to achieve with the main control microcomputer 710 alone. And an increase in cost can be suppressed as compared with the case where two CPUs having the same processing capability as the video control microcomputer 720 are used.
  The effect control device 700 includes an interface chip (command I / F) 701 for receiving a command transmitted from the game control device 600. The effect control device 700 receives the change start command, the customer waiting demo command, the fanfare command, the probability information command, the error designation command, and the like transmitted from the game control device 600 as the effect control command signal via the command I / F 701. To do. Since the game microcomputer 611 of the game control device 600 operates at DC 5V and the main control microcomputer 710 of the effect control device 700 operates at DC 3.3V, the command I / F 701 is provided with a signal level conversion function. Yes.
  The effect control device 700 includes a panel decoration LED control circuit 741 that controls a panel decoration device 760 including LEDs and the like provided on the center case 34 and the game board 30, and a frame decoration device 21 that includes LEDs and the like provided on the front frame 5 and the like. Frame decoration LED control circuit 742 for controlling the display, board effect motor / SOL for controlling the board effect device 770 including the electric accessory and the decoration member 7 etc. that enhance the effect of the effect in cooperation with the effect display on the variable display device 35 Solenoid) control circuit 743, and a frame effect motor control circuit 744 for driving and controlling the frame effect device 22 including an illumination drive motor for the movable illumination 9 and the like are provided. These control circuits (741 to 744) are connected to a main control microcomputer 710 via an address / data bus 740.
  The effect control device 700 includes an effect button SW (switch) 751 for detecting that the effect button 17 (see FIG. 1) is operated, and an effect motor SW (switch) for detecting that various drive motors are driven. A switch (SW) input circuit 750 that detects the on / off states of 752a to 752n and transmits a detection signal to the main control microcomputer 710 is provided. In addition, amplifier circuits 707 and 708 including audio power amplifiers for driving the upper speaker 10a and the lower speaker 10b are provided.
  The normal power supply unit 810 of the power supply device 800 is configured to be able to generate a plurality of types of voltages in order to supply a predetermined level of DC voltage to the effect control device 700 and the electronic components controlled by the effect control device 700. ing. Specifically, in addition to DC 32V for driving a drive motor and solenoid, DC 12V for driving a display device such as a variable display device 35 including a liquid crystal panel, and DC 5V serving as a power supply voltage for the command I / F 701, It is possible to generate a DC 18V for driving the upper speaker 10a and the lower speaker 10b and a voltage of 24V NDC used as a reference for these DC voltages or for lighting a power supply monitor lamp.
  The reset signal RST generated by the control signal generation unit 830 of the power supply device 800 is supplied to the main control microcomputer 710, the video control microcomputer 720, the VDP 730, the tone generator LSI 705, and various control circuits (741 to 744, 707, 708). These are reset. The power supply device 800 has a function of generating and supplying a reset signal for the VDP 730 using a general-purpose port included in the video control microcomputer 720. Thereby, the cooperation of the operations of the video control microcomputer 720 and the VDP 730 can be improved.
  As described above, the production control device 700 functions as production control means for performing production control based on the command transmitted from the game control device 600, and further, displays for controlling display contents displayed on the variable display device 35. It has a function as a control means and a sound output control means for outputting a sound effect or the like from the speaker 10.
  The above is the configuration of the gaming machine 1 according to the first embodiment of the present invention. Next, specific control by the game control device 600 will be described.
[Main processing (game control device)]
First, a main process executed by the game microcomputer 611 by the game control device 600 will be described. FIG. 6 is a flowchart of the first half of the main processing according to the first embodiment of this invention. FIG. 7 is a flowchart of the latter half of the main processing according to the first embodiment of this invention. In the flowchart of the processing executed by the game control device 600 (game microcomputer 611), the step code (number) is represented as “A ***”.
  The main process is started when the gaming machine 1 is powered on. For example, it is executed when a gaming machine is turned on to start business at a game hall or when a power failure is restored.
  When the main process is executed, the game control device 600 first prohibits interruption (A1001). Next, interrupt vector setting processing for setting a vector address indicating a jump destination executed when an interrupt occurs is executed (A1002). Furthermore, a stack pointer that is the head address of an area for saving a value of a register or the like when an interrupt occurs is set (A1003). Further, the state of the input port 623 is read (A1004), and the interrupt processing mode is set (A1005).
  Next, the game control device 600 sets a power-on delay timer for waiting until the programs of the subordinate control devices (the payout control device (payout board)) 640 and the effect control device 700 start normally (A1006). . For example, the power-on delay timer is set to wait for 3 seconds. By controlling in this way, when the power is turned on, the game control device 600 is started first and the command is transmitted to the subordinate control device before the start-up of the payout control device 640 and the effect control device 700 is completed. By doing so, it is possible to avoid that the subordinate control device misses the transmitted command. Therefore, the game control device 600 serves as standby means for setting a predetermined standby time for delaying activation of the main control means (game control device 600) and waiting for activation of the subordinate control device when the power is turned on.
  Note that an initialization switch signal is input to the input port 623, and the operation of the initialization switch can be reliably detected by reading the state of the input port 623 before the start of the standby time. In other words, if the status of the initialization switch is read after the standby time has elapsed, the initialization switch can be operated after waiting for the standby time to elapse, or the initialization switch can be operated from the power-on until the standby time has elapsed There is a need to. However, by reading the status before the start of the standby time, it can be detected by operating immediately after turning on the power without performing such troublesome operations. Can be prevented from being accepted.
  When the setting of the power-on delay timer is completed, the game control device 600 executes processing for monitoring a power failure (A1007 to A1011). First, the game control device 600 sets the number of checks of the power failure monitoring signal (A1007). The power failure monitoring signal is checked by reading the power failure monitoring signal output from the power supply device 800. The number of checks of the power failure monitoring signal is, for example, twice. When a power failure occurs, the power failure monitoring signal is turned on.
  Next, the game control device 600 determines whether or not the power failure monitoring signal is on (A1008). Then, the determination of A1008 is repeated for the number of checks set in the processing of A1007 (A1009).
  When the game control device 600 has measured that the power failure monitoring signal is ON for the number of checks (the result of A1009 is “Y”), the game control device 600 determines that a power failure has occurred and the power is cut off. stand by. In this way, by checking the power failure monitoring signal for a predetermined number of checks, it is possible to prevent erroneous detection due to noise or the like. That is, the game control device 600 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. As a result, it is possible to cope with a power failure that occurs during the period in which the activation of the game control device 600 is delayed, and it is possible to appropriately deal with a malfunction at power-on.
  Note that access to the RAM is not permitted until the end of the standby time, and the stored contents at the time of the previous power shut-off are retained, so backup processing is performed when a power failure occurs here There is no need. For this reason, even if a power failure occurs during the standby time, it is not necessary to back up the RAM, and the control burden can be reduced.
  On the other hand, when the power failure monitoring signal is not on (the result of A1009 is “N”), that is, when no power failure has occurred, the game control device 600 updates the power-on delay timer by −1 (A1010), It is determined whether or not the value of the power-on delay timer is 0 (A1011). If the value of the power-on delay timer is not 0 (the result of A1011 is “N”), that is, if the standby time has not elapsed, the process returns to A1007.
  On the other hand, when the value of the power-on delay timer is 0 (the result of A1011 is “Y”), that is, when the standby time has elapsed, the game control device 600 reads / writes RWM (RAM, EEPROM, etc.) Access to the read / write memory is permitted (A1012). Further, all output ports are set to OFF (no output) (A1013). In addition, the serial port preinstalled in the gaming microcomputer 611 is set not to be used (A1014). In the present embodiment, the game control device 600 performs serial communication with the effect control device 700.
  Subsequently, the game control device 600 determines whether or not the initialization switch signal in the power supply device 800 is set to ON (A1015). The initialization switch signal is a signal for setting whether or not to start a game in an initialized state when the gaming machine 1 is powered on.
  For example, if the power is turned off while the probability change game state is closed when the store is closed and the power is turned on when the store opens the next day, the initialization switch signal is turned on so that the game starts in the initialized state. Is set. On the other hand, when the power is turned on again after a power failure, the initialization switch signal is turned off so that the game machine is not initialized in order to resume the game as close to the gaming state as possible before the power failure. Is set.
  When the initialization switch signal is set to OFF (the result of A1015 is “N”), the game control device 600 checks whether the data in the power failure inspection area in the RWM is normal (A1016). , A1017). More specifically, the power outage inspection area includes a power outage inspection area 1 and a power outage inspection area 2. The power failure inspection area 1 stores power failure inspection area check data 1, and the power failure inspection area 2 stores power failure inspection area check data 2. In the process of A1016, it is determined whether or not the power failure inspection area check data 1 stored in the power failure inspection area 1 is normal. Similarly, in the process of A1017, it is determined whether or not the power failure inspection area check data 2 stored in the power failure inspection area 2 is normal.
  When it is determined that the power failure inspection area check data in the power failure inspection area in the RWM is normal (results of A1016 and A1017 are “Y”), the game control apparatus 600 calculates verification data called a checksum. The checksum calculation process is executed (A1018).
  Then, the game control device 600 compares the checksum value calculated in the checksum calculation process with the checksum value calculated when the power is turned off, and determines whether or not these values match ( A1019).
  On the other hand, in the game control device 600, when the initialization switch signal is set to ON (result of A1009 is “Y”), the value of the power failure inspection area is not normal (result of A1016 or A1017 is “N”). If the checksum value at power-off does not match the checksum value calculated in the processing of A1018 (result of A1019 is “N”), the initialization processing from A1040 to A1043 in FIG. 7 is performed. Run. Details of the initialization process will be described later.
  If the calculated checksum value matches the checksum value at power-off (the result of A1019 is “Y”), the game control device 600 initializes because the power failure process has been executed normally. The initial value at the time of power failure recovery is saved in the power area (A1020). For example, information for determining whether or not the information at the time of power failure has been normally stored is stored in an area (power failure inspection area, checksum, error) in RWM (read / write memory: RAM in the embodiment) Clear the related information and the area for storing information for monitoring fraud).
  Next, the game control device 600 determines whether or not the game state at the time of the power failure is a high probability state from the area for storing the game state in the RWM (A1021). If it is determined that the probability is not high (the result of A1021 is “N”), the processing after A1024 is executed.
  In addition, when it is determined that the gaming state at the time of the power outage is a high probability state (the result of A1021 is “Y”), the game control device 600 sets the high probability notification flag to ON and performs the high probability notification. Save in the flag area (A1022). Subsequently, the LED of the third gaming state display unit 59 provided in the collective display device 50 is set to ON (lighted) (A1023).
  Furthermore, the game control device 600 transmits a command at the time of power failure recovery corresponding to the special figure game process number to the effect control device 700 (A1024). The special figure game process number is a number indicating the state of the special figure game, and is stored in a predetermined area of the RWM when a power failure occurs. In this way, by transmitting the power failure recovery command corresponding to the special figure game process number to the effect control device 700, the game can be resumed in a state as close as possible to before the power failure occurs.
  Here, a case where the initialization process is executed will be described. As described above, the initialization process is executed when a gaming machine that has been normally powered off is activated or when it cannot return to the state before the occurrence of a power failure.
  In the initialization process, the game control device 600 first clears all work areas before the access prohibited area (A1040). Further, all stack areas after the access prohibited area are cleared (A1041). Then, the initial value for power-on is saved in the initialized area (A1042). Further, a command for turning on the power is transmitted to the effect control device 700 (A1043), and the processes after A1025 are executed.
  Note that the power failure recovery command transmitted in A1024 and the power-on command transmitted in A1043 include a model designation command indicating the type of gaming machine, and a decorative special diagram 1 indicating the number of suspensions in FIGS. A hold number command, a decoration special figure 2 hold number command, and a probability information command indicating a probability state are included. Also, depending on the state when the power is turned off or when the power is turned on, if the special figure fluctuation display game is being executed when the power is turned off, the recovery screen command is used. When initialized at power-on, a power-on command is included. Furthermore, an effect mode information command indicating the state of the effect mode depending on the model, and a time-saving count information command indicating the number of remaining games in the time-saving state are included.
  When the processing of A1024 or A1043 ends, the game control device 600 activates a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcomputer 611 (clock generator). (A1025).
  The CTC circuit is provided in a clock generator in the gaming microcomputer 611. The clock generator includes a frequency dividing circuit that divides the oscillation signal (original clock signal) from the crystal oscillator 613 and the CTC circuit described above. The timer interrupt signal is a signal for causing the CPU 611a to generate a timer interrupt with a predetermined period (for example, 4 milliseconds) based on the divided signal. The random number update trigger signal (CTC) is supplied to the random number generation circuit based on the divided signal, and the random number generation circuit serves as a trigger for updating the random number.
  When the CTC circuit is activated, the game control device 600 performs activation setting of the random number generation circuit (A1026). Specifically, the CPU 611a executes processing such as setting 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. At this time, it may be checked whether the random number generation circuit operates normally.
  Furthermore, the game control device 600 uses the values of predetermined registers (soft random number registers 1 to n) in the random number generation circuit at power-on as the initial values (start values) of the corresponding various initial value random numbers. (A1027). Thereafter, the game control device 600 permits an interrupt (A1028).
  Note that the random number generation circuit in the CPU 611a of the present embodiment is configured such that the initial value of the soft random number register is changed each time the power is turned on, and initial values of various initial value random numbers are based on the initial value of the soft random number register. By setting a value (start value), it becomes possible to break the regularity of random numbers generated by software, making it difficult for a player to acquire illegal random numbers. The various initial value random numbers include, for example, a random number for determining a jackpot symbol (big hit symbol random number 1, a jackpot symbol random number 2), and a random number for determining a hit of a normal variation display game (a hit random number).
  Subsequently, the game control apparatus 600 executes an initial value random number update process for updating the values of various initial value random numbers and breaking the regularity of the random numbers (A1029). In the present embodiment, the big hit random number is configured to be generated using a random number generated in the 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. Note that the source of various random numbers is not limited to the above-described mode, and the big hit random number may be a software random number, or the big hit symbol random number, the hit random number, and the variation pattern random number may be a hardware random number. .
  Further, after the initial value random number update process is executed, the game control device 600 sets the number of times of checking the power failure monitoring signal input from the power supply device 800 and read via the port and the data bus (A1030). Normally, a value of 2 or more is set as the number of checks. It is possible to determine whether or not a power failure has occurred by checking the power failure monitoring signal. The game control device 600 determines whether or not the power failure monitoring signal is on (A1031). When the power failure monitoring signal is not on, that is, when there is no power failure (result of A1031 is “N”), the initial value random number update processing of A1029 is executed again, and the processing from A1029 to A1031 is executed repeatedly ( Loop processing).
  Further, by permitting an interrupt (A1028) before the initial value random number update process (A1029), if a timer interrupt occurs during the initial value random number update process, the interrupt process can be executed with priority. Become. Accordingly, since the timer interrupt process cannot be executed until the execution of the initial value random number update process is completed, it is possible to avoid a shortage of time for executing various processes included in the interrupt process.
  In the initial value random number update process (A1029), the initial value random number update process may be executed by a timer interrupt process in addition to the main process. However, when the initial value random number update process is executed in the timer interrupt process, an interrupt is issued during the initial value random number update process in the main process in order to avoid executing the initial value random number update process in both processes. It is prohibited to release the interrupt after updating the initial random number. However, if the initial value random number update process is not executed in the timer interrupt process and the initial value random number update process is executed only in the main process as in this embodiment, the interrupt can be canceled before the initial value random number update process. There is no problem, and there is an advantage that the main processing is simplified. Further, various random numbers may be updated not in the timer interrupt process but in the main process.
  The detection of the occurrence of a power failure (check of the power failure monitoring signal) may be executed by a timer interrupt process. At this time, the detection result may be monitored by the main process, or may be waited until it is reset.
  On the other hand, when the power failure monitoring signal is set to ON (the result of A1031 is “Y”), the game control device 600 continuously detects that the power failure monitoring signal is set to ON. It is determined whether the number of checks set in the process of A1030 has been reached (A1032). When the number of times that the power failure monitoring signal is set to ON is not reached the number of checks (result of A1032 is “N”), whether or not the power failure monitoring signal is ON again. Is determined (A1031). That is, when the power failure monitoring signal is on, it is determined whether or not the power failure monitoring signal is on for the number of checks.
  When the number of times that the power failure monitoring signal is continuously turned on reaches the number of checks (the result of A1032 is “Y”), the game control device 600 considers that a power failure has occurred. Then, the process when a power failure occurs is executed (A1033 to A1039).
  The game control device 600 prohibits interruption (A1033) and sets all output ports to off (A1034). Thereafter, the power failure recovery inspection region check data 1 is saved in the power failure recovery inspection region 1 (A1035), and further, the power failure recovery inspection region check data 2 is saved in the power failure recovery inspection region 2 (A1036).
  Further, the game control apparatus 600 executes a checksum calculation process for calculating a checksum when the RWM is turned off (A1037), and saves (saves) the calculated checksum value in the checksum area of the RWM ( A1038). Finally, access to the RWM is prohibited so that the contents of the RWM are not changed (A1039), and the system waits until the power of the gaming machine 1 is cut off. In this way, by saving check data in the power failure recovery inspection area and calculating and storing the checksum at the time of power-off, the information stored in the RWM before power-off is correctly backed up. It is possible to determine when the power is turned on again.
[Timer interrupt processing (game control device)]
Next, timer interrupt processing will be described. FIG. 8 is a flowchart illustrating a procedure of timer interrupt processing according to the first embodiment of this invention.
  The timer interrupt process is started when a periodic (for example, 1 millisecond cycle) timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 611a.
  When the timer interrupt process is started, the game control device 600 first saves the register by moving the value held in the predetermined register to the RWM (A1501). In this embodiment, a Z80 microcomputer is used as the game microcomputer. The Z80 microcomputer has a front register and a back register, and the processing of A1501 can be implemented by saving the value held in the front register to the back register.
  Next, the game control device 600 takes in input signals from various sensors and switches input via the input unit 620, and executes an input process of reading the state of each input port (A1502). The various sensors include a first start port switch 601, second start port switches 602a and 602b, a conventional gate switch 603, right count switches 605a to 605m, a left count switch 606, and the like. In the input process, the input information is confirmed by performing chattering removal or the like on the input signal.
  Further, the game control device 600 executes output processing for transmitting output data related to game control set in various processes to the effect control device 700 and the payout control device 640 (A1503). The output data is information for performing drive control of an actuator such as a solenoid, and the solenoids to be controlled include, for example, special prize opening solenoids 28a and 28b and a general electric solenoid 27. The output process also includes a process of outputting game data to an information collecting terminal device (not shown) that collects game data in the gaming machine.
  Next, the game control device 600 executes payout command transmission processing for transmitting (outputting) the command set in the transmission buffer to the payout control device 640 (A1504). For example, a prize ball command specifying the number of prize balls to be paid out from the payout device is transmitted.
  Further, the game control device 600 executes a random number update process 1 for updating the jackpot symbol random number 1 and the jackpot symbol random number 2 (A1505), and subsequently uses a variation pattern random number for determining the variation pattern in the special diagram variation display game. Random number update processing 2 to be updated is executed (A1506). In random number update processing 1 and random number update processing 2, in order to give randomness to various random numbers, the values of counters corresponding to various random numbers (big hit random number counter, hit random number counter, presentation determination random number counter, etc.) are incremented by one To do.
  After that, the game control device 600 executes a winning port switch / error monitoring process for monitoring various winning port switches and the like, and monitoring errors such as unauthorized opening of a frame (A1507). The various winning opening switches include, for example, a first starting opening switch 601, second starting opening switches 602a and 602b, a gate switch 603, winning opening switches 604a to 604n, right count switches 605a to 605m, and left count switch 606. . In the prize opening switch / error monitoring process, it is monitored whether a normal signal is input from these switches. As for error monitoring, the front frame 5 and the glass frame 6 are targeted for unauthorized opening.
  Further, the game control device 600 executes special figure game processing for performing processing related to the special figure variation display game (A1508). Details of the special game process will be described later with reference to FIG. Further, two types of special figure game processing may be prepared for normal time and big hit time corresponding to the result of the variable display game to be started.
  Subsequently, the game control device 600 executes a general game process for performing a process related to the general map display game (A1509).
  Next, the game control device 600 executes a segment LED editing process for controlling the display content of the segment LED for displaying the special figure variation game and various information relating to the game (A1510). Specifically, the parameters for outputting the results of the special map variation display game and the general map variation display game to the segment LED (for example, the collective display device 50) are edited.
  The game control device 600 checks the detection signal from the magnetic sensor 23 and executes a magnet error monitoring process for determining whether there is an abnormality (A1511). Further, the detection signal from the radio wave sensor 24 is checked, and radio wave fraud monitoring processing for determining whether there is an abnormality is executed (A1512). When the occurrence of an abnormality is detected, a notification sound is output from the speaker 10 or the gaming state notification LED 12 is turned on to notify the outside.
  Next, the game control device 600 executes an external information editing process for editing various signals output from the external information terminal 660 (A1513).
  Then, the game control device 600 clears the interrupt request and declares the end of the interrupt (A1514). Thereafter, the register temporarily saved in the process of A1501 is restored (A1515), the interrupt and timer interrupt by the prohibited external device are permitted (A1516), the timer interrupt process is terminated, and the process returns to the main process. .
[Special Figure Game Processing]
Next, the details of the special game process (A1508) in the timer interrupt process (FIG. 8) described above will be described. FIG. 9 is a flowchart showing the procedure of the special game process according to the first embodiment of this invention.
  In the special figure game process, monitoring of input signals by the first start port switch 601 and the second start port switches 602a and 602b, control of the entire process related to the special figure variation display game, display of special figures (identification symbols, identification information) Set up. The game control device 600 that executes special figure game processing constitutes special figure control means.
  When the special figure game process is started, the game control device 600 first executes a start switch monitoring process for monitoring a winning of the first start port switch 601 and the second start port switches 602a and 602b (A2001).
  In the start port switch monitoring process, when a game ball wins at the first start winning port 37 and the second start winning port 38, 39, various random numbers (such as big hit random numbers) are extracted, and special figure fluctuations based on the winning are changed. Prior to the start of the 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 will be described later with reference to FIG.
  Next, the game control device 600 executes a special winning opening switch monitoring process (A2002). In the big prize opening switch monitoring process, the game balls won by the left count switch 606 provided in the second special variable winning device 42 and the right count switches 605a to 605m provided in the first special variable winning device 41 are detected. The number of winning game balls is monitored.
  Next, the game control device 600 updates the special figure game processing timer by -1 if the special figure game processing timer has not expired (A2003). Then, it is checked whether or not the special figure game processing timer has expired (A2004). Note that the special figure game processing timer is set with an initial value of the variation time of the special figure fluctuation display game to be executed, and the value of the special figure game processing timer is decremented by 1 in the process of A2004. When the value of the special figure game processing timer becomes 0, it is determined that the time is up. Note that the variation time may be measured by updating the variation control timer only when the variation display game is executed.
  When the special-purpose game process timer has not expired (the result of A2004 is “N”), the game control apparatus 600 executes processes after A2016.
  On the other hand, when the special game process timer expires (the result of A2004 is “Y”), the game control device 600 refers to the special game sequence to be branched to the process corresponding to the special game process number. The branch table is set in the register (A2005). Furthermore, the branch destination address of the process corresponding to the special figure game process number is acquired based on the table (A2006). Then, the return address after the end of the branch process is saved in the stack area (A2007), and the process is branched according to the game process number (A2008). The game process number indicates the progress state of the special figure variation display game, and indicates the progress state of the special figure variation display game in seven stages of 0 to 6. When the process corresponding to a certain game process number is completed, the game process number is changed to the next number or the like.
  When the game process number is “0” (the result of A2008 is “0”), the game control apparatus 600 executes a special figure routine process (A2009). The special chart routine process monitors the fluctuation start of the special figure fluctuation display game, sets the fluctuation start of the special figure fluctuation display game, sets the effects, sets the information necessary to execute the special figure fluctuation processing, etc. Do.
  When the game process number is “1” (the result of A2008 is “1”), the game control device 600 executes the special figure changing process (A2010). In the special figure changing process, the stop display time of the identification information in the special figure changing display game, the setting of information necessary for performing the special figure display process, and the like are performed.
  When the game process number is “2” (the result of A2008 is “2”), the game control device 600 executes a special figure display process (A2011). In the special figure display process, if the result of the special figure fluctuation display game is a big hit, the fanfare command setting according to the type of the big hit, the fanfare time corresponding to the big winning opening opening pattern of each big hit, Information necessary for performing fanfare / interval processing is set.
  When the game process number is “3” (the result of A2008 is “3”), the game control apparatus 600 executes the fanfare / inter-interval process (A2012). In the fanfare / interval processing, 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, and the like are performed.
  When the game process number is “4” (the result of A2008 is “4”), the game control apparatus 600 executes a special winning opening opening process (A2013). The processing during opening of the big prize opening is necessary to set an interval command if the big hit round is not the final round, while setting the command of the big hit end screen if the big round is the final round, or to perform the big prize opening remaining ball processing Set information.
  When the game process number is “5” (the result of A2008 is “5”), the game control device 600 executes the big winning opening remaining ball process (A2014). In the winning ball remaining ball processing, when the big hit round is the final round, the time for the remaining ball in the big winning mouth to be discharged is set, or the information necessary to perform the big hit end processing is set Or
  In the winning prize remaining ball process, information necessary for updating the special symbol process timer and performing the fanfare / interval process or the big hit end process is set. In addition, it is determined whether the maximum opening time of the grand prize opening has elapsed, or whether a predetermined number (predetermined number) of game balls have been won in the big prize opening, and the opening / closing door 41a corresponding to the case where any of the conditions is satisfied. Close. After this is repeated for a predetermined number of rounds, the special figure game process number is set to 6.
  When the game process number is “6” (the result of A2008 is “6”), the game control apparatus 600 executes a jackpot end process (A2015). In the big hit end processing, information necessary for performing the special figure normal processing of A2009 is set.
  Thereafter, the game control device 600 prepares a table for controlling the variation of symbols in the collective display device 50 (special figure 1 display 51) (A2016). Subsequently, the symbol variation control process related to the collective display device 50 (special figure 1 display 51) is executed (A2017).
  Further, the game control device 600 prepares a table for controlling the variation of symbols in the collective display device 50 (special figure 2 display 52) (A2018). Subsequently, the symbol variation control process related to the collective display device 50 (special figure 2 display 52) is executed (A2019).
[Starter switch monitoring process]
Next, details of the start port switch monitoring process (A2001) in the special figure game process (FIG. 9) described above will be described. FIG. 10 is a flowchart illustrating the procedure of the start port switch monitoring process according to the first embodiment of this invention.
  When the start port switch monitoring process is started, the game control device 600 first prepares a table for setting information on hold due to a game ball winning in the first start winning port 37 (start port 1) (A2501). ).
  Subsequently, the game control device 600 executes a special-purpose start port switch common process that is executed in common when a game ball has won the first start winning port 37 or the second start winning port 38, 39 (A2502). ). The details of the special figure start port switch common process will be described later with reference to FIG.
  Next, in the game control device 600, the ordinary electric accessory (general power, ordinary variable winning device, opening / closing member 38a of the second starting winning port 38) is operating, that is, the opening / closing member of the second starting winning port 38. It is determined whether or not 38a is in an open state in which a game ball can be won (A2503). When the ordinary electric accessory is in operation (the result of A2503 is “Y”), the processing after A2505 is executed.
  On the other hand, when the ordinary electric accessory is not in operation (the result of A2503 is “N”), the game control device 600 determines whether or not a general electric power illegal prize has occurred (A2504).
  More specifically, the second start winning prize opening 38 cannot receive a game ball when the opening / closing member 38a is closed, and can receive a game ball only when the opening / closing member 38a is open. Therefore, when the game ball wins the second start winning opening 38 in the closed state (when the second start port switch 602a detects the game ball in the closed state), there is a high possibility that some abnormality or fraud has occurred. If there are game balls won in the closed state, the number is counted as an illegal prize. In the process of A2504, 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, for example, 5).
  The game control device 600, when a general electric power illegal winning has occurred (the result of A2504 is "Y"), is a process related to the special figure variable display game as winning and invalidating the game ball to the second start winning opening 38 Is not executed, and the start port switch monitoring process is terminated.
  On the other hand, the game control apparatus 600 sets information on hold by the second start winning prize ports 38 and 39 (starting mouth 2) when the ordinary electric power illegal winning has not occurred (the result of A2504 is “N”). A table is prepared (A2505), and special figure start port switch common processing is executed (A2506). Thereafter, the start port switch monitoring process is terminated.
[Special figure start port switch common processing]
Next, the details of the special start port switch common processing (A2502, A2506) in the above-described start port switch monitoring processing (FIG. 10) will be described. FIG. 11 is a flowchart illustrating a procedure of the special-purpose start port switch common process according to the first embodiment of this invention.
  The special processing start port switch common processing is a signal input from the first start port switch 601 and the second start port switches 602a and 602b when a game ball has won the first start winning port 37 and the second start winning ports 38 and 39. This process is executed in common when there is an error.
  First, the game control device 600 determines whether or not a signal is input from a monitored start port switch (for example, the first start port switch 601) among the first start port switch 601 and the second start port switches 602a and 602b. Is checked (A3001). If no signal is input from the monitored start port switch (the result of A3001 is “N”), the special-purpose start port switch common process is terminated.
  On the other hand, when a signal is input from the start port switch to be monitored (result of A3001 is “Y”), the game control device 600 has latch data in the random number latch register corresponding to the start port to be monitored. It is determined whether or not a random number has been extracted (A3002). If no random number has been extracted (the result of A3002 is “N”), the special figure start port switch common process is terminated.
  When there is latch data in the random number latch register corresponding to the monitored start port (the result of A3002 is “Y”), the game control device 600 sets the start port winning flag corresponding to the monitored start port switch to RWM. (A3003). Furthermore, the big hit random number extracted to the hard random number latch register corresponding to the monitoring target start port switch is loaded, and preparation for use in the subsequent processing is made (A3004).
  Subsequently, the game control device 600 outputs the number of times information related to the number of times of winning in the start winning port corresponding to the monitored start port switch is output to the management device outside the gaming machine 1 (start port signal output). Load) (A3005). Then, it is updated by adding 1 to the loaded value (A3006), and it is checked whether or not the start port signal output count overflows (A3007).
  When the start port signal output count does not overflow (the result of A3007 is “N”), the game control apparatus 600 sets the updated start port signal output count value in the start port signal output count area of the RWM. Save (A3008).
  After the processing of A3008 ends or when the number of times of start port signal output overflows (result of A3007 is “Y”), the game control device 600 updates the characteristics of the update target corresponding to the start port switch to be monitored. It is determined whether the figure holding (starting memory) number is less than the upper limit value (A3009).
  When the special figure hold number is less than the upper limit value (the result of A3009 is “Y”), the game control device 600 sets information corresponding to the winning detected by the start port switch. Specifically, first, 1 is added to the number of special figure reservations to be updated (for example, the number of special figure 1 reservations) (A3010).
  Subsequently, the game control device 600 prepares a decoration special figure hold number command corresponding to the monitoring target start port switch and the special figure hold number (A3011). The decoration special figure reservation number command is composed of a MODE part and an ACTION part. At this time, the prefetch result corresponding to the newly generated start memory may be transmitted together with the decoration special figure hold number command. For example, a value indicating the prefetching result may be added to the ACTION part of the decoration special figure reservation number command.
  More specifically, the game control device 600 first prepares a decoration special figure hold number command (MODE) for the start port switch to be monitored, and further displays a decoration special figure hold number command ( ACTION) is prepared. Then, a command setting process for setting the prepared special figure reservation number command is executed (A3012).
  Next, the game control device 600 calculates the address of the random number save area corresponding to the updated special figure hold number (A3013). Then, the big hit random number acquired in the process of A3004 is saved in the big hit random number saving area of the RWM (A3014). Further, the jackpot symbol random number of the start switch to be monitored is extracted and prepared (A3015). Thereafter, the prepared jackpot symbol random number is saved in the RWM jackpot symbol random number saving area (A3016).
  Subsequently, the game control device 600 extracts a variation pattern random number, and saves the extracted value in the corresponding variation pattern random number storage area of the RWM (A3017). Specifically, the fluctuation pattern random numbers 1 to 3 are extracted and saved in the corresponding fluctuation pattern random number storage areas. The variation pattern random numbers 1 to 3 are used, for example, for individually setting the variation patterns of the first half and the second half, or for executing a specific effect.
  Fluctuation pattern random numbers (variation patterns 1 to 3) for determining a variation pattern in the first or second special figure variation display game (including the execution time of the variation display game in variation display without various reach and reach), Unlike the big hit symbol random number which is updated by the software of the random number generation circuit, it is updated by the game control program. Note that the update of the variation pattern random number is not limited to being performed by the game control program, but may be performed by hardware or software of the random number generation circuit.
  Then, the game control device 600 loads the jackpot symbol random number corresponding to the monitored start port switch saved in the RWM in the process of A3016, and executes the special figure hold information determination process (A3018). Details of the special figure hold information determination process will be described later with reference to FIG. Then, the special figure start port switch common process is terminated.
  On the other hand, when the special figure hold number is not less than the upper limit (the result of A3009 is “N”), the game control apparatus 600 prepares a decorative special figure hold number command (pending overflow command) (A3019) and sets the command. Processing is executed (A3020). Then, the special figure start port switch common process is terminated.
[Special figure hold information judgment processing]
Next, details of the special figure hold information determination process (A3018) in the special figure start port switch common process (FIG. 11) described above will be described. FIG. 12 is a flowchart illustrating a procedure of special figure hold information determination processing according to the first embodiment of this invention.
  The special figure hold information determination process is a prefetching process for determining the result related information (game result information) corresponding to the start memory before the start timing of the special figure variation display game based on each start memory.
  The game control device 600 first determines whether or not the execution condition of the prefetching effect (notice) is satisfied (A3101). The execution condition of the pre-reading effect is, for example, that when the game ball wins the first start winning opening 37, there is no general power support and it is not in the special game state. In addition, when the game ball wins the second start winning opening 38, 39, the pre-reading performance execution condition is always satisfied. In the case of the normal gaming state, it is also determined that the condition for transmitting the prefetch prohibition command, that is, the condition for executing the prefetch effect is not satisfied even when the number of executions of the variable display game is less than 8 after the power failure is restored. Also good. If the execution condition for the prefetch effect is not satisfied (the result of A3101 is “N”), the game control device 600 ends the special figure hold information determination process.
  On the other hand, the game control device 600 determines whether or not the newly stored start-up memory is a big hit if the pre-reading effect execution condition is satisfied (the result of A3101 is “Y”). Is executed (A3102). The big hit determination process determines whether or not the result of the variable display game related to the start memory is a big hit by determining whether or not the big hit random number value included in the pending start memory matches the big hit determination value. judge.
  The game control apparatus 600 determines whether or not the determination result by the big hit determination process of A3102 is a big hit (A3103). When the determination result of the big hit determination process is not a big hit (the result of A3103 is “N”), the stoppage stop symbol pattern is set as the stop symbol pattern (A3106). Then, the processing after A3107 is executed.
  On the other hand, when the determination result of the big hit determination process is a big hit (the result of A3103 is “Y”), the game control device 600 specifies the identification symbol at the time of the big hit in the big hit symbol random number check table corresponding to the winning start port. Is set as a table for this (A3104). In the jackpot symbol random number check table, a determination value of a random number indicating a distribution rate of whether or not the jackpot is hit and a jackpot stop symbol pattern corresponding to the determination value are defined.
  Further, the game control device 600 checks the big hit symbol random number from the big hit symbol random number check table set in the processing of A3104, and acquires and sets the corresponding big hit symbol stop symbol pattern (A3105).
  Subsequently, the game control device 600 saves the jackpot stop symbol pattern set in the process of A3105 or the loss stop symbol pattern set in the process of A3106 in the prefetch stop symbol stop pattern area (A3107). Further, a pre-read symbol command corresponding to the target start port switch and stop symbol pattern is prepared (A3108), and command setting processing is executed (A3109).
  Next, the game control device 600 executes special figure information setting processing for setting special figure information set for the monitoring target start port (A3110).
  Subsequently, the game control device 600 prepares a second half variation pattern setting information table corresponding to the monitoring target start port in order to set the second half variation pattern among the variation modes in the special figure variation display game (A3111). A variation pattern setting process for setting the entire variation pattern is executed (A3112). The variation pattern setting process is performed in the same manner as FIG. Note that a variation pattern setting process may be defined for each result of the special figure fluctuation display game, and a corresponding fluctuation pattern setting process may be executed according to the result of the target special figure fluctuation display game.
  Finally, the game control device 600 prepares a prefetch variation pattern command corresponding to the first and second variation numbers set in the variation pattern setting process (A3113), and executes the command setting process (A3114). Thereafter, the special figure hold information determination process is terminated.
  As described above, in the special figure hold information determination process, before executing the special figure fluctuation display game corresponding to the start memory, the result of the special figure fluctuation display game is acquired and notified to the effect control device 700. Is possible. The effect control device 700 changes the display mode of the start-up memory display displayed on the variation display device 35, for example, and gives the player the result of the special diagram variation display game before the start timing of the special diagram variation display game. Is notified. Here, the game control device 600 functions as a prior determination unit, and the effect control device 700 functions as a prior notification unit. Note that the game control device 600 and the effect control device 700 may be combined to serve as a prior determination unit.
[Special figure routine processing]
Next, the details of the special figure routine process (A2809) in the special figure game process (FIG. 9) described above will be described. FIG. 13 is a flowchart illustrating the procedure of the special figure normal processing according to the first embodiment of this invention.
  The game control device 600 first determines whether or not the special figure 2 hold number (second start memory number) is 0 (A3501). Further, when the special figure 2 hold number is 0 (the result of A3501 is “Y”), it is determined whether or not the first start memory number (special figure 1 hold number) is 0 (A3506). Thus, by performing the special figure 2 hold number check (A3501) before the special figure 1 hold number check (A3506), the second advantageous to the player over the first special figure variable display game. The special figure variation display game is preferentially executed.
  When the special figure 2 hold number is not 0 (the result of A3501 is “N”), the game control apparatus 600 prepares a decoration special figure hold number command corresponding to the special figure 2 hold number (A3502), and performs command setting processing. Is executed (A3503). Furthermore, the special figure 2 fluctuation start process for executing the special figure fluctuation display game is executed (A3504). Details of the special figure 2 fluctuation start process will be described later with reference to FIG.
  After that, the game control device 600 executes a special figure changing process transition setting process (special figure 2) for preparing a table (for the second special figure) for shifting to the special figure changing process (A3505). Normal processing ends. Details of the special figure changing process transition setting process (special figure 2) will be described later with reference to FIG.
  In addition, when the special figure 1 hold number is not 0 (the result of A3506 is “N”), the game control device 600 prepares a decoration special figure hold number command corresponding to the special figure 1 hold number (A3507), A setting process is executed (A3508). Furthermore, the special figure 1 fluctuation start process for executing the special figure fluctuation display game is executed (A3509). Details of the special figure 1 fluctuation start process will be described later with reference to FIG. It should be noted that the decoration special figure hold number command may be transmitted to the effect control apparatus 700 only when the hold number changes.
  After that, the game control device 600 executes a special figure changing process transition setting process (special figure 1) for preparing a table (for the first special figure) for shifting to the special figure changing process (A3510). Normal processing ends.
  On the other hand, the game control device 600 has already started the customer waiting demo in which the variable display device 35 displays the customer waiting demo screen when the special figure 1 holding number is 0 (the result of A3506 is “Y”). It is determined whether or not there is (A3511). If the customer waiting demo has not started, that is, if it has not been started (the result of A3511 is “N”), the customer waiting demo flag area is set to ON and saved (A3512). Subsequently, a customer waiting demo command is prepared as customer waiting demo start information that enables control to shift the gaming machine 1 to the customer waiting demo state (A3513), and a command setting process is executed to execute the customer waiting demo command. Transmit (A3514).
  As described above, the fact that the special figure fluctuation display game is not being executed and the number of holds is 0 is a condition for shifting to the customer waiting state (customer waiting demo state), and if this transition condition (predetermined condition) is satisfied. The waiting process in the variable display device 35 is started by the transition process (A3512-A3514). Note that when the special figure routine processing is performed, the special figure fluctuation display game is not being executed.
  On the other hand, when the customer waiting demo has already started (the result of A3506 is “Y”), the game control device 600 has already set the customer waiting demo flag in the customer waiting demo flag area, Has already been transmitted to the effect control device 700, and therefore the processing from A3515 is executed.
  Finally, the game control device 600 executes the special figure normal process transition setting process 1 for preparing a table for shifting to the special figure normal process (A3515). Specifically, a process of setting a processing number “0” corresponding to the special figure routine processing, a flag (big prize opening fraud monitoring information) for defining a big prize opening fraud monitoring period, and the like in the table is executed. Thereafter, the special figure routine processing is terminated.
[Special Figure 1 Change Start Processing]
Next, the details of the special figure 1 fluctuation start process (A3509) in the special figure usual process (FIG. 13) described above will be described. FIG. 14 is a flowchart illustrating the procedure of the special figure 1 fluctuation start process according to the first embodiment of this invention. The special figure 1 fluctuation start process is a process performed at the start of the first special figure fluctuation display game.
  First, the game control device 600 saves a special figure 1 fluctuation flag indicating the type of special figure fluctuation display game to be executed (here, special figure 1) in the fluctuation symbol discrimination area (A3701), and the first special figure fluctuation display game. A big hit flag 1 setting process (A3702) for setting shift information and big hit information is performed on the big hit flag 1 for determining whether or not the big hit is.
  Next, the game control device 600 performs the special figure 1 stop symbol setting process (A3703) related to the setting of the special figure 1 stop symbol (symbol information), and then the special symbol information which is a parameter for setting the variation pattern. Special figure information setting process (A3704) for setting the special figure 1 variation pattern setting information which is a table in which information for referring to various information regarding the variation pattern setting of the first special figure variation display game is set. A table is prepared (A3705). Thereafter, a variation pattern setting process (A3706) for setting a variation pattern which is a variation mode in the first special figure variation display game is performed, and a variation start information setting process (A3706) for setting variation start information of the first special figure variation display game ( A3707) is performed, and the special figure 1 fluctuation start process is terminated.
[Big hit flag 1 setting process]
Next, the details of the big hit flag 1 setting process (A3702) in the special figure 1 fluctuation start process (FIG. 14) described above will be described. FIG. 15 is a flowchart illustrating a procedure of the big hit flag 1 setting process according to the first embodiment of this invention.
  First, the game control device 600 saves the shift information in the big hit flag 1 area (A3801). Next, a big hit random number is loaded from the RWM special figure 1 big hit random number storage area (for holding number 1) and prepared (A3802). Note that for the number of holdings 1 is an area for storing information (random numbers or the like) about the special figure starting storage whose digestion order is the earliest (here, the earliest in the special figure 1). Thereafter, a jackpot determination process (A3803) is performed for determining whether or not the acquired jackpot random number value matches the jackpot determination value.
  When the determination result of the big hit determination process (A3803) is a big hit (the result of A3804 is “Y”), the game control device 600 overwrites the big hit information in the area of the big hit flag 1 in which the lost information is saved in A3801. And save (A3805), and the big hit flag 1 setting process is terminated. On the other hand, when the determination result of the big hit determination process (A3803) is not a big hit (the result of A3804 is “N”), the big hit flag 1 setting process is terminated while the shift information is saved in the big hit flag 1.
[Variation pattern setting process]
Next, the details of the variation pattern setting process (A3706) in the special figure 1 variation start process (FIG. 14) described above will be described. FIG. 16 is a flowchart illustrating a procedure of variation pattern setting processing according to the first embodiment of this invention. Note that the fluctuation patterns are the first half fluctuation pattern that is a fluctuation mode from the start of the special figure fluctuation display game to the reach state, and the second half fluctuation that is a fluctuation aspect from the reach state to the end of the special figure fluctuation display game. First, the second half variation pattern is set first, and then the first half variation pattern is set.
  First, the game control device 600 sets a variation group selection address table (A4101), and acquires and prepares an address of the latter half variation group table corresponding to the variation distribution information 2 (A4102). Then, it is determined whether the effect mode number is less than 2 (either 0 or 1) (A4103). If the production mode number is not less than 2 (the result of A4103 is “N”), it is determined whether the stop symbol pattern is a discontinuation stop symbol pattern (A4104). If the stop symbol pattern is not a discontinuity symbol pattern (A4104) When the result is “N”), the variable pattern random number 1 is loaded from the target variable pattern random number 1 storage area (for holding number 1) and prepared (A4107).
  On the other hand, when the production mode number is less than 2 (the result of A4103 is “Y”), or when the stop symbol pattern is an outlier stop symbol pattern (the result of A4104 is “Y”), the game control device 600 The address of the table corresponding to the variable distribution information 1 is acquired from the table prepared in A4102 (A4105). Next, the acquired address is prepared as the address of the second-half fluctuation group (A4106), and the fluctuation pattern random number 1 is loaded from the target fluctuation pattern random number 1 storage area (for holding number 1) and prepared (A4107).
  When the production mode number is less than 2 or when the stop symbol pattern is an outlier stop symbol pattern, the game control device 600 also includes the variable distribution information 1 obtained from the hold number information that is information related to the start memory number. By taking the address into consideration, the selection pattern of the variation pattern is made different depending on the starting memory number.
  Thereafter, the game control device 600 performs 2-byte distribution processing (A4108), acquires and prepares the address of the latter half variation selection table obtained as a result of the distribution (A4109), and stores the target variation pattern random number 2 storage area Fluctuation pattern random number 2 is loaded from (for holding number 1) and prepared (A4110). Then, a sorting process (A4111) is performed, and the latter half variation number obtained as a result of the sorting is acquired and saved in the latter half variation number area (A4112). By this process, the latter half fluctuation pattern corresponding to the latter half fluctuation number is set.
  Next, the game control device 600 sets the first half variation group table (A4113), and calculates a table selection pointer based on the variation distribution information 1 and 2 (including the determined second half variation number) (A4114). Then, the address of the first half variation selection table corresponding to the calculated pointer is acquired and prepared (A4115), and a random number is loaded from the target variation pattern random number 3 storage area (for holding number 1) and prepared (A4116). Thereafter, a sorting process (A4117) is performed, the first half variation number obtained as a result of the sorting is acquired and saved in the first half variation number area (A4118), and the variation pattern setting process is terminated. By this processing, the first half variation pattern corresponding to the first variation number is set, and the variation pattern of the special figure variation display game is set.
[2-byte sort processing]
Next, details of the 2-byte sorting process (A4108) in the above-described variation pattern setting process (FIG. 16) will be described. FIG. 17 is a flowchart illustrating a procedure of 2-byte distribution processing according to the first embodiment of this invention. The 2-byte distribution process is a process for selecting the latter half variation selection table of the special figure variation display game from the latter half variation group table based on the variation pattern random number 1.
  First, the game control device 600 checks whether or not the top data of the latter half variation group table (selection table) prepared in the variation pattern setting process is a code with no distribution (ie, “0”) (A4201). Here, the latter half fluctuation group table stores a predetermined distribution value in association with at least one latter half fluctuation pattern group, but defines only the latter half fluctuation pattern group in which the latter half fluctuation pattern is “no reach”. In the variation group table (for example, a part of the variation group table when the result is out of order), since there is no need for distribution, a distribution value “0”, that is, a code without distribution is defined at the top. .
  When the first data in the latter-half variation group table is a code without distribution (the result of A4202 is “Y”), the game control device 600 updates the address of the data corresponding to the distribution result (A4207). ) The 2-byte sorting process ends. On the other hand, if the first data in the latter-half variation group table is not a code without distribution (the result of A4202 is “N”), the first distribution value specified in the latter-half variation group table is acquired (A4203).
  Subsequently, the game control device 600 calculates a new random value by subtracting the distribution value acquired in A4203 from the random value loaded in A4107 (the value of the variation pattern random number 1) (A4204), It is determined whether the calculated new random value is smaller than “0” (A4205). If the new random value is not smaller than “0” (the result of A4205 is “N”), after updating to the address of the next distribution value (A4206), the processing shifts to A4203, and the subsequent processing I do. That is, in A4203, after the distribution value specified next in the variation group selection table is acquired, the distribution value is subtracted by using the determined random value as a new random value in A4205, and a new random value is further obtained. Calculate (A4204). Then, it is determined whether or not the calculated new random value is smaller than “0” (A4205).
  The above processing is executed until it is determined in A4205 that the new random value is smaller than “0” (the result of A4205 is “Y”). As a result, any one of the latter-half variation selection tables is selected from at least one latter-half variation selection table defined in the latter-half variation group table. If it is determined in A4205 that the new random value is smaller than “0” (the result of A4205 is “Y”), it is updated to the address of the data corresponding to the distributed result (A4207), and 2 bytes are distributed. The process ends.
[Distribution processing]
Next, details of the distribution process (A4111, A4117) in the above-described variation pattern setting process (FIG. 16) will be described. FIG. 18 is a flowchart illustrating a procedure of distribution processing according to the first embodiment of this invention. The sorting process is based on the fluctuation pattern random number 2 to select the latter half fluctuation pattern of the special figure fluctuation display game from the latter half fluctuation selection table (second half fluctuation pattern group), or based on the fluctuation pattern random number 3, the first half fluctuation selection table ( This is a process for selecting the first half variation pattern of the special figure variation display game from the first half variation pattern group).
  First, the game control device 600 determines whether or not the leading data of the prepared second half variation selection table (selection table) or first half variation selection table (selection table) is a code without distribution (ie, “0”). Check (A4301). Here, like the latter half fluctuation group table, the latter half fluctuation selection table and the first half fluctuation selection table store a predetermined distribution value in association with at least one latter half fluctuation pattern or first half fluctuation pattern. In the case of a selection table having no distribution, a distribution value “0”, that is, a code without distribution is defined at the top.
  When the first data in the second half variation selection table or the first half variation selection table is a code without distribution (the result of A4302 is “Y”), the game control device 600 sets the address of the data corresponding to the distribution result. Update (A4307), and the distribution process ends. On the other hand, when the first data of the second half variation selection table or the first half variation selection table is not a code without sorting (the result of A4302 is “N”), the first specified in the second half variation selection table or the first half variation selection table is one. The distribution value is acquired (A4303).
  Subsequently, the game control apparatus 600 subtracts the distribution value acquired in A4303 from the random value (the value of the variation pattern random number 2 or the variation pattern random number 3) loaded in A4110 or A4116, and obtains a new random value. After the calculation (A4304), it is determined whether the calculated new random value is smaller than “0” (A4305). If the new random value is not smaller than “0” (the result of A4305 is “N”), after updating to the address of the next distribution value (A4306), the process proceeds to A4303 and thereafter Perform the process.
  In other words, the game control device 600 obtains the next specified distribution value in the second half variation selection table or the first half variation selection table in A4303, and then distributes the determined random number value in A4305 as a new random value. The value is subtracted and a new random value is calculated (A4304). Then, it is determined whether or not the calculated new random value is smaller than “0” (A4305). The above processing is executed until it is determined in A4305 that the new random value is smaller than “0” (the result of A4305 is “Y”). As a result, any one of the latter-half variation number or the first-half variation number is selected from at least one latter-half variation pattern or first-half variation pattern defined in the latter-half variation selection table or the first-half variation selection table. If it is determined in A4305 that the new random value is smaller than “0” (the result of A4305 is “Y”), the data is updated to the address of the data corresponding to the distribution result (A4307), and the distribution process is performed. finish.
[Variation start information setting process]
Next, the details of the change start information setting process (A3707) in the special figure 1 change start process (FIG. 14) described above will be described. FIG. 19 is a flowchart illustrating a procedure of change start information setting processing according to the first embodiment of this invention.
  The game control device 600 first clears the random number storage area of the target variation pattern random numbers 1 to 3 (A4401). Next, the first half variation time value table is set (A4402), and the first half variation time value corresponding to the first half variation number is acquired (A4403). Further, the latter half variation time value table is set (A4404), and the latter half variation time value corresponding to the latter half variation number is acquired (A4405).
  Then, the game control device 600 adds the first half variation time value and the second half variation time value (A4406), and saves the addition value in the special figure game processing timer area (A4407). Thereafter, a variation command (MODE) corresponding to the first variation number is prepared (A4408), a variation command (ACTION) corresponding to the second variation number is prepared (A4409), and command setting processing is performed (A4410). Next, the special symbol holding number corresponding to the variation symbol determination flag is updated by −1 (A4411), the address of the random number storage area corresponding to the variation symbol determination flag is set (A4412), and the random number storage region is shifted ( A4413), the empty area after the shift is cleared to 0 (A4414).
  Thereafter, the game control device 600 first clears the stop extension information area as processing related to extension of the stop time for displaying the result of the special figure variation display game (A4415). Then, the stop symbol pattern is a discontinuation stop symbol pattern (result of A4416 is “Y”), the effect mode number is 2 (result of A4417 is “Y”), and the remaining number of rotations in the effect mode (number of games) ) Is 1 (the result of A4418 is “Y”), it is determined whether the special figure has a high probability (high probability state) (A4419).
  When the special figure is not in high probability (the result of A4419 is “N”), the game control device 600 saves the stop extension information 1 in the stop extension information area (A4420), and issues a stop information command corresponding to the stop extension information. Preparation is performed (A4422), command setting processing (A4423) is performed, and variation start information setting processing is terminated. Thereby, the stop time is set to the special figure extension display time 1 (first extended stop time) which is longer than the normal special figure display time (normal stop time). Further, when the special figure is in high probability (the result of A4419 is “Y”), the stop extension information 2 is saved in the stop extension information area (A4421), and a stop information command corresponding to the stop extension information is prepared. (A4422), command setting processing (A4423) is performed, and the variation start information setting processing is terminated. As a result, the stop time is set to the special figure extended display time 2 (second extended stop time) that is longer than the normal special figure display time.
  On the other hand, when the stop symbol pattern is not an outlier stop symbol pattern (result of A4416 is “N”) or when the effect mode number is not 2 (result of A4417 is “N”), the remaining number of revolutions in effect mode 2 (game When the number is not 1 (the result of A4418 is “N”), the game control device 600 ends the variation start information setting process. In this case, the stop time extension is not set and the normal stop time is set. In this way, the stop time of the special figure fluctuation display game is set at the start of the special figure fluctuation display game based on the result of the special figure fluctuation display game, the specific rotation speed, and the state of the production mode. It has come to be. Thereby, for example, it is possible to set an effect that is continuous between the variation time and the stop time, and the interest of the game can be improved.
  Through the above processing, information related to the start of the special figure variation display game is set. That is, the game control device 600 serves as a determination unit that determines various random numbers stored in the start storage unit (holding storage unit, here, the game control device 600). Further, the game control device 600 serves as a variation pattern determining means capable of determining a variation pattern of identification information executed in the variation display game based on the determination information of the start memory.
  Information regarding the start of the special figure variation display game is transmitted to the effect control device 700 later, and the effect control device 700 responds to the determined variation pattern based on the reception of the information regarding the start of the special figure variation display game. To set the detailed contents of the decoration special map change display game.
[Special Figure 2 Variation Start Processing]
Next, the details of the special figure 2 fluctuation start process (A3504) in the special figure usual process (FIG. 13) described above will be described. FIG. 20 is a flowchart illustrating the procedure of the special figure 2 fluctuation start process according to the first embodiment of this invention. The special figure 2 fluctuation start process is a process performed at the start of the second special figure fluctuation display game, and the same process as the special figure 1 fluctuation start process shown in FIG. Is what you do.
  The game control device 600 first saves a special figure 2 fluctuation flag indicating the type of special figure fluctuation display game to be executed (here, special figure 2) in the fluctuation symbol discrimination area (A4501), and the second special figure fluctuation display game. A big hit flag 2 setting process (A4502) for setting deviation information and big hit information is performed on the big hit flag 2 for determining whether or not is a big hit.
  Next, the game control device 600 performs the special figure 2 stop symbol setting process (A4503) related to the setting of the special figure 2 stop symbol (symbol information), and then the special symbol information which is a parameter for setting the variation pattern. Special figure information setting processing (A4504) for setting the special figure 2 fluctuation pattern setting information, which is a table in which information for referring to various information related to the setting of the fluctuation pattern of the second special figure fluctuation display game is set. A table is prepared (A4505). Thereafter, a variation pattern setting process (A4506, see FIG. 16) for setting a variation pattern for the second special figure variation display game is performed, and a variation start information setting process for setting the variation start information for the second special figure variation display game ( A4507, see FIG. 19), and the special figure 2 fluctuation start process is terminated.
[Big hit flag 2 setting process]
Next, the details of the big hit flag 2 setting process (A4502) in the special figure 2 fluctuation start process (FIG. 20) described above will be described. FIG. 21 is a flowchart illustrating the procedure of the big hit flag 2 setting process according to the first embodiment of this invention. In this process, the same process as that in the big hit flag 1 setting process shown in FIG. 15 is performed for the second start-up memory.
  The game control device 600 first saves the shift information in the big hit flag 2 area (A4601). Next, a big hit random number is loaded from the RWM special figure 2 big hit random number storage area (for holding number 1) and prepared (A4602). Note that for the number of reservations 1 is an area for storing information (random number or the like) about the special figure starting storage whose digestion order is the earliest (here, the earliest in the special figure 2). Thereafter, a jackpot determination process (A4603) is performed for determining whether or not the jackpot random number value matches the jackpot determination value.
  When the determination result of the big hit determination process (A4603) is a big hit (the result of A4604 is “Y”), the game control device 600 overwrites the big hit information in the area of the big hit flag 2 in which the loss information is saved in A4601. And save (A4605), and the big hit flag 2 setting process is terminated. On the other hand, when the determination result of the big hit determination process (A4603) is not a big hit (the result of A4604 is “N”), the big hit flag 2 setting process is terminated while the deviation information is saved in the big hit flag 2.
[Contents of fluctuation pattern]
The contents of the variation pattern set as described above will be described with reference to FIGS. 22 (A) and 22 (B). FIG. 22A is a loss variation pattern table showing an example of a variation pattern at the time of loss. FIG. 22B is a big hit fluctuation pattern table showing an example of a big hit fluctuation pattern. Note that the gaming machine 1 is configured to be able to set a variation pattern corresponding to various gaming states (such as a short time state) in addition to the variation patterns of FIGS. 22 (A) and 22 (B).
  When the result of the special figure variation display game is out of place, the variation pattern is based on the outlier variation pattern table of FIG. 22A, with no reach variation (variation pattern 1), normal (N) reach variation (variation). Pattern 2), Special (SP) with different variation time 1 Reach variation (variation patterns 3-5), Special with different variation time (SP) 2 Reach variation (variation patterns 6-8), and Special with different variation time (SP) ) One variation pattern is set from among three reach variations (variation patterns 9 to 11). In the loss variation pattern table, the selectivity decreases and the variation time tends to increase in the order of non-reach variation, normal reach variation, SP1 reach variation, SP2 reach variation, and SP3 reach variation. Therefore, in the order of no reach, normal reach, SP1 reach, SP2 reach, and SP3 reach, the expectation level of the jackpot of the reach system is increased (the expected level of loss is reduced).
  Here, the reach state (also simply referred to as “reach”) means that the display result of the identification information that has already been derived and displayed among the plurality of identification information (special symbols) in the decoration special figure fluctuation display game A display state that satisfies the conditions for the special result mode. In the present embodiment, the reach state is a state in which, in particular, a plurality of pieces of identification information are stopped at the identification information that can generate the special result mode, and the identification information to be stopped last is changing. The reach system information is information indicating reach systems such as no reach, normal reach, SP1 reach, SP2 reach, SP3 reach (super reach), and premium reach.
  The effect control device 700 executes the pseudo-continuous effect and the step-up effect during the time allotted to perform the pseudo-continuous (notice) effect and the step-up (notice) effect in the set fluctuation time. Instead of the pseudo-continuous effect, another effect (movie preview, etc.) may be executed.
  In the variation patterns 6 and 9, a step-up effect is executed in which effects set in a plurality of stages are sequentially executed from a lower stage (step) to a predetermined stage (step). In the present embodiment, it is specified only whether or not the game control device 600 can implement a step-up effect (which may include a pre-read step-up effect described later), and the effect control device 700 performs the step-up effect. Although the number of steps (indicating how many steps are executed) is designated, the game control device 600 may designate the number of steps.
  In the variation patterns 4, 5, 7, 8, 10, and 11, the decorative pattern (identification) that is variably displayed on the variation display device 35 during one special-figure variation display game executed using one start memory. A pseudo continuous effect as if a plurality of variable display games are continuously performed is executed by pseudo-stopping (temporarily stopping) the symbols and identification information) in a stop mode other than the special result mode. In the pseudo-continuous production, a pseudo-variable display game (pseudo-variation) accompanied by a stop (temporary stop) of the decorative symbols is continuously performed a predetermined number of times. The number of pseudo-continuations in the variation patterns 4, 5, 7, 8, 10, and 11 is the number of pseudo-variable display games in one special figure variation display game. In the variation patterns 4, 7, and 10, the number of pseudo-continuations is 2. Is set to 3 times, and in the variation patterns 5, 8, and 11, the pseudo continuous number is set to 3 times.
  In the variation pattern in which the pseudo continuous effect is not executed, the decorative design stops (main stop) without a temporary stop after a predetermined time has elapsed since the start of the change, but may be stopped immediately after the temporary stop. .
  On the other hand, when the result of the special figure fluctuation display game is a big hit, the fluctuation pattern is a normal reach fluctuation (fluctuation pattern 2) and an SP1 reach fluctuation with different fluctuation times based on the big hit fluctuation pattern table of FIG. (Variation patterns 3-5), SP2 reach variation (variation patterns 6-8) with different variation times, SP3 reach variation (variation patterns 9-11) with different variation times, and premium reach variation (variation pattern 12) One fluctuation pattern is set.
  In the big hit variation pattern table, the selection ratio is set to increase in the order of normal reach variation, SP1 reach variation, SP2 reach variation, and SP3 reach variation. Therefore, the expectation of the jackpot of the reach system increases in the order of normal reach, SP1 reach, SP2 reach, and SP3 reach. Note that since the premium reach fluctuation has a very high expectation of being a big hit, the selection ratio of the premium reach fluctuation is set to be the lowest. Further, the fluctuation time tends to increase in the order of normal reach fluctuation, SP1 reach fluctuation, SP2 reach fluctuation, SP3 reach fluctuation, and premium reach fluctuation. The degree of expectation of jackpot corresponds to the probability of a big hit when the fluctuation pattern (reach fluctuation) is selected. For example, the occurrence rate of the fluctuation pattern in the case of big hit includes the case of deviation from the case of big hit Equivalent to the overall appearance rate.
  In the variation patterns 3, 6, and 9, a step-up effect is executed. In the variation patterns 4, 5, 7, 8, 10 to 12, a pseudo continuous effect is executed. In the variation patterns 4, 7, and 10, the pseudo continuous number is set to 2 times, and in the variation patterns 5, 8, and 11, the pseudo continuous number is set to 3 times. In the fluctuation pattern 12 accompanied by the premium reach fluctuation, the pseudo continuous number is set to four times. In this way, the gaming machine 1 is configured such that the higher the number of executions of the pseudo-variable display game is, the higher the degree of expectation that the result of the special figure variable display game is a big hit (the degree of expectation that a special gaming state will occur). Has been.
  In the gaming machine 1, the game control device 600 may specify the variation time, the corresponding reach type, and the pseudo continuous number according to the variation pattern type, or the game control device 600 may specify the variation pattern type. It is also possible to designate only the variation time and designate the reach type and pseudo-continuous number corresponding to the production control device 700.
[1st CPU main processing (production control device)]
Next, details of the main process executed by the effect control device 700 will be described. FIG. 23 is a flowchart illustrating a procedure of main processing (1st main processing) executed by the main control microcomputer (1st CPU) 710 of the presentation control device 700 according to the first embodiment of this invention. The main process is executed when the gaming machine 1 is turned on. In the flowchart of the process executed by the effect control device 700, the step code (number) is represented as “B ***”.
  When the execution of the main process is started, the main control microcomputer (1st CPU) 710 first prohibits interruption (B1001). Next, the RAM 711 as a work area is cleared to 0 (B1002), and CPU initialization processing is executed (B1003). Thereafter, initial values necessary for executing various processes are set in the RAM 711 (B1004), and a random number initialization process is executed (B1005).
  Subsequently, the main control microcomputer 710 activates various interrupt timers for generating an interrupt at a predetermined timing (for example, 1 millisecond) (B1006), and permits the interrupt (B1007). When the interrupt is permitted, a command reception interrupt process for receiving a command transmitted from the game control device 600 is executable.
  The main control microcomputer 710 clears WDT (watchdog timer) (B1008). The WDT is activated by the above-described CPU initialization process (B1003) and monitors whether the CPU is operating normally. If the WDT is not cleared after a certain period, the WDT times out and the CPU is reset.
  Next, the main control microcomputer 710 detects an operation signal of the effect button 17 by the player, or executes a process according to the detected signal (B1009). Further, a game control command analysis process for analyzing the game control command received from the game control device 600 is executed (B1010).
  Next, the main control microcomputer 710 executes a test mode process (B1011). In the test mode process, an inspection command is received at the time of inspection at the time of factory shipment, and the lighting of the LED is inspected. Therefore, the test mode process is executed when the CPU is inspected at the time of factory shipment.
  Subsequently, the main control microcomputer 710 executes a 1st scene control process for controlling a scene (display content) to be displayed on the variable display device 35 based on the control command analyzed in the game control command analysis process (B1010) ( B1012). In the 1st scene control process, the display contents of the screen are controlled in an integrated manner. Also included is a pre-reading notice control process for informing in advance that a variable display game with a high expectation level of jackpot is executed. The first scene control process will be described later with reference to FIG.
  Further, the main control microcomputer 710 executes a gaming machine error monitoring process for monitoring occurrence of abnormality in the gaming machine 1 (B1013). In addition to the abnormality relating to the effect control device 700, when a command for instructing error notification is received from the game control device 600, a predetermined process such as alarm sound notification is executed.
  Then, the main control microcomputer 710 executes an effect command editing process for editing a command (such as an effect command) to be transmitted to the video control microcomputer (2nd CPU) 720 (B1014).
  The main control microcomputer 710 executes sound control processing for controlling sound output from the speaker 10 (B1015). Further, a decoration control process for controlling a decoration device (board decoration device 760, frame decoration device 21) made of LEDs or the like is executed (B1016), and further, an electric accessory driven by a motor and a solenoid, a movable illumination 9, etc. A motor / SOL control process for controlling the effect devices (board effect device 770, frame effect device 22) is executed (B1017).
  Finally, the main control microcomputer 710 executes random number update processing for updating random numbers such as effect random numbers (B1018), and returns to the processing of B1008. Thereafter, the processing from B1008 to B1018 is repeated.
[1st scene control processing]
Next, details of the 1st scene control process (B1012) in the 1st main process (FIG. 23) described above will be described. FIG. 24 is a flowchart illustrating a procedure of the first scene control process according to the first embodiment of this invention.
  First, the main control microcomputer 710 determines whether or not the gaming machine 1 is in the testing mode (B1101). In the case of the in-test mode (the result of B1101 is “Y”), it is not necessary to actually perform the production control, so the 1st scene control process is terminated.
  When the gaming machine 1 is not in the testing mode (the result of B1101 is “N”), the main control microcomputer 710 determines whether or not a scene change command transmitted from the gaming control device 600 has been received ( B1102). If the scene change command has not been received (the result of B1102 is “N”), the processing after B1107 is executed. The scene change command is a command corresponding to the processing of B1108 to B1116 described later, and is, for example, a “power-on command” or “power failure recovery command”.
  When the main control microcomputer 710 has received the scene change command (the result of B1102 is “Y”), the main control microcomputer 710 acquires the updated (current) gaming state (B1103). Further, it is determined whether a valid command is received (B1104). Specifically, it is determined whether or not the change destination scene matches the current gaming state. If the main control microcomputer 710 has not received a valid command (the result of B1104 is “N”), the main control microcomputer 710 executes the processing after B1107.
  When receiving a valid command (result of B1104 is “Y”), the main control microcomputer 710 saves the received command in a predetermined area of the memory (RAM) (B1105). Further, an effect request flag is set (B1106). The effect request flag is a flag indicating that it is time to change the scene, and a process according to whether or not the effect request flag is set is executed in the changing process (B1111) described later.
  Subsequently, the main control microcomputer 710 executes processing according to the received identifier of the scene change command (B1107).
  When the received command identifier indicates “power-on command”, the main control microcomputer 710 executes a power-on process (B1108). In the power-on process, the screen displayed when the gaming machine 1 is powered on is controlled.
  When the received command identifier indicates “power failure recovery command”, the main control microcomputer 710 executes a power failure recovery process (B1109). In the power failure recovery process, the screen displayed when the gaming machine 1 recovers from the power failure is controlled. It should be noted that no special process is executed when the customer waiting process is executed before the power failure.
  When the received command identifier indicates “customer waiting demo command”, the main control microcomputer 710 executes a customer waiting process (B1110). In the customer waiting process, control is performed to display a customer waiting screen when a predetermined time has elapsed since the reception of the customer waiting demo command (A3514).
  When the identifier of the received command indicates “variation pattern command” (variation command), the main control microcomputer 710 executes the changing process (B1111). In the changing process, information necessary for displaying the scene corresponding to the set change pattern on the change display device 35 is acquired, and effect control corresponding to the set change pattern is performed. Details of the changing process will be described later with reference to FIG.
  The main control microcomputer 710 executes symbol stop processing when the identifier of the received command indicates “symbol stop command” (B1112). In the symbol stop process, the symbol variation display is stopped at the specified symbol.
  When the received command identifier indicates “fanfare command”, the main control microcomputer 710 executes fanfare processing (B1113). In the fanfare process, a fanfare corresponding to the generated jackpot is output.
  The main control microcomputer 710 executes the in-round processing when the identifier of the received command indicates “large-open-release n-th command” (B1114). In the round process, effect control during each round in the special gaming state is performed.
  When the received command identifier indicates “interval command”, the main control microcomputer 710 executes interval processing (B1115). In the interval process, effect control between each round in the special gaming state is performed.
  The main control microcomputer 710 executes an ending process when the identifier of the received command indicates “ending command” (B1116). In the ending process, effect control is performed when the special gaming state is finished.
  Subsequently, when the execution of the process based on each command is completed, the main control microcomputer 710 executes a symbol command receiving process for receiving a symbol command (B1117). The symbol command includes information for designating a stop symbol.
  Further, the main control microcomputer 710 executes a hold number command receiving process for receiving a decoration special figure hold number command (B1118). The decorative special figure hold number command (special figure hold number command) is a command for notifying the updated hold number. In the hold number command reception process, the hold display and the like are updated based on the received hold number.
  Next, the main control microcomputer 710 executes a prefetch command reception process (B1119). The prefetch command receiving process is a process of setting a prefetch effect such as a prefetch advance notice (hold display effect) based on a prefetch command (also referred to as a prior determination command). In the prefetch command reception process, the main control microcomputer 710 receives a prefetch symbol command (preliminary effect symbol command) and a prefetch variation pattern command (preliminary effect command) as a prefetch command (preliminary determination command), and the received prefetch command The contents are saved as pre-read information in the corresponding start storage area (part of the RAM 711). The main control microcomputer 710 acquires the starting memory symbol information from the pre-reading symbol command as pre-reading information, and changes the variation pattern information from the pre-reading variation pattern command (variation time of the starting memory, reach system information, step-up effect execution) , Information such as pseudo-continuous number M1). The main control microcomputer 710 determines from the symbol information whether the result of the variable display game corresponding to the start-up memory is a loss or a big hit, and further determines the prefetch information (the information of the determination result of the loss / big hit and the reach system) Based on the information), the production information related to the pre-reading production is set in the start storage area. Here, the prefetching effect is an effect based on the prefetching information, and includes a prefetching notice effect (including a hold prefetching notice and a continuous notice effect) and other effects. The pre-reading notice effect may include a reach effect, a step-up effect (step-up notice), a pseudo-continuous effect (pseudo-continuous notice), etc. as a notice effect produced during the execution of the variable display game related to the start-up memory. The reach system information is information indicating a reach system such as no reach, normal reach, SP1 reach, SP2 reach (, SP3 reach, premium reach, etc. In this way, the production control device 700 includes start storage means (hold storage). Means), a prior determination means, and a prior notification means.
  Next, the main control microcomputer 710 executes a probability information command reception process (B1120). The probability information command reception process is a process for setting a gaming state such as an internal probability based on the received probability information command. The probability information command includes, for example, a high accuracy / short time command, a low accuracy / short time command, a low accuracy / no support command, and the like.
[Fluctuation processing]
Next, details of the changing process (B1111) in the first scene control process (FIG. 24) will be described. FIG. 25 is a flowchart illustrating a procedure of the changing process according to the first embodiment of this invention.
  First, the main control microcomputer 710 determines whether or not the effect request flag of B1106 is set (B1201). When the effect request flag is set (result of B1201 is “Y”), various information is set.
  Specifically, the main control microcomputer 710 first clears the information of the effect button 17 (PB, push button) (B1202). The effect button information is input information input by the effect button 17 via the effect button SW751.
  Subsequently, the main control microcomputer 710 sets a movable body request (B1203). That is, the operation mode of the movable illumination 9 and the electric accessory (movable accessory) is set according to the contents of the production.
  Further, the main control microcomputer 710 performs a variation count management process for managing the variation count (B1204). Thereafter, the main control microcomputer 710 executes a variation pattern information setting process for setting the variation pattern of the variation display of the decoration special figure variation display game, the details of the presentation during the variation display (during variation), and the like (B1205). ). Next, the main control microcomputer 710 performs a step-up effect setting process (B1206). The step-up effect is a series of effects that sequentially execute effects set in a plurality of stages from a lower level to a predetermined level.
  Next, the main control microcomputer 710 executes random number seed initialization processing (B1207). Subsequently, the main control microcomputer 710 responds to the information set in the variation pattern information setting process by starting and stopping the variation display in the decorative special figure variation display game executed by the variation display device 35, A scene sequence table for managing the execution timing and display time of various displays such as display is set (B1208). The decorative special figure variation display game is executed in accordance with the set scene sequence table. The random number seed initialization process is a process for initializing a seed value of a random number for determining the production information so as not to cause the production. Subsequently, the main control microcomputer 710 clears the effect request flag (B1209).
  On the other hand, when the production request flag is not set (when the scene change command is not received) (the result of B1201 is “N”), the main control microcomputer 710 changes the display production state by the update timer. Determine whether to change. Specifically, first, it is determined whether the update timer is 0, that is, whether the time is up (B1210).
  When the update timer expires (the result of B1210 is “Y”), the main control microcomputer 710 determines whether or not the current scene is the final scene (B1211). If it is the final scene, the end of the variable display game is set (B1212). If it is not the final scene, the next scene data set in the scene sequence table is set (B1213). If the update timer has not expired (the result of B1210 is “N”), the main control microcomputer 710 ends the current variation process.
[2nd main processing (production control device)]
Next, details of the other main process executed by the effect control device 700 will be described. FIG. 26 is a flowchart showing a procedure of main processing (2nd main processing) executed by the video control microcomputer (2nd CPU) 720 of the effect control device 700 according to the embodiment of the present invention. The 2nd CPU main process is executed when the gaming machine 1 is powered on.
  First, the video control microcomputer (2nd CPU) 720 executes CPU initialization processing (B1301). Then, the RAM 721 as a work area is cleared to 0 (B1302), and initial values necessary for executing various processes are set in the RAM 721 (B1303). Then, a VDP initialization process for initializing a graphic processor that performs image processing is executed (B1304). Next, various interrupts such as a V blank interrupt are permitted (B1305).
  Further, the video control microcomputer 720 executes initialization processing of various control processes (B1306). In the initialization process of various control processes, initialization of variables used in each control process to be described later is performed. For example, the background of the video displayed on the variable display device 35 is initialized, or the arrangement of symbols is initialized. Then, screen drawing of the variable display device 35 is permitted (B1307).
  Next, the video control microcomputer 720 performs a process (B1308) of clearing a system cycle wait flag set in the V blank interrupt process for controlling the drawing of the VDP 730. If the system cycle wait flag is not “1” (the result of B1309 is “N”), the processing of B1309 is repeated until the system cycle wait flag is set in the V blank interrupt processing. On the other hand, if the system cycle wait flag is “1” (the result of B1309 is “Y”), a process (B1310) for clearing the watchdog timer (WDT) is performed, a normal game process (B1311) is performed, and B1308 is performed. Return to.
[Normal game processing]
Next, details of the base game process (B1311) in the 2nd main process (FIG. 26) described above will be described. FIG. 27 is a flowchart illustrating the procedure of the normal game process according to the first embodiment of this invention.
  First, the video control microcomputer 720 performs processing (B1401) for checking a command received from the game control device 600. In the received command check process, the effect command (B1014) received from the main control microcomputer 710 is specified and classified according to the process to be executed thereafter.
  Next, the video control microcomputer 720 executes background processing for performing background display according to the gaming state and the reach scene on the variable display device 35 (B1402). Subsequently, a reel control / display process for performing display control related to variable display in the variable display device 35 is executed (B1403). Furthermore, the hold display that performs the hold display on the variable display device 35 based on the information of the hold display effect among the effect information (prefetch effect information) stored in the start storage area (prefetch storage area) in the prefetch command receiving process described above. The process is executed (B1404).
  Next, the video control microcomputer 720 executes a customer waiting demo process for setting a customer waiting demo screen in the variable display device 35 after a predetermined time has elapsed after receiving the customer waiting demo command (B1405). Subsequently, the video control microcomputer 720 executes 2nd scene control / display processing for determining the contents to be displayed on the variable display device 35 (B1406). The video control microcomputer 720 interprets the effect command (B1014) and determines the content to be displayed. Next, the data stored in the image ROM 704 is transferred to the RAM, and the display system process to be actually displayed on the variable display device 35 is executed (B1407), and the normal game process is terminated.
  With reference to FIG. 28 to FIG. 34, the characteristic part of the first embodiment will be described in detail. In the first embodiment, a hold prefetch notice (hold display effect) is executed during the reach state.
[Read-ahead command reception processing]
Details of the prefetch command reception process (B1119) in the first scene control process (FIG. 24) will be described. FIG. 28 is a flowchart illustrating a prefetch command reception process procedure according to the first embodiment of this invention. The prefetch command reception process includes a pre-determination process at the time of winning a prize, and a re-determination process after reaching (re-pre-determination process). Note that the re-determination process after the reach may be executed by being included in other processes such as the changing process (FIG. 25) or the independent step in the 1st scene control process (FIG. 24). You may provide as.
  First, the main control microcomputer 710 confirms the existence of a start memory waiting to receive a prefetch command (preliminary determination command) (B2001), and determines whether or not the corresponding start memory exists (B2002). If the corresponding start-up memory does not exist (the result of B2002 is “N”), the process proceeds to B2010.
  On the other hand, if the corresponding start-up memory exists (the result of B2002 is “Y”), the main control microcomputer 710 determines whether a prefetch command has been received (B2003). If the prefetch command has not been received (the result of B2003 is “N”), the process proceeds to B2010.
  When the main control microcomputer 710 receives a prefetch command (the result of B2003 is “Y”), the main control microcomputer 710 stores the content of the received prefetch command as a start memory (hold) in the corresponding start memory area (part of the RAM 711). Save (B2004).
  Further, the main control microcomputer 710 acquires the symbol information (stop symbol information) of the start memory from the pre-read symbol command already received (B2005). Then, the main control microcomputer 710 obtains the reach system information of the start memory from the prefetch fluctuation pattern command that has already been received (B2006).
  Based on the symbol information (stop symbol information) and the reach system information, the main control microcomputer 710 sets the hold-ahead read-notice preview effect mode 1 as a normal preview effect mode (B2007). In the hold pre-reading notice effect mode 1, as shown in FIG. 30, when the hold change determination condition is met, the hold display mode (for example, color) is changed to perform the hold pre-reading notice, while the hold change determination condition is not met. The normal display is maintained without changing the mode of the hold display. For example, the pending change determination condition is a reach system having a jackpot expectation level of one special (SP) reach or more, or a jackpot.
  Based on the symbol information (stop symbol information) and the reach system information, the main control microcomputer 710 determines whether the big hit expectation is medium or higher with respect to the start memory (B2007). For example, if the degree of expectation is 2 or more special (SP) reach, it is determined that the degree of expectation for jackpot is medium or more. Reach indicating that the prefetch advance notice (hold display effect) is possible during the reach state when the expectation of the big hit of the variable display game related to the start memory is medium or higher (the result of B2007 is “Y”) The medium notification flag is set to 1 (on). As a result, if the degree of expectation of the big hit is medium or higher, the hold pre-reading notice (hold display effect) can be executed during the reach state, and conversely, if the hold pre-reading notice is executed during the reach state, the player Can be expected to be a big hit in the variable display game for holding. When the start-up memory is less than medium (the result of B2007 is “N”), the reach notification flag is not set to 1 (the reach notification flag is cleared) and the processing of B2010 is performed. move on.
  The main control microcomputer 710 refers to the scene data set in B1213, etc., and determines whether or not the variation of the decorative special figure variation display game is currently in a reach state (B2010). When the current state is the reach state (the result of B2010 is “Y”), a post-reach re-determination process is performed (B2011). If the current reach state is not reached (the result of B2010 is “N”), the current process is terminated. As an alternative, the processing of B2010 and B2011 can be included in the “N” branch of B1210 of the changing processing (FIG. 25) and executed.
[Re-determination after reach]
Next, details of the post-reach re-determination process (step B2011) in the above-described prefetch command reception process (FIG. 28) will be described. FIG. 29 is a flowchart illustrating a procedure of post-reach redetermination processing according to the first embodiment of this invention.
  First, the main control microcomputer 710 determines whether or not the reach notification flag is set to 1 (on) (B2101). If the in-reach notification flag is not 1 (the result of B2101 is “N”), the current process is terminated. When the reach notification flag is 1 (the result of B2101 is “Y”), it is determined whether or not a predetermined time (for example, 20 seconds) has elapsed since the start of reach (B2102). If the predetermined time has not elapsed since the start of reach (the result of B2102 is “N”), the current process is terminated. If the predetermined time has passed since the start of reach (the result of B2102 is “Y”), whether or not the number of holds (starting storage number) notified in B1118 is 1 or more, that is, there is a hold It is determined whether or not (B2103). When the number of holds is 0, that is, when there is no hold (the result of B2103 is “N”), the in-reach notification flag is cleared (B2014), and the current process ends.
  When the number of holds is 1 or more (the result of B2103 is “Y”), the main control microcomputer 710 obtains symbol information (stop symbol information) from the pre-read symbol command for each start memory (each hold). (B2105), the reach system information is acquired from the prefetch variation pattern command (B2106), and the pre-reading pre-notification effect mode 2 is set based on the symbol information and the reach system information (B2107). In the hold pre-reading notice effect mode 2, as shown in FIG. 31, when the hold change determination condition is satisfied, the hold display mode (for example, color) is changed to perform the pre-reading notice, while the hold change determination condition is not satisfied. Maintains the normal display without changing the mode of the hold display. Note that the reservation pre-reading notice effect form 2 and the reservation pre-reading notice effect form 2 may be the same, but here the reservation pre-reading notice effect form 2 is an effect form in which the player is expected.
  For example, the hold change determination condition regarding the hold pre-reading notice effect mode 2 is a reach system having a jackpot expectation level of special (SP) 2 reach or more, or the result of the variable display game related to the hold is a big hit, etc. It is. Other hold change determination conditions include a change time of the variable display game related to the hold being equal to or longer than a predetermined time, and a pseudo continuous effect or a reach effect being performed in the variable display game.
[Pending display processing]
Next, details of the hold display process (B1404) in the above-described normal game process (FIG. 27) will be described. FIG. 33 is a flowchart illustrating the procedure of the hold display process according to the first embodiment of this invention.
  First, the video control microcomputer 720 determines whether or not the reach notification flag is set to 1 (B2201). When the in-reach notification flag is not 1 (the result of B2201 is “N”), the video control microcomputer 720 performs the hold display in the hold prefetch notice effect mode 1 (normal notice effect mode) (B2202). The hold display (starting storage display) is performed in a lower display area (hold display area) 35a-1 located below the display unit 35a of the variable display device 35. If the in-reach notification flag is 1 (the result of B2201 is “Y”), the video control microcomputer 720 refers to the scene data set in B1213, etc. It is determined whether or not the current state is a reach state (B2203). When it is not the reach state (the result of B2203 is “N”), the hold display is performed with the normal display (FIG. 30, FIG. 31) for all the hold (B2208).
  In the reach state (the result of B2203 is “Y”), the video control microcomputer 720 determines whether or not a predetermined time (for example, 20 seconds) has elapsed since the start of the reach (B2204). When the predetermined time has not elapsed since the start of reach (the result of B2204 is “N”), a hold corresponding display (upper display) corresponding to the hold display (lower display) is performed (B2207). While the hold display is performed in the lower display area (hold display area) 35 a-1, the hold corresponding display (upper display) is the upper display area located above the center of the display unit 35 a of the variable display device 35. At 35a-2. The upper display area 35a-2 is a display area other than the lower display area 35a-1. Thereafter, the hold display is performed with the normal display (FIG. 30, FIG. 31) for all the hold (B2208).
  When a predetermined time has elapsed from the start of reach (the result of B2204 is “Y”), the video control microcomputer 720 selects a hold corresponding display by the player, thereby holding a hold corresponding to the selected hold corresponding display. select. The video control microcomputer 720 selects a hold corresponding to the hold corresponding display selected by the player by operating the selection button 29. However, if the player does not operate the selection button 29, the video control microcomputer 720 first occurs as a default. The hold is selected (B2205). Next, the video control microcomputer 720 determines whether or not there is an effect button input of the effect button 17 based on the signal of the effect button SW751 (B2206). When there is no production button input (the result of B2206 is “N”), the hold correspondence display (upper display) corresponding to the hold display (lower display) is maintained (B2207), and the normal display ( 30 and 31), the hold display is performed (B2208).
  When there is an effect button input (result of B2206 is “Y”), the video control microcomputer 720 changes the hold corresponding display corresponding to the hold selected in B2205 as shown in FIG. 32 (B2209). . Note that the hold correspondence display is a display that imitates, for example, a “box” before the change. The hold corresponding display corresponding to the selected hold is ◎ if the currently running change display game (the change) is a big hit, but the selected hold is held in the hold pre-reading notice effect mode 2 although the change is not a big win If the change is possible, it changes to ★, and if it is not (losing), it changes to x (FIG. 32). Next, the video control microcomputer 720 performs the hold display in the hold pre-reading notice effect mode 2 for the selected hold (B2210). In addition, with respect to the hold which is not selected, the normal display (FIGS. 30 and 31) is maintained and the hold display is performed.
[Example 1]
FIGS. 34A to 34J show an effect example (effect example 1) executed by the effect control device 700 using the variable display device 35 in the first embodiment.
  In FIG. 34 (A), after the decoration special figure variation display game (variation display) is started, the hold display is performed in the normal display for all the hold (B2208). In FIG. 34B, the reach state starts. Thereafter, in FIG. 34C, in correspondence with the hold display in the lower display area 35a-1, the hold corresponding display (here, four boxes) is performed in the upper display area 35a-2 by the number of hold (B2207). . In FIG. 34C, the variable display moves to the left corner and is displayed in a small size, and a character display (“Let's take a chance as many as the number of memories”) prompting the addition of the hold is performed. In FIG. 34 (D), the number of holdings is increased by two, and a holding display (lower part) and a holding correspondence display (upper part) are also added. In addition, the increased number of holds is displayed in text.
  In FIG. 34 (E), when a predetermined time (for example, 20 seconds) elapses from the start of reach, the character display prompting the player to select the hold corresponding display by operating the selection button 29 ("Select a favorite box ..." ”) And a display P prompting the user to press the effect button 17 is performed. In this case, the hold correspondence display (box) to be selected according to the operation of the selection button 29 may be illuminated or the color may be changed. If there is an effect button input (B2206) and the currently running variation display game (the variation) is a big hit, the selected hold correspondence display (box) changes to ◎ as shown in FIG. Appears to appear from the box. In order to make the player think that the degree of expectation is high, the hold correspondence display (box) may be lit and then changed to ◎. Here, if there is a start memory that is a big hit, as a special effect, the effect button 17 may be disabled (input from the effect button SW751 is prohibited), and a freeze effect described later may be performed. . Thereafter, in FIGS. 34 (G) and (H), the variable display game is ended, and a big hit stop symbol is displayed as a result of the variable display game.
  On the other hand, if there is an effect button input (B2206), the variable display game being executed is not a big hit, but if there is a hold that can be changed in the hold pre-reading notice effect mode 2, as shown in FIG. The selected hold correspondence display (box) changes to ★, and it appears that a display of ★ appears from the box. In order to make the player think that the degree of expectation is high, the hold correspondence display (box) may be lit and then changed to ★, and the hold display corresponding to the selected hold correspondence display (box) is held. It changes according to the pre-reading notice effect mode 2 (B2210). Here, an effect may be performed so as to change the hold display via the character by acting such as the character popping out of the hold corresponding display (box) and touching the hold display. Thereafter, in FIG. 34J, the variable display game is ended, and a stop symbol that is out of place is displayed as a result of the variable display game.
(Effects of the first embodiment)
According to the first embodiment, the on-hold storage means (the game control device 600 or the effect control device 700 serving as the start-up storage means) sets the execution right of the variable display game as the on-hold storage (start-up memory) based on the establishment of the start condition. Remember. The pre-determining means (the game control device 600 or the effect control device 700 that performs processing related to prefetching) determines the execution result of the variable display game based on the hold storage stored in the hold storage means before the execution of the change display game is started. . The specific effect control means (effect control device 700) can execute the reach effect as the specific effect in the variable display game. The notifying means (the effect control device 700) can execute the advance notice based on the determination result of the predetermining means regarding the hold storage in which the variable display game is not executed during the execution of the reach effect as the specific effect by the specific effect control unit. (Re-determination processing after reach in FIG. 29 and hold display processing in FIG. 33). Therefore, during the reach effect that suggests whether the running variation display game is going to have a special result (for example, a big hit), it is possible to give a notice of advance (prefetching notice) based on the judgment result (prefetching information) of the prior judging means for the hold. For this reason, variations are added to the variation display mode or the production mode in the variation display game, and the player's expectation is directed not only to the variation display game being executed, but also to the variation display game from the next time onwards. Interest is greatly improved.
  According to the first embodiment, the notifying means (effect control device 700) notifies the advance notice based on the determination result (pre-reading information) of the prior determination means with respect to the hold storage newly stored during the execution of the reach effect. (Pre-reading notice) is executed while the reach effect is being executed. Therefore, by performing a pre-determination (pre-reading determination) for the start memory newly stored during the execution of the reach effect, the pre-determination is not performed for the hold added during the execution of the reach effect. It becomes possible to prevent a decline in interest.
  According to the first embodiment, the notification means displays a display indicating the storage stored in the storage storage means as a storage display on the variable display device 35 (the effect of performing the storage display process). A control device 700). The hold display control means executes a notice of announcement based on the determination result by interposing the character in the hold display and changing the hold display. Therefore, the interest about the notification of the determination result is improved.
(Modification of the first embodiment)
A modification of the first embodiment will be described with reference to FIGS. FIG. 35 shows prefetch command reception processing according to a modification of the first embodiment. In FIG. 35, the processes B2301-B2303 are added to the prefetch command reception process of FIG. 28, but the other processes are the same as the prefetch command reception process of FIG.
  After the process of B2003, in B2301, the main control microcomputer 710 determines whether or not the start memory generated by winning is the second start memory (Special Figure 2 start memory). If it is not the second start memory (the result of B2301 is “N”), the process of B2004 is performed. In the case of the second start memory (the result of B2301 is “Y”), regarding the hold change determination condition of the post-reach re-determination process, the hold change determination type (threshold, determination criterion) is selected by lottery (B2302). . For example, as shown in the table of FIG. 37, the hold change determination type (threshold value, determination criterion) and the selection rate (distribution rate) are determined. Subsequently, the main control microcomputer 710 instructs the video control microcomputer 720 to set the background of the lower display area (hold display area) 35a-1 according to the selected type of hold change determination (threshold) as shown in FIG. (B2303). At the same time, the mode (for example, the shape) of the hold display may be changed to another (not as a hold prefetch notice). Thereafter, the process proceeds to B2004.
  FIG. 36 shows post-reach re-determination processing according to a modification of the first embodiment. In FIG. 36, processes B2401 and B2402 are added instead of the process B2107 of the post-reach re-determination process of FIG. 29, but the other processes are the same as the post-reach re-determination process of FIG.
  After B2106, in B2401, it is determined whether the hold change determination condition is satisfied for each start memory (hold) by comparing the symbol information or reach system information with a threshold value (determination criterion). Next, in B2402, for each start-up memory (hold), the hold pre-reading notice effect mode 2 is set as shown in FIG. 39 according to the determination result of B2401.
  As shown in FIG. 37 and FIG. 39, in the A type, the threshold value for hold change determination is reach, and if it is a reach system with a degree of expectation higher than normal reach or a big hit, the normal display is changed to the hold display in the lower display area 35a-1. Changes occur. In the B type, the threshold value for determining the hold change is special (SP) reach, and if the reach system or the big hit has an expected degree equal to or higher than the SP reach, a change from the normal display to the hold display occurs in the lower display area 35a-1. . In the C type, the threshold value for the hold change determination is a big hit, and if it is a big hit (probable big hit or normal big hit), a change from the normal display to the hold display occurs in the lower display area 35a-1. Note that, as shown in FIG. 39, the threshold value (reference) may be changed so that the change is less likely to be suspended as the total number of rotations from the previous big hit increases. The total number of revolutions can be measured in the fluctuation number management process of B1204 in FIG.
(Effects of Modification of First Embodiment)
According to the modification of the first embodiment, the prior determination means determines the possibility that the execution result of the variable display game will be a special result (for example, a big hit) based on a determination criterion selected from a plurality of determination criteria (threshold values). (B2401 in FIG. 36), the notification means (production control device 700) executes a notification in advance (pre-reading notification) based on the determination result (pre-reading information) in a display mode according to the selected determination criterion (in FIG. 35). B2302, B2303). Therefore, by providing a plurality of determination criteria and changing the display mode of the determination results according to the determination criteria, it becomes easy to provide variations in the display of the determination results of the prior determination. Furthermore, since the feeling of expectation changes depending on the display mode, the interest of the game is enhanced.
(Second Embodiment)
A second embodiment will be described with reference to FIGS. 40 to 49. In the second embodiment, a normal step-up effect and a prefetch step-up effect are executed. Note that configurations not specifically described below may be the same as those in the first embodiment.
[Read-ahead command reception processing]
The prefetch command reception process (B1119) in the first scene control process (FIG. 24) will be described. FIG. 40 is a flowchart illustrating a procedure of prefetch command reception processing according to the second embodiment of this invention. In the prefetch command reception process according to the second embodiment, the processes B2008-B2011 are omitted from the prefetch command reception process according to the first embodiment.
[Fluctuation processing]
The changing process (B1111) in the first scene control process (FIG. 24) will be described. FIG. 41 is a flowchart illustrating a procedure of the changing process according to the second embodiment of this invention. A pre-reading step-up effect setting process of B3001 is added between the normal step-up effect setting process of B1206 and the random number seed initialization process of B1207 with respect to the changing process of the second embodiment.
[Normal step-up effect setting process]
Details of the normal step-up effect setting process (B1206) in the above-described changing process (FIG. 41) will be described. FIG. 42 is a flowchart illustrating a procedure of normal step-up effect setting processing according to the second embodiment of this invention. Here, the normal step-up (notice) effect is an effect in which a notice is given to the result of the currently displayed variable display game (the change).
  First, the main control microcomputer 710 determines whether or not a normal step-up (notice) effect can be executed in the starting variable display game (the change) to be started (B3101, B3102). Based on the variation pattern command, the main control microcomputer 710 relates to the variation, the variation patterns 6 and 9 at the time of losing in FIG. 22A, or the variation pattern 3, 6, If 9 is set, it is determined that the normal step-up (notice) effect can be executed. When the normal step-up effect is not executable (the result of B3102 is “N”), the current process is terminated. When the normal step-up effect can be executed (the result of B3102 is “Y”), various types of variation information are confirmed (B3103).
  Next, the main control microcomputer 710 determines whether or not the fluctuation display game to be started is a big hit (whether or not the fluctuation is a big hit fluctuation) (B3104). If it is a big hit variation (result of B3104 is “Y”), a step number selection table is set for the big hit (B3105), and if it is not a big hit variation (result of B3104 is “N”), the number of steps at the time of the loss A selection table is set (B3106). Next, a step number N1 is selected by lottery based on the selected table (B3107), and a normal step-up effect is set with the selected step number N1 (B3108). In B3108, the execution timing during the fluctuation of the normal step-up effect and the effect content may be set. The contents of the normal step-up effect include a window step-up effect and a character step-up effect described later.
  FIGS. 43A and 43B are diagrams illustrating an example of a table for selecting a step-up notice mode according to the second embodiment. FIG. 43A illustrates a case where the result of the variable display game is out of place, and FIG. The result is a big hit.
  As shown in FIG. 43A, when the result of the variable display game is out of order, the selection rate decreases as the number of steps N1 increases. For example, the number of steps N1 = 0 is 40%, the number of steps N1 = 1 is 30%, the number of steps N1 = 2 is 20%, and the number of steps N1 = 3 is selected with a selection rate of 10%. On the other hand, as shown in FIG. 43B, when the result of the variable display game is a big hit, the selection rate increases as the number of steps N1 increases. For example, the number of steps N1 = 0 is 10%, the number of steps N1 = 1 is 20%, the number of steps N1 = 2 is 30%, and the number of steps N1 = 3 is selected with a selection rate of 40%. That is, the degree of expectation (reliability) that the result of the variable display game is a big hit increases as the number of steps N1 increases.
[Pre-reading step-up effect setting process]
Details of the look-ahead step-up effect setting process (B3001) in the above-described changing process (FIG. 41) will be described. FIG. 44 is a flowchart illustrating a procedure of prefetch step-up effect setting processing according to the second embodiment of this invention. Here, the look-ahead step-up (notice) effect is an effect of notifying the result of the variable display game scheduled for execution related to the start memory (pending), not the currently displayed variable display game (the change). This is different from a normal step-up effect (normal step-up effect).
  First, the main control microcomputer 710 determines whether or not a normal step-up (notice) effect can be executed in the starting variable display game (the change) to be started (B3201, B3202). Based on the variation pattern command, the main control microcomputer 710 relates to the variation, the variation patterns 6 and 9 at the time of losing in FIG. 22A, or the variation pattern 3, 6, If 9 is set, it is determined that the normal step-up (notice) effect can be executed. If the normal step-up effect is not executable (the result of B3202 is “N”), the current process is terminated and the number of pre-read steps is not set, so the pre-read step-up effect is not performed.
  When the normal step-up effect is executable (the result of B3202 is “Y”), the main control microcomputer 710 confirms the number of steps N1 (number of steps) of the normal step-up effect (B3203), and the number of steps N1. Is the maximum number of steps (here, 3) in the gaming machine 1 (B3204). When the number of steps N1 is the maximum number of steps (the result of B3204 is “Y”), the step-up is successful and the big hit can be expected with the fluctuation, so the current process is terminated and the look-ahead step-up is performed. Do not execute the production. When the number of steps N1 is not the maximum number of steps (the result of B3204 is “N”), it is determined whether or not the number of steps N1 is 0 (B3205). If the step number N1 is not 0 (the result of B3205 is “N”), a step-up failure effect indicating that the step-up has failed without reaching the last step is set (B3206), and the process proceeds to B3207. When the number of steps N1 is 0 (the result of B3205 is “Y”), the number of prefetch steps N2, which is the number of steps of the prefetch step-up effect, is set (B3207, FIG. 45). Even when the number of steps N1 is 0, that is, when the normal step-up effect is not executed, the prefetch step-up effect can be performed. That is, the prefetch step-up effect can be executed regardless of the execution of the normal step-up effect.
  Next, the main control microcomputer 710 determines whether or not the number of prefetch steps N2 (number of steps) is larger than the number of steps N1 (B3208). When the number of prefetch steps N2 is less than or equal to the number of steps N1 (result of B3208 is “N”), the number of prefetch steps N2 is changed and set to the number of steps (N1 + 1) (B3209), and the process proceeds to B3210. When the number of prefetch steps N2 is larger than the number of steps N1 (the result of B3208 is “Y”), the prefetch step-up effect is set to be executed with the set number of prefetch steps N2 (B3210). In B3210, the execution timing during the fluctuation of the step-up failure effect and the pre-read step-up effect so that the pre-read step-up effect (the number of pre-read steps N2) is executed following the step-up failure effect after the normal step-up effect ends, Set the production contents. The contents of the look-ahead step-up effect include a window step-up effect and a character step-up effect described later. Thus, after the player is discouraged by the step-up failure effect, the player can regain interest by developing to the pre-read step-up effect.
  Since the number of prefetch steps N2 is greater than or equal to the number of steps (N1 + 1) by the processing of B3208 and B3209, the prefetch step-up effect may be set to start from the (N1 + 1) th step in B3210. In this way, the look-ahead step-up effect is associated with the normal step-up effect, and even if the step-up in the normal step-up effect fails (even if the step-up is not completed), the look-ahead step-up effect is continued. It becomes more developed and less strange. If the prefetch step-up effect is not started from the (N1 + 1) -th step, the processes of B3208 and B3209 may be omitted.
  Next, for each hold, the main control microcomputer 710 sets the hold pre-reading notice effect mode 3 based on the number of steps Ns (≦ N2) that is the number of steps of the hold change (B3211). As shown in FIG. 47, which will be described later, the reservation pre-reading notice effect mode 3 is an effect mode in which the mode (for example, color and shape) of the hold display is changed as the step (stage) of the pre-reading step-up effect proceeds.
[Prefetch step number setting process]
Details of the prefetch step number setting process (B3207) in the prefetch step-up effect setting process (FIG. 44) described above will be described. FIG. 45 is a flowchart illustrating a procedure of prefetch step number setting processing according to the second embodiment of this invention.
  First, the main control microcomputer 710 determines whether or not there is a saved start memory (hold) (B3301). If the start memory (holding) does not exist (the result of B3301 is “N”), the current process is terminated. When the start memory (holding) exists (result of B3301 is “Y”), the symbol information (stop symbol information) is acquired from the pre-read symbol command for each start memory (B3302). Next, it is determined whether or not the special figure variation display game performed by each start memory is out of relation to each start memory. When the special figure variation display game is out of place (the result of B3302 is “Y”), the prefetch step number distribution table 1 (for out of use) (FIG. 46A) is set for the start memory (B3304). ). When the special figure variation display game is a big hit (the result of B3302 is “N”), the prefetch step number distribution table 2 (for big hit) (FIG. 46B) is set for the start memory (B3305). ).
  After the processes of B3304 and B3305, the main control microcomputer 710 acquires reach system information from the prefetch variation pattern command for each start memory (B3306). Next, the number Ns of pending changes is set for each start-up memory from the table and reach system information set in B3304 or B3305 (B3307). Next, among the number of steps Ns set for each start memory, the maximum number of steps is set to the number of prefetch steps N2 (B3308). Thereby, while the pre-reading step-up effect of the pre-reading step number N2 is being executed, each hold display with the number of steps Ns is changed step by step in accordance with the step (stage) of the pre-reading step-up effect. Shape) can be changed.
  46 (A) and 46 (B), the number Ns of pending change steps increases as the reach of the jackpot expectation (reliability) increases in the order of no reach, normal reach, SP1 reach, SP2 reach, and SP3 reach. And the number of prefetch steps N2 also increases. Therefore, the higher the number of prefetch steps N2, the higher the expectation (reliability) of the variable display game jackpot scheduled for execution related to the start memory (hold).
  FIG. 47 is a table for setting the hold prefetch notice effect mode 3. When the number of steps Ns = 0, the hold is not changed and is maintained in the normal display. In the first look-ahead notice with the number of steps Ns = 1, the hold (low expectation) changes in one step (one step). In the second look-ahead notice with the number of steps Ns = 2, the hold (medium expectation) changes in two steps (two steps). In the third look-ahead notice with the number of steps Ns = 3, the hold (high expectation level) changes in 3 steps (3 stages). When the prefetch step-up effect is started from the (N1 + 1) th step, the change of each hold display is also started from the (N1 + 1) th step.
[Pending display processing]
Next, details of the hold display process (B1404) in the above-described normal game process (FIG. 27) will be described. FIG. 48 is a flowchart illustrating a procedure of a hold display process according to the second embodiment of this invention.
  First, the main control microcomputer 710 determines whether or not a prefetch step-up effect is being executed in the currently displayed variable display game (B3401). For example, if N2 ≧ 1, it can be determined that the prefetch step-up effect is being executed. When the pre-reading step-up effect is not executed (the result of B3401 is “N”), the holding display (starting storage display) is performed in the holding pre-reading notice effect mode 1.
  When the prefetch step-up effect is being executed (the result of B3401 is “Y”), the main control microcomputer 710 is currently executing the prefetch step 1 (the first stage of the prefetch step-up effect (first step)). It is determined whether or not (B3403). When prefetch step 1 is being executed (the result of B3403 is “Y”), the display of each hold changes from the normal display by one level according to the hold prefetch notice effect mode 3 (to the hold display on the right side in FIG. 47). (B3406). When the prefetch step 1 is not being executed (the result of B3403 is “N”), it is determined whether the prefetch step 2 (the second stage (second step) of the prefetch step-up effect) is currently being executed (B3404). ). When prefetch step 2 is being executed (the result of B3404 is “Y”), the display of each hold is changed by one level (to the hold display on the right in FIG. 47) according to hold prefetch notice effect mode 3 (B3406). ). In the case of the first look-ahead notice (Ns = 1), since the hold change has been completed in the previous stage, the hold change does not occur here.
  By repeating the same, the main control microcomputer 710 determines whether or not the prefetch step N2 (the N2 stage (N2 step) of the prefetch step-up effect), which is the final stage of the prefetch step-up effect, is currently being executed. When the determination is made (B3405) and the prefetch step N2 is being executed (the result of B3405 is “Y”), each hold is displayed in only one stage according to the hold prefetching notice effect mode 3 (the hold display on the right side in FIG. 47). (B3406). If the prefetch step N2 is not being executed (the result of B3405 is “N”), the current process is terminated. In this way, the hold display changes when the stage of the prefetch step-up effect changes. Note that when the stage of the pre-reading step-up effect changes, only the sound (holding change sound) may be generated, and the change of the hold display may be executed after the generation of the sound.
  In this way, the mode (for example, color and shape) of each hold display can be changed step by step in a form corresponding to the step (stage) of the pre-reading step-up effect, and the interest of the game is enhanced. It should be noted that the player can expect the most from the variable display game of the hold display that has advanced to the prefetch step N2 (the maximum value of the number of steps Ns).
[Example 2]
49A to 49F show an example of a normal / prefetch step-up effect (window step-up effect) (effect example) executed by the effect control device 700 using the variable display device 35 in the second embodiment. 2).
  In FIG. 49A, the first stage of the normal step-up effect (effect step 1) is being executed. In FIG. 49 (B), the process proceeds to the second stage of the normal step-up effect (effect step 2), and the window related to the normal step-up effect is enlarged. In FIG. 49C, the process proceeds to the third stage (effect step 3), which is the maximum stage of the normal step-up effect, and the window related to the normal step-up effect is enlarged.
  On the other hand, when the normal step-up effect does not advance to the maximum stage (third stage), the step-up failure effect is executed as shown in FIG. In the step-up failure effect, the window shrinks. Thereafter, depending on the expected level of hold (if the expected level of hold changes to hold), the pre-read step-up effect is developed as shown in FIG. For example, if the number N2 of prefetch steps (the maximum value of the number Ns of pending changes) is 1 or more, the prefetch step-up effect is developed. Thereafter, in FIG. 49 (F), the next stage of the prefetch step-up effect is executed. Note that the look-ahead step-up effect window shape (vertically long rectangle) and frame color change from the normal step-up effect window shape (horizontal rectangle) and frame color, The pre-read step-up production steps are not confused.
  When the normal step-up effect ends in the first stage (effect step 1) (N1 = 1), the prefetch step-up effect may start from the second stage (prefetch step 2) (N1 + 1 = 2). . If the normal step-up effect ends in the second stage (effect step 2) (N1 = 2), the prefetch step-up effect may start from the third stage (prefetch step 3) (N1 + 1 = 3). .
(Effect of the second embodiment)
According to the second embodiment, the specific effect control means (effect control device 700) controls the execution of the specific effect that produces the variable display game in the variable display game. The specific effect includes a step-up effect (normal step-up) that suggests whether or not the variable display game has the special result by a series of effects that are sequentially executed from a lower level to a predetermined level. Production and look-ahead step-up production). The notification means (production control device 700) associates with the step-up effect (in connection with the progress of the step-up effect stage) and gives a notice based on the determination result of the pre-determination means regarding the pending storage in which the variable display game is not executed. It is feasible. For example, the notifying means notifies the determination result by a prefetch step-up effect by the prefetch step-up effect setting process of FIG. 44 or a hold prefetch notice by the hold display process of FIG. Therefore, the determination result of the prior determination means for the hold can be notified as a notice in association with the step-up effect that suggests whether the variable display game will have a special result (for example, a big hit). For this reason, variations are added to the variation display mode or the production mode in the variation display game, and the player's expectation is directed not only to the variation display game being executed, but also to the variation display game from the next time onwards. Interest is greatly improved.
  According to the second embodiment, the notifying means displays a display indicating the reserved storage stored in the reserved storage means (the game control device 600 or the effect control device 700 serving as the start storage means) as the reserved storage display. Holding display control means (production control device 700 for performing holding display processing). The hold display control means executes the advance notice based on the determination result of the advance determination means by changing the display mode of the hold storage display (FIG. 47). Therefore, it is possible to more easily notify which reserved memory has a high degree of expectation by changing the stored memory display, and the interest of the game is improved.
  According to the second embodiment, when the normal step-up effect has not progressed to the final stage of the plurality of stages, the notification means uses the determination result by the prior determination means regarding the pending storage in which the variable display game is not executed. Based on notice. Therefore, once normal step-up has failed, a notice (prefetch notice) based on the judgment result (prefetch information) of the predetermination (prefetch judgment) is notified, so that the next fluctuation display is maintained while the player's expectation is lowered. There is no transition to the game. For this reason, the player can enjoy the fluctuation after the running fluctuation display game with expectation, and the interest is increased.
(Modification of the second embodiment)
A modification of the second embodiment will be described with reference to FIGS. 50 to 52. FIG. 50 is a table for setting the hold prefetch notice effect mode 3 according to a modification of the second embodiment. FIG. 51 is a flowchart showing a hold display process (B1404) according to a modification of the second embodiment.
  In the modification of the second embodiment, the pre-reading step-up effect is not changed step by step in accordance with the step (step) of the pre-reading step-up effect. When the step (stage) reaches the maximum stage, that is, when the prefetch step-up is successful, the hold is changed and displayed in the hold prefetch notice effect mode 3 of FIG. In the hold pre-reading notice effect mode 3 in FIG. 50, the hold display at the final stage of the hold change in FIG. 47 is set corresponding to the value of Ns.
[Pending display processing]
In FIG. 51, the main control microcomputer 710 first determines whether or not a prefetch step-up effect is being executed in the currently displayed variable display game (B3501). For example, if N2 ≧ 1, it can be determined that the prefetch step-up effect is being executed. When the pre-read step-up effect is not executed (the result of B3501 is “N”), the hold display (start-up storage display) is performed in the hold pre-read notice effect mode 1.
  When the prefetch step-up effect is being executed (the result of B3501 is “Y”), the main control microcomputer 710 has reached the prefetch step up to the maximum stage (here, three stages), that is, the prefetch step up. It is determined whether or not has succeeded (B3503). When the prefetch step reaches the maximum stage (here, three stages), the display of each hold is changed according to the hold prefetch notice effect mode 3 of FIG. 50 (B3504). If the prefetch step has not reached the maximum stage (here, three stages), the current process is terminated.
[Example 3]
52A to 52K show an example of a normal / prefetch step-up effect (character step-up effect) executed by the effect control device 700 using the variable display device 35 in the modification of the second embodiment. (Production Example 3) is shown.
  52A and 52B, the character (fish) is displayed and the first stage of the normal step-up effect (effect step 1) is being executed. In FIG. 52 (C), the character moves and shifts to the second stage (effect step 2) of the normal step-up effect. In FIG. 52 (D), two characters (fish) are displayed, and the process proceeds to the third stage (effect step 3) which is the maximum stage of the normal step-up effect.
  On the other hand, when the normal step-up effect has not progressed to the maximum stage (third stage), the step-up failure effect is executed as shown in FIGS. 52E, 52F, and 52G after the normal step-up effect is completed. Is done. In the step-up failure effect, the character moves in a moving direction and disappears from the display unit 35a. Thereafter, according to the expected level of hold (if the expected level of hold changes to hold), the character (fish) appears again on the display unit 35a as shown in FIG. Develop. For example, if the number N2 of prefetch steps (the maximum value of Ns) is 1 or more, the prefetch step-up effect is developed. Thereafter, in FIG. 52 (I), when the prefetch step-up effect does not reach the maximum stage (here, three stages) (when step-up fails), the pre-fetch step-up failure effect is executed.
  Thereafter, when the pre-reading step-up effect reaches the maximum stage (here, three stages) (when the step-up is successful), a predetermined effect (here, fish) in the second stage as shown in FIG. 52 (J). Is picked up). After that, in FIG. 52 (K), when the prefetching step reaches the maximum stage (here, three stages), in the lower display area (holding display area) 35a-1, according to the prefetching precautionary effect mode 3 of FIG. The display of each hold is changed (B3504). Furthermore, the display (here, the size of the fish caught) corresponding to the pending change (that is, the degree of expectation) is performed in the upper display area 35a-2. It should be noted that during the predetermined production in FIG. 52 (J), a display prompting the user to operate (press down or repeatedly) the production button 17 is displayed, and the process of B3504 is performed only when there is an input from the production button SW751. The display of each hold may be changed.
(Effects of Modification of Second Embodiment)
The modification of the second embodiment has the same effect as that of the second embodiment described above. However, since the look-ahead step-up effect changes the hold display at the maximum stage, the effect mode in the variable display game is It will be more interesting.
(Third embodiment)
With reference to FIGS. 53 to 55, a third embodiment will be described. In the third embodiment, an effect introduction system effect (effect introduction system effect) for introducing the contents of the effect is executed. The effect introduction system effect is an effect that does not suggest (notify) the expected degree of jackpot of the variable display game, unlike the pseudo-continuous effect, the normal / prefetch step-up effect, and the like. An effect introduction system effect that does not suggest (notify) the expectation level of the variable display game and a step-up effect that suggests (notifies) the expectation level are continuously performed in association with each other.
[Normal step-up effect setting process]
Details of the normal step-up effect setting process (B1206) in the above-described changing process (FIG. 41) will be described. FIG. 53 is a flowchart showing the procedure of the normal step-up effect setting process according to the third embodiment of the present invention. The process from the normal step-up effect setting process (FIG. 42) to B3109 according to the second embodiment is shown. Have been added. FIG. 54 is a flowchart showing the steps of the prefetch step-up effect setting process according to the third embodiment of the present invention. The processes from the prefetch step-up effect setting process (FIG. 44) to B3212 according to the second embodiment are performed. Have been added. Other configurations are the same as those of the second embodiment.
  In B3109, the main control microcomputer 710 sets the content and execution timing of the effect introduction system effect that is performed before or after the normal step-up effect. In B3212, the main control microcomputer 710 sets the content and execution timing of the effect introduction system effect that is performed before or after the prefetch step-up effect. As the contents of the effect introduction system effect set in B3212, an effect performed in the variable display game related to the hold may be introduced. Note that the step-up failure effect setting processing from B3205 to B3206 may be omitted.
[Example 4]
FIG. 55 (A)-(D) shows an example of an effect introduction system effect. The effect introduction system effect does not inform or suggest the expectation of the jackpot of the currently displayed variable display game or the expectation of the variable display game executed by the start memory (hold). Expectation of big hits such as the contents of the production such as whether it can be performed (including variable display and stop symbols as production) and what kind of gaming state and reach state (reach system) can occur if there is such production It is introduced regardless of the degree.
  55 (E)-(G), after steps 1 and 2 (FIGS. 55 (E) and (F)) of the normal step-up effect are performed as in FIGS. 49 (A) and 49 (B), the effects are introduced. A system effect is being executed (FIG. 55 (G)). In order to have continuity with the window step-up effect as the normal step-up effect, the effect introduction system effect is also displayed in the window with the introduction of the effect contents, and the window is expanded from the effect step 2. Here, as a character display, “When 1, 5, 7 (stop symbols) are ready, battle reach occurs (reach state)” is displayed.
  55 (H)-(J), a normal step-up effect, an effect introduction system effect, and a look-ahead step-up effect are performed as a series of effects in one variable display game. As in FIG. 49 (A), after step 1 (FIG. 55 (H)) of the normal step-up effect is performed, the effect introduction system effect is executed, and then prefetch step 2 of the prefetch step-up effect is performed. It has been broken. In this case, the reach effect (in this case, battle reach) executed in the variable display game related to the hold may be introduced and displayed in the effect introduction system effect. That is, in the variable display game related to the hold that is the target of the advance notice of the prefetch step-up effect, the effect introduced is generated.
  In order to make it easy to distinguish the type or attribute of the effect such as which effect the currently executed effect belongs to among the normal step-up effect, the effect introduction system effect, and the prefetch step-up effect, for each effect type or attribute The character color and display frame used for production may be different. In other words, an effect of notifying the expected result of the fluctuation display game (the change) being executed, such as an announcement for notifying about the result of the change (normal step-up effect, etc.) Step-up effects, etc., and effects that do not imply the expectation of big hits in a variable display game (such as effects introduction effects). Different character colors and display frames (window frames) are used for each effect type or attribute. Good. Then, when the type or attribute of the effect is changed, the effect introduced by the effect introducing system effect may be executed in the effect of the type or attribute after the change. By doing this, it becomes easy to understand what kind of production the production introduced in the production introduction, and so that the player wants to change to another type (different attribute) production after the production introduction production appears As a result, the interest of the game will increase.
(Effect of the third embodiment)
According to the third embodiment, the specific effect control means (effect control device 700) controls the variable display game such that the specific effect that produces the variable display game is executable. The specific effect includes a step-up effect (normal step-up effect and normal step-up effect) that suggests whether the variable display game will have a special result by a series of effects that are sequentially executed from a lower level to a predetermined level. Prefetch step-up production). The specific effect introduction means (effect control device 700) controls to execute a specific effect introduction display (effect introduction system effect) for introducing the specific effect by the specific effect control means (normal step-up effect setting process in FIG. 53 or FIG. 53). 54 pre-reading step-up effect setting process). The specific effect introduction means executes the specific effect introduction display before or after the step-up effect. Accordingly, by combining the step-up effect and the specific effect introduction display (effect introduction system effect), variations are added to the variation display mode or the production mode in the variation display game, and the interest of the game is greatly improved.
  According to the third embodiment, the notifying means (the effect control device 700) associates the step-up effect with a prior notice based on the determination result of the prior determination means regarding the hold storage in which the variable display game is not executed. It can be executed by display (for example, a prefetch step in FIG. 55J). Therefore, the player's expectation is directed not only to the currently running variable display game but also to the subsequent variable display game, so that the interest of the game is greatly improved.
  According to the third embodiment, the specific effect introduction display, the step-up effect, and the advance notice display are displayed on the display device 35 with different display modes so that they can be distinguished and recognized. In each display or effect of the introduction display, the step-up effect, and the advance notice display (for example, the look-ahead step in FIG. 55J), the display is performed in a common display mode. Therefore, the player can recognize the specific effect introduction display, the step-up effect, and the advance notice display without confusion, and the display and effect are not confused and confused.
(Fourth embodiment)
With reference to FIGS. 56 to 61, a fourth embodiment will be described. The fourth embodiment relates to variable display and effects when a pseudo continuous effect is performed. The pseudo-continuous production is a pseudo special variation display game in which a plurality of identification information that is variably displayed is pseudo-displayed between the start and stop display of a plurality of identification information (decoration special symbols). This is an effect in which a pseudo-variable display game (pseudo-variation, sub-variation) for stop display (pseudo-stop display) is performed a predetermined number of times (here, pseudo continuous number M1). Note that the prefetch command reception processing is the same as that in the second embodiment (FIG. 40). With respect to the hold display process, hold display (start-up storage display) may be performed in the hold pre-reading notice effect mode 1. Configurations not specifically described below may be the same as those in the first embodiment.
[Variation pattern information setting process]
Next, details of the variation pattern information setting process (B1205) in the above-described variation process (FIG. 25) will be described. FIG. 56 is a flowchart illustrating a procedure of variation pattern information setting processing according to the fourth embodiment of this invention.
  First, the main control microcomputer 710 obtains stop symbol information of the special-figure display game (B4001), and saves hold information, which is information related to hold, in a predetermined area of the memory (RAM 711) (B4002). Further, the game state is acquired (B4003), and the stop symbol is determined (B4004). The gaming state can be known from, for example, a gaming control command (B1010) and a probability information command (B1120). Then, the effect information stored in the start storage area (a part of the RAM 711) of the start memory corresponding to the current change (holding digested during execution of the current special figure change display game) is acquired (B4005). The production information is information related to the prefetching production based on the prefetching information, and includes information on the prefetching on hold (holding display production), reach production, pseudo-continuous production, continuous notice production, and step-up production.
  Next, the main control microcomputer 710 confirms and determines whether or not the pseudo continuous effect is executed in the starting variation display game (the variation) (B4006, B4007). When the pseudo continuous effect is not executed (the result of B4007 is “N”), the variation pattern (effect pattern) when the pseudo continuous effect is not executed is determined based on the gaming state of B4003 and the effect information of B4005. (B4008), the current process is terminated. On the other hand, when the pseudo continuous effect is executed (the result of B4007 is “Y”), the number of pseudo continuous times M1 is confirmed (B4009), and the pseudo continuous effect is executed based on the gaming state of B4003 and the effect information of B4005. The variation pattern (effect pattern) in the case of performing is determined (B4010), and the current process is terminated. The main control microcomputer 710 sets a scene sequence table corresponding to the variation pattern set in the variation pattern information setting processing (B1205) in the variation processing (FIG. 25) (B1208).
[Configuration of scene data]
57 and 58 are diagrams showing a schematic configuration of scene data based on the scene sequence table. FIG. 57 shows scene data when there is no pseudo continuous effect. FIG. 58A shows scene data when there is a pseudo continuous effect, and FIG. 58B shows X-th (X ≠ 2) pseudo-variable scene data in FIG. 58A. FIG. 58C shows the X-th (X = 2) pseudo-variable scene data in FIG.
  As shown in FIG. 57, scene data when there is no pseudo-continuous production includes, in chronological order, variation start scene data, all symbols (constant velocity) variation scene data, left symbol variation stop scene data, right symbol variation stop scene data, Reach variation scene data (only when there is a reach). The change start scene data is scene data at the start of change. The all-symbol (constant speed) variation scene data is data of a scene in which all the decorative special symbols (identification information) vary at a constant speed. The left symbol variation stop scene data is data of a scene in which the left symbol (first special symbol) stops and the right symbol (second special symbol) and the middle symbol (third special symbol) vary. The right symbol variation stop scene data is data of a scene in which the left and right symbols (first and second special symbols) stop and the middle symbol (third special symbol) varies. The reach variation scene data is scene data in the reach state, and is data of a scene in which the left and right symbols (first and second special symbols) are stopped and the middle symbol (third special symbol) is varied at a low speed. .
  As shown in FIG. 58 (A), the scene data in the case where there is a pseudo-continuous effect is, in chronological order, the scene data before the re-variation symbol appearance, the re-variation symbol stop scene data, the first pseudo-variation scene data, and the first stop. (Temporary stop) scene data, second pseudo-variable scene data, second stop (temporary stop) scene data (here, re-variable symbol stop scene data),..., M1st pseudo-variable scene data (reach-variable scene data) May be included). Here, the changing scene data before the appearance of the re-variable symbol is data of the changing scene before the re-variable symbol appears. The re-variation symbol stop scene data is data of a scene where the variation stops while the re-variation symbol (that is, the pseudo-continuous symbol) is displayed. The Xth pseudo fluctuation scene data (X = 1 to M1) is the Xth pseudo fluctuation scene data. The first stop (temporary stop) scene data is data of the first stop (temporary stop) scene of a plurality of decorative special symbols (identification information). The temporary stop means that the decorative special symbol is stopped substantially while shaking.
  As shown in FIG. 58 (B), the scene data of the Xth pseudo-variable scene data (X ≠ 2) includes all symbols (constant velocity) variable scene data, left symbol variation stop scene data, right symbol variation stop in time series order. It consists of scene data and reach variation scene data. The reach variation scene data is set only when there is a reach at X = M1.
  As shown in FIG. 58 (C), the scene data of the X-th pseudo-variable scene data (X = 2: second-time pseudo-variable scene data) includes the pseudo-variation start scene data and all symbols (constant speed) fluctuating scenes in time series order. Data, all symbol stop scene data (freeze effect scene data), invisible state scene data, all symbol (constant velocity) variation scene data, left symbol variation stop scene data, and right symbol variation stop scene data. Here, the all symbol stop scene data is data of a scene in which all the decorative special symbols (identification information) are stopped. This all-design stop scene effect is called a freeze effect because the generation of sound from the upper speaker 10a and the lower speaker 10b is also stopped. The invisible state scene data is data of a scene that makes a sandstorm-like display on the entire upper display area 35a-2 other than the lower display area (holding display area) 35a-1 so that the decorative special symbols cannot be visually recognized. is there. The unrecognizable state scene data may be in a state where the entire upper display area 35a-2 is blacked out (black painted state) or white out (white painted state) and the decorative special symbol cannot be visually recognized.
  As described above, in this embodiment, the second pseudo-variable scene data (X = 2) is changed from the other pseudo-variable scene data (X ≠ 2) (FIG. 58 (B)) as shown in FIG. The second pseudo-variation is a special pseudo-variation, but other X-th pseudo-variable scene data (for example, the third pseudo-variable scene data) is different from the other pseudo-variable scene data. The Xth pseudo fluctuation may be a special pseudo fluctuation. In this case, the (X-1) th stop (temporary stop) scene data is not the re-variable symbol stop scene data, but the same as the first stop (temporary stop) scene data of FIG. . That is, in the (X-1) th stop (temporary stop) scene, the re-variable symbols are not stopped and displayed.
  Note that the time Tb (stop time) of the first stop (temporary stop) scene data is out of reach and there is no reach effect (when the variation pattern 1 in FIG. 22A is selected and there is no pseudo continuous effect). Is set equal to the stop time Tc (the above-mentioned normal special figure display time, normal stop time, etc.) for displaying the result (stop symbol) of the special figure change display game. This makes it difficult to distinguish between the start of the second pseudo change in one change display game and the start of the change display of the next change display game. In other words, the second pseudo variation is started while pretending to be a variation display game that is out of place and pretending to be the next variation display game. If the stop time Tc is constant regardless of the presence or absence of the reach effect, the time Tb (stop time) is simply the stop time for displaying the result (stop symbol) of the special-figure display game in the event of a loss. Become.
  Further, the time Td of the pseudo-change start scene data is the time Ta of the change start scene data when there is no reach at the time of out-of-range (when the change pattern 1 in FIG. 22A is selected and there is no pseudo continuous effect) (see FIG. 57). This makes it difficult to distinguish between the start of the second pseudo change in one change display game and the start of the change display of the next change display game. In other words, the second pseudo variation is started while pretending to be a variation display game that is out of place and pretending to be the next variation display game. Note that if the time Ta is constant regardless of the presence or absence of the reach effect, the time Td is simply the time of the change start scene data in the case of a loss.
  In the second pseudo-variable scene data, the display of the pseudo-continuous number is set not to be performed until the invisible state scene ends (FIG. 58 (C)). It is difficult to distinguish between the start of the second pseudo change and the start of the change display of the next change display game. By turning off the display of the number of pseudo-continuations in a specific pseudo-variation, it is possible to make the player think that the game is out-of-shift variation display, and it is possible to provide the player with surprise and expectation with the subsequent pseudo-variation It will be more interesting. In addition, in the pseudo-variable scene data (X ≠ 2) other than the second time, the pseudo-continuous number display is set to be performed. The more you play, the more fun the player expects.
[Example 5]
FIGS. 59A to 59I show an example of a pseudo continuous effect (effect example 5) executed by the effect control device 700 using the variable display device 35 in the fourth embodiment.
  In FIG. 59 (A), in the same way as the conventional pseudo-continuous production (FIG. 60), the first pseudo-variation from the state where the re-variation symbol (pseudo-continuous symbol) is displayed and the variation stops (see FIG. 60 (E)). Has started. As a display of the number of pseudo-continuous times, “1st pseudo-continuous” and character display are performed. In FIG. 59 (B), the first pseudo fluctuation is performed. In FIG. 59C, after the first pseudo fluctuation, the plurality of decorative special symbols (identification information) stops or temporarily stops during the stop time Tb (first stop (temporary stop) scene). In the temporary stop, the ornamental special symbol is almost stopped while shaking, and whether or not to stop is raised, the interest of the game is enhanced. Here, the re-variation symbol (pseudo-continuous symbol) does not stop, and the player recognizes that the variation display game itself has ended.
  In FIG. 59 (D), the second pseudo variation starts and all the decorative special symbols start to vary, but the variation display game itself has not ended. Here, since the character display of the quasi-continuous number of times is not performed for the second pseudo variation, the player recognizes that a new variation display game has started. Here, regarding the hold display, the hold may be displayed so as not to be reduced, or the hold may be displayed so as to be reduced by one. Even if the hold is displayed so as to decrease, this is on the display, and the hold number (starting memory number) received and stored in the hold number command reception process (B1118) does not change. This is because the pseudo-continuous production is performed in the variable display game related to one hold. In the case where the hold is displayed so as to decrease, as shown in FIG. 59 (I), the hold display is changed, for example, by reducing the size of the hold display.
  In FIG. 59 (E), after a predetermined time has elapsed from the start of the second pseudo fluctuation, all the decorative special symbols are stopped and a freeze effect is performed (all symbols stop scene (freeze effect scene)). Here, the generation of sound from the upper speaker 10a and the lower speaker 10b is also stopped. Next, in FIG. 59 (F), a sandstorm-like display is performed on the entire upper display area 35a-2, and the decorative special symbol is erased so that the visual recognition is impossible (unrecognizable state scene). In addition to the sandstorm display, the entire upper display area 35a-2 may be blacked out or whiteout as shown in FIG. In FIG. 59 (G), all the decorative special symbols vary at a constant speed (all symbol variation scenes). Here, the character display “2nd pseudo-ream” of the pseudo-ream count starts for the second pseudo-variation. Further, here, when the display is made such that the hold is reduced as shown in FIG. 59 (I), the original hold number and the hold display are restored. In FIG. 59 (H), the left symbol (first special symbol) stops (left symbol fluctuation stop scene). The subsequent steps are the same as the conventional pseudo continuous effect (FIG. 60).
  60 (A)-(M) show a conventional pseudo continuous effect. During the pseudo-variation, the pseudo-repeated number of characters are continuously displayed until the start of the reach effect.
[Timing chart 1]
FIG. 61 (A) is a timing chart for explaining the pseudo-continuous production according to the fourth embodiment. The timing chart shows the movement state (change and stop) of each decorative special symbol (left symbol, right symbol, middle symbol). The first pseudo variation is the same as the variation when there is no reach effect as shown in FIG. 61B (when the variation pattern 1 in FIG. 22A is selected and there is no pseudo continuous effect). It is executed at the timing. The stop time Tb after the first pseudo change is equal to the stop time (normal special figure display time, normal stop time) Tc after the change in FIG. 61 (B). Further, the time Td of the second pseudo-variation pseudo-variation start scene is equal to the variation start scene time Ta of FIG. 61 (B). As a result, it is difficult to distinguish whether the second pseudo variation starts or the next variation display game starts, and the second pseudo variation can be started while pretending to be the next variation display game.
  In the second pseudo fluctuation, all the decorative special symbols start to change at the same time, and stop (freeze) after a lapse of a predetermined time from the start of the change. In the second pseudo fluctuation, the pseudo continuous number is not displayed until the freeze occurs. After the freeze, the decorative special symbol changes again after the invisible state of the upper display area 35a-2 ends. The rest is the same as the conventional pseudo continuous effect (FIG. 61C).
(Effect of the fourth embodiment)
According to the fourth embodiment, the specific effect control means (effect control device 700) controls to execute a specific effect that produces the variable display game in the variable display game. The specific effect includes a pseudo-continuous effect in which the pseudo-variation that fluctuates and stops the identification information (including provisional stop) is performed a predetermined number of times in the variable display game based on the establishment of one start condition. The specific effect control means (the effect control device 700) uses the stop time Tb of the identification information at the stop (including the temporary stop) of the pseudo-variation to stop the identification information after the end of the change display game when the change display game does not have a special result. Set the same as the time Tc. Therefore, it is possible to provide the player with surprise and expectation by making it seem that the change display game is finished with a specific result (out of date) and performing pseudo change again, and the interest is enhanced. Moreover, variations are added to the variation display mode or the production mode in the variation display game, and the interest of the game is greatly improved.
  According to the fourth embodiment, the specific effect control means displays the number of executions of the pseudo variation on the display device 35 during the pseudo continuous effect. Accordingly, since the player expects as the number of pseudo-continuous times increases, the interest increases by making it easy to understand how many times the pseudo-continuous times are.
  According to the fourth embodiment, the specific effect control means provides a period during which at least one pseudo variation of the pseudo continuous performance does not display the number of times of execution of the pseudo variation on the display device. Therefore, by not displaying the number of executions of pseudo-variation, it is possible to provide the player with surprise and expectation by making it appear that the variation display game has ended without any specific result (out of line) and performing pseudo-variation again. It becomes possible.
(Fifth embodiment)
The fifth embodiment will be described with reference to FIGS. 62 to 71. FIG. The fifth embodiment relates to a continuous notice effect related to a variation aspect and a stop aspect of a plurality of pieces of identification information (decoration special symbols). The continuous notice effect is a continuous effect (continuous effect) that is executed across a plurality of variable display games before the execution of the variable display game of the hold target (start-up memory). Note that the prefetch command reception processing is the same as that in the second embodiment (FIG. 40). With respect to the hold display process, hold display (start-up storage display) may be performed in the hold pre-reading notice effect mode 1. Configurations not specifically described below may be the same as those in the first embodiment.
[Read-ahead command reception processing]
FIG. 62 is a flowchart illustrating a prefetch command reception process (B1119) according to the fifth embodiment. The prefetch command receiving process of the fifth embodiment is obtained by adding the processes B5001 to B5003 to the prefetch command receiving process (FIG. 40) of the second embodiment.
  After the processing of B2007, the main control microcomputer 710 determines whether or not it is currently in the normal power support state based on the gaming state known from the probability information command (B1120) or the like (B5001). If it is not in the normal power support state (result of B5001 is “N”), the continuous notice effect of the present embodiment is not executed, and thus the current process is terminated. When the power transmission support state is set (the result of B5001 is “Y”), it is determined whether or not the number of holds is 2 or more (B5002). If the number of holds is less than 2 (the result of B5002 is “N”), since the continuous notice effect cannot be executed, the current process is terminated. When the number of holds is 2 or more (the result of B5002 is “Y”), the continuous notice effect can be executed. The information of the continuous notice effect is set for a plurality of holds including the saved start memory) (B5003). For example, when it can be determined that the expected degree of jackpot of the start memory is large based on the acquired symbol information, reach system information, and the like, information of continuous notice effect is set for a plurality of holds. As information on the continuous notice effect, there is, for example, information on whether or not the continuous notice effect is performed with the hold.
[Variation pattern information setting process]
FIG. 63 is a flowchart illustrating a procedure of variation pattern information setting processing (B1205) according to the fifth embodiment. In the variation pattern information setting process of the fifth embodiment, a stop symbol and a variation pattern (effect pattern) in the continuous notice effect are set.
  First, the main control microcomputer 710 obtains stop symbol information of the special-figure display game (B5101), and saves hold information, which is information related to hold, in a predetermined area of the memory (RAM 711) (B5102). Further, a gaming state known from a game control command (B1010), a probability information command (B1120), etc. is acquired (B5103). Then, the effect information stored in the start storage area (a part of the RAM 711) of the start memory corresponding to the current change (holding digested during execution of the current special figure change display game) is acquired (B5104). The production information is information related to the prefetching production based on the prefetching information, and includes information on the prefetching on hold (holding display production), reach production, pseudo-continuous production, continuous notice production, and step-up production.
  Next, the main control microcomputer 710 confirms and determines whether or not the information of the continuous notice effect is set in the start memory (holding) of the variation display game (the variation) to be started (B5105, B5106). When the information of the continuous notice effect is set (the result of B5106 is “Y”), the continuous effect stop pattern / fluctuation pattern setting is performed in order to set the stop symbol and the change pattern (effect pattern) for the continuous notice effect. Processing is performed (B5107). When the information of the continuous notice effect is not set (the result of B5106 is “N”), the stop symbol is determined based on the acquired stop symbol information of the special symbol variation display game (B5108). Next, based on the gaming state and the effect information, a variation pattern (effect pattern) when there is no continuous notice effect is set (B5109).
[Continuous production stop pattern / variation pattern setting process]
Next, details of the continuous effect stop symbol / variation pattern setting process (B5107) in the variation pattern information setting process (FIG. 63) described above will be described. FIG. 64 is a flowchart illustrating the sequence of the continuous effect stop symbol / variation pattern setting process according to the fifth embodiment. In the continuous effect stop symbol / variation pattern setting process of the fifth embodiment, a stop symbol and a variation pattern (effect pattern) for the continuous notice effect are set.
  First, the main control microcomputer 710 determines whether or not the continuous notice effect is executed (B5201). For example, the continuous notice effect is executed when there is no special symbol for the notice object hold in the stop pattern of the previous variable display game, even though the notice object hold of the continuous notice effect is a big hit. Not. Further, for example, the continuous notice effect may not be executed by lottery. When the continuous notice effect is not executed (the result of B5201 is “N”), the process proceeds to B5211 described later.
  On the other hand, when the continuous notice effect is executed (the result of B5201 is “Y”), the main control microcomputer 710 sets the continuous notice effect set to hold (starting memory) of the starting variable display game (the relevant change). Based on the information, it is determined whether or not the first continuous announcement effect (first stage) is executed in the starting variable display game (B5202). When the first continuous notice effect is not executed (the result of B5202 is “N”), the process proceeds to B5206. When the first continuous notice effect is executed (the result of B5202 is “Y”), a variation pattern (effect pattern) of the first continuous notice effect is set based on the gaming state of B5103 and the effect information of B5104. In this variation pattern, one decoration special symbol (identification information) among the stop symbols of the previous variation display game is in a state where it is unclear whether or not the normal variation (fluctuation in a single direction) is caused by shaking. (Swing state or hold state). It should be noted that the fact that the decorative special symbol sways with a small amplitude and stops substantially in a rolling state (hold state) is also referred to as short fluctuation.
  Next, the main control microcomputer 710 determines whether or not the variation display game to be started (the variation) is a big hit (B5204). When it is not a big hit (the result of B5204 is “N”), the off symbol is set as the stop symbol (B5205). In this off-set symbol, two ornament special symbols out of the three ornament special symbols (identification information) are the same. These two decorative special symbols may be the same as or different from the single decorative special symbol that is put in a turn state (hold state). When it is a big hit (result of B5204 is “Y”), a big hit symbol is set as a stop symbol (B5210).
  Next, the main control microcomputer 710 determines whether or not the continuous notice effect is executed for the second or more times (the second time, the third time, that is, the second stage or later) in the variable display game to be started (B5206). ). If the second or more continuous notice effects are not executed in the starting variable display game (the result of B5206 is “N”), the current process is terminated. When the second or more continuous notice effects are executed in the starting variable display game (the result of B5206 is “Y”), the fluctuation pattern of the second or more consecutive notice effects is based on the gaming state of B5103 and the effect information of B5104. (Production pattern) is set (B5207). Here, the two same special ornament designs of B5205 are not changed normally, and are set to the hold state (turning state) or the reach state.
  Next, the main control microcomputer 710 determines whether or not the variation display game to be started (the variation) is a big hit (B5208). If it is not a big hit (the result of B5208 is “N”), an outlier symbol is set as the stop symbol (B5209). In this off-set symbol, two ornament special symbols out of the three ornament special symbols (identification information) are the same. These two decorative special symbols are the same as the two decorative special symbols set in the hold state (turning state) that does not change in B5207. When it is a big hit (result of B5208 is “Y”), a big hit symbol is set as a stop symbol (B5210).
  In the process of B5211, when the continuous notice effect is not executed, the main control microcomputer 710 sets a variation pattern (effect pattern) based on the gaming state of B5103 and the effect information of B5104. In this variation pattern, one decoration special symbol (identification information) of the last variation display game stop symbol is shaken to almost stop (short variation) and then bends, then lags behind the other ornament special symbol. Are set to vary. Subsequently, it is determined whether or not the starting variation display game (the variation) is a big hit (B5212). When it is a big hit (result of B5212 is “Y”), a big hit symbol is set as a stop symbol (B5210). When it is not a big hit (the result of B5212 is “N”), the off symbol is set as the stop symbol (B5213).
[Example 6]
65A to 65K show an example of the continuous notice effect (effect example 6) executed by the effect control device 700 using the variable display device 35 in the fifth embodiment.
  In FIGS. 65 (A) and 65 (B), a variable display game before the start of the continuous notice effect is performed, and a stop symbol (offset symbol) is displayed. In the rolling effect of FIG. 65 (C), the variable display game related to the hold in which the information of the first continuous notice effect is set starts, but one decorative special symbol (middle symbol) among the stopped symbols is shaken. It is almost unstoppable (short fluctuation) and it becomes unclear whether or not it usually fluctuates, and other decorative special symbols start normal fluctuation. Here, the number of hold indications decreases by one according to the hold number. In FIG. 65, the hold display moves obliquely upward or obliquely downward. When the continuous notice effect is not executed, as shown in FIG. 65 (D), after one decorative special symbol is in a state of turning, it fluctuates behind other decorative special symbols (turning failure) (set in B5211) Then, a stop symbol (offset symbol) or the like is displayed (FIG. 65 (H)). After that, if it is a big hit with the notice target hold of the continuous notice effect, it is possible to surprise the player and enhance the interest.
  When the continuous notice effect is executed, if the change is not a big hit, as shown in FIG. It swings and temporarily stops with other decorative special symbols that have undergone normal fluctuations (set in B5205). In this case, two of the three decorative special symbols become the same and temporarily stop (for example, “3, 7, 3” in addition to “3, 7, 7” shown in the figure). On the other hand, if the change is a big hit, a big hit symbol is displayed as shown in FIG. 65 (G), and the continuous notice effect is interrupted. When the continuous notice effect is executed, the freeze effect may be performed from the state of FIG. 65D and the state may be shifted to the state of FIG.
  In FIG. 65 (F), after the temporary stop state (FIG. 65 (E)) of the three decorative special symbols, when there is no reach effect, a stop symbol (for example, “3, 7, 7” shown) is displayed. Confirm as it is. When there is a reach effect, the reach effect starts from the temporary stop state as shown in FIG. As the reach effect, various reach effects may be performed, or a continuous reach notice effect (see FIG. 66) described later may be performed. When the reach effect of FIG. 65 (I) is a big hit, the hold display may be changed after the change.
  In the rolling effect of FIG. 65 (J), the variable display game related to the hold in which the information of the second continuous notice effect is set (here, the notice target hold of the continuous notice effect) starts, but two of the stop symbols The same decorative special symbol is maintained without being normally changed in a rolling state (hold state) that is shaken and substantially stopped, and the other decorative special symbol starts normal fluctuation for a short time. Here, if the number of hold indications decreases by one at the same time according to the number of holds, the interest is enhanced. Thereafter, in FIG. 65 (K), if a big hit is made due to the notice target hold of the continuous notice effect, a big hit symbol is displayed.
  66 (A)-(H) show the continuous reach notice effect performed after FIG. 65 (I). The continuous reach notice effect is an effect in which the reach state is continuously repeated at short time intervals. 66 (A) and 66 (B) are substantially the same as FIGS. 65 (E) and 65 (I), respectively, but the number of holds is changed for the sake of explanation. 66 (C) and 66 (D), the left symbol that fluctuates at low speed in the reach state is stopped, and the symbol is determined as the stop symbol. In FIG. 66 (E), the number of hold indications decreases by one according to the number of holds, and the two same special decoration symbols (here, “7, 7”) are shaken and stopped substantially. State). Thereafter, in FIG. 66 (F), the same two special ornament symbols are maintained in a temporarily stopped state, and the low-speed fluctuation of the other one ornament special symbol is started to reach a reach state. As a result, after reaching once, the reach state is set again from the start of the change in the next change display game. Thereby, it will be in a reach state repeatedly repeatedly in a short time interval. In FIG. 66 (G), the left symbol fluctuates at a low speed in the reach state.
  Thereafter, the effects from FIG. 66 (D) to FIG. 66 (G) are repeated while the number of on-hold displays is reduced in accordance with the number of holds, and the reach effect is continuously executed. When the effects from FIG. 66 (D) to FIG. 66 (G) are performed in accordance with the change in the number of holds, it is effective to enhance the interest of the game. Further, since only one symbol (here, the left symbol) fluctuates in the reach state, reach is continuously performed in a short period of time, and the player's interest is enhanced. Finally, in FIG. 66 (H), the variable display game is a big hit, and the big hit symbol is displayed.
  In addition, in the continuous reach notice effect, it is not limited to one symbol but two symbols by changing two symbols (for example, left and right at the same time) and stopping at the same symbol without changing one symbol to form a reach. It is possible to perform the same effect by changing the design. At that time, it is preferable that there is a display or notification (for example, reach voice) that indicates that the reach is reached when the two symbols fluctuate. Furthermore, when notifying the reach by voice, the voice is output at a timing deviated from the start of fluctuation in the reach state (sound delay), or the tempo of various melody (BGM) from the speaker is changed to be reach. It may be suggested to the player.
  67 (A)-(C) and FIGS. 68 (A)-(D) show alternative examples of curling effects. 67 (A)-(C), instead of FIG. 65 (C), one decoration special symbol (middle symbol) repeats the reduction in FIG. 67 (B) and the enlargement in FIG. 67 (C). become. 68 (A)-(D), one decorative special symbol (medium symbol) is affected by whether or not the same symbol is stopped at the start of the variation due to a slower variation (Fig. 68 (A)) than the other variations. You may do it. In the meantime, a notice effect such as a step-up notice effect may be performed as usual. In the case of successful roll, one decorative special symbol (middle symbol) stops (FIG. 68 (C)), and in the case of unsuccessful failure, one decorative special symbol (middle symbol) continues to slow (see FIG. 68 (D)).
  69 (A) and 69 (B) show alternative examples of the variation of the decorative special symbol. The variation may be changed by turning over the decorative design instead of moving in a single direction. This enables high-speed fluctuation in a short time.
[Timing chart 2]
FIGS. 70A to 70C are timing charts (timing chart 2) illustrating the continuous notice effect of the fifth embodiment. The timing chart shows the movement state (change and stop) of each decorative special symbol (left symbol, right symbol, middle symbol). In the timing chart and FIGS. 65 (A)-(K) and 66 (A)-(H), the corresponding numbers are assigned the same numbers (numbers surrounded by circles). .
  FIG. 70 (A) is a timing chart when the effects of (A), (B), (C), (E), (F), (J), and (K) of FIG. Executed. That is, in some two consecutive variable display games, some of the special decoration symbols are turned (held) and the other special decoration symbols are changed. FIG. 70 (B) is a timing chart when the effects of (A), (B), (C), (E), and (I) of FIG. 65 are sequentially performed, and the roaring effect is executed once. In this case, after the turn effect is executed once, all the decorative special symbols are shaken temporarily as shown in FIG. 65 (E), and then the reach effect is executed. FIG. 70C is a timing chart in the case where the effects of (A), (B), (C), (D), and (H) of FIG. 65 are sequentially performed, and the case where the roaring effect fails. Here, after the middle symbol is in a state of being beaten, normal fluctuation (fluctuation in a single direction) is started behind the other special decoration symbols.
  FIG. 71 is a timing chart when the continuous reach notice effect is performed. After the effects (A), (B), and (C) in FIG. 65, the effects (A) to (H) in FIG. 66 are sequentially performed. Done. Two of the same special decoration symbols (right symbol and middle symbol) are shaken and almost stopped, and are turned (hold). After that, the two same decorative special symbols are maintained in a temporarily stopped state, and the other decorative special symbol is in a reach state that fluctuates at a low speed. If the variation display game is a result of losing, the reach state is repeated again through the turn state (hold state). In addition, although the low-speed fluctuation of the decoration special symbol is performed during the reach state, the low-speed fluctuation may be omitted. In this case, it becomes easy to repeat the reach continuously, and the player's expectation increases.
(Effect of 5th Embodiment)
According to the fifth embodiment, the start area (second start winning port 38) is provided at a predetermined position in the game area, and the game ball can satisfy the start condition by entering the start area. The notice control means (production control device 700) can execute a continuous notice effect executed across a plurality of variable display games based on the determination result of the prior determination means (the prefetch command reception process of FIG. 62 and the figure). 63 variation pattern information setting process). In a specific game state (normal power support state) in which the start condition is more easily established than usual, the notice control means (production control device 700) receives one piece of identification information (decoration special symbol) at the start of execution of the variable display game. The continuous notice effect is executed by changing the remaining identification information without changing it (B5203 of the continuous effect stop symbol / variation pattern setting process in FIG. 64). Accordingly, in the variable display game during the continuous notice effect, the variable display itself can be performed quickly and efficiently by reducing the identification information that fluctuates without changing all the identification information. In particular, it is effective in a normal power support state that requires time efficiency against fluctuations. Moreover, variations are added to the variation display mode or the production mode in the variation display game, and the interest of the game is greatly improved.
  According to the fifth embodiment, the notice control means (production control device 700) sets at least one identification information to be stopped after a change in the variable display game to be the same as the identification information not to be changed, and at least two same information. The identification information is stopped and displayed (B5207 in the continuous effect stop symbol / variation pattern setting process in FIG. 64). Accordingly, it is possible to shorten the time for forming the reach, and the time efficiency for the variation display for the player is further improved.
  According to the fifth embodiment, the notice control means (production control device 700) varies the two pieces of the same identification information that are stopped and displayed in the next variation display game when the variation display game does not have a special result. Without changing the remaining identification information. Accordingly, in the next variation display game, it becomes possible to generate a reach state by omitting the process of forming reach, so that it is possible to speed up the time until a big hit occurs.
(Sixth embodiment)
The sixth embodiment will be described with reference to FIGS. 72 to 76. FIG. The sixth embodiment relates to a symbol change effect for changing a character constituting a decorative special symbol (identification information) and a related effect related thereto in the middle of a variable display game. Note that the prefetch command reception processing is the same as that in the second embodiment (FIG. 40). With respect to the hold display process, hold display (start-up storage display) may be performed in the hold pre-reading notice effect mode 1. Configurations not specifically described below may be the same as those in the first embodiment.
[Variation pattern information setting process]
Details of the variation pattern information setting process (B1205) in the above-described variation process (FIG. 25) will be described. FIG. 72 is a flowchart illustrating a procedure of variation pattern information setting processing according to the sixth embodiment of this invention.
  First, the main control microcomputer 710 performs the processing of B6001-B6005 in the same manner as B4001-B4005 of the variation pattern information setting processing of the fourth embodiment in FIG. Next, a temporary variation pattern (temporary effect pattern) is set based on the gaming state of B6003 and the effect information of B6005 (B6006). Subsequently, it is determined whether or not the effect included in the temporary variation pattern is a related effect related to the character after the change (B6007). When the effect included in the temporary variation pattern is listed in a predetermined related effect table (FIG. 73), it can be determined that the effect is a related effect.
  When it is a related effect (the result of B6007 is “Y”), the main control microcomputer 710 specifies the appearance timing of the related effect and the number L1 of related effects with reference to the related effect table (B6008). The number L1 of related effects is the number of times of execution of related effects. For example, when the SP1 reach and the cut-in effect are included in the temporary variation pattern (temporary effect pattern), the SP1 reach and the cut-in effect are present in the related effect table, so the number L1 of related effects is 2. (L1 = 2). If there is no related effect in the temporary variation pattern (result of B6007 is “N”), the character (character information) constituting the decorative special symbol (identification information) is not changed.
  Next, the main control microcomputer 710 corrects the temporary variation pattern so as to add an effect of changing the character (character information) constituting the decorative special symbol (identification information) before the appearance timing of the first related effect (B6009). ). Then, the temporary variation pattern is corrected so as to add an effect introduction system notice (effect) for notifying information on the number L1 of related effects (B6010). Further, the temporary variation pattern is corrected so as to add an effect that notifies the number of appearances of the related effect (the number of times of execution) after the appearance timing of the related effect (B6011). Finally, the final variation pattern (production pattern) is set to the corrected temporary variation pattern (temporary production pattern) so that the related production related to the character after the change is executed (B6012).
  The main control microcomputer 710 is not limited to the above-described control, and the main control microcomputer 710 selects the number L1 and the type of the changed characters and related effects by lottery, and the gaming state, the effect information, the changed characters, and the related effects. A variation pattern (effect pattern) may be set based on the number L1 and the type.
[Related production table]
FIG. 73 shows a related effect table of the sixth embodiment. A plurality of related effect tables are provided corresponding to the character type after the change. For example, a plurality of related effect tables 1 when the changed character is “A”, a related effect table 2 when the changed character is “I”, and the like are stored in the memory. When the effect included in the temporary variation pattern is listed in the related effect table 1, the temporary variation pattern is corrected so that the character constituting the decorative special symbol is changed to “I”.
  In the related effect table, the related effect related to the character change, the appearance timing in the variable display game, and the expected degree of jackpot are associated with each other. In addition, the appearance timings in the variable display game are T1, T2, T3, T4, T5, and T6 in order from the earliest, and the related effects having a large jackpot expectation appear at a late timing. When the player knows at what timing and the expectation, the player wants the related effect to appear later than the beginning of the variable display game. The appearance is greatly improved.
[Composition of decoration special design (identification information)]
FIG. 74A shows the configuration of a decorative special symbol (identification information). The decorative special symbol (identification information) is a combination of a character (character information) and a number (number). As shown in FIG. 74 (B), the decoration special symbol (identification information) is changed by changing the character. FIG. 75 illustrates a normal character type and a changed character type. In addition, although the character is shown as a character in FIG.74, 75, it is not restricted to this, A character may be a figure.
[Example 7]
FIGS. 76 (A)-(H) show examples of symbol change effects executed by the effect control device 700 using the variable display device 35 in the sixth embodiment and related effects related thereto (Example 7). Indicates.
  In FIG. 76 (A), a stop symbol of the previous variation display game is displayed as a decoration special symbol (identification information). Before the appearance timing of the first related effect, such as at the start of the current variable display game or immediately after the start, an effect introduction system preview is displayed as shown in FIG. 76 (B) (set in B6010). In the effect introduction system notice, information on the number L1 (scheduled number of executions) of related effects is notified. Instead of FIG. 76 (B), as shown in FIG. 76 (H), the number L1 of related effects (2 in this case) may be reported as it is as the scheduled execution number display in the effect introduction system notice. As shown in FIGS. 76 (C) and 76 (D), when the change of the middle symbol as the decoration special symbol (identification information) starts, the changed character “A” pushes out the character “A” of the middle symbol, and the middle symbol is changed. An effect of changing the constituent characters (character information) is performed (set in B6009).
  Thereafter, through the variation state of FIG. 76 (E), the related effects related to the character “A” after the change are always executed once as shown in FIGS. 76 (F) and 76 (G). For example, in FIG. 76 (F), the SP1 reach effect is performed by stopping the decorative special symbol (identification information) including the changed character “A” as the related effect. For example, in FIG. 76G, a cut-in effect using, for example, the character “A” as a display is performed as the related effect. An effect of informing the number of appearances of the related effect is performed after the appearance timing of the related effect. In FIG. 76 (E), since the related effect (SP1 reach effect) has not yet appeared, the number of times of appearance of the related effect, that is, the executed number of times (here, 0) is adjusted to the number of related effects L1 (here, 2). , 0/2. In FIG. 76 (F), since the related effect (SP1 reach effect) appears for the first time, the number of times of appearance of the related effect, that is, the number of times of execution (here 1) is adjusted to the number L1 (here 2) of the related effect. 2 is displayed. In FIG. 76 (G), since the related effect (cut-in effect) has appeared, the number of appearances of the related effect (here 2) is displayed as 2/2 according to the number L1 (here 2) of the related effects. To do.
(Effect of 6th Embodiment)
According to the sixth embodiment, the specific effect control means (the effect control device 700) controls to execute the specific effect that produces the variable display game in the variable display game. The identification information includes at least character information, and the character information is controlled to be changeable by the character information changing means (production control device 700) (B6009 in FIG. 72). The specific effect control means sets the specific effect corresponding to the character information (FIG. 73). When the character information is changed by the character changing means in the variable display game, the specific effect control means corresponds to the character information after the change. At least one of the set specific effects is executed during the variation display game (variation pattern information setting processing in FIG. 72). Therefore, a specific effect (that is, a related effect) occurs in response to a change in character information (that is, a change in identification information). For this reason, the player expects not only the occurrence of the specific performance but also the identification information itself to be changed, which increases the interest of the game. Moreover, variations are added to the variation display mode or the production mode in the variation display game, and the interest of the game is greatly improved.
  According to the sixth embodiment, the notification means (production control device 700) displays on the display device 35 the scheduled number of executions L1 of the specific production set corresponding to the character information in response to the change of the character information. (FIGS. 76E, F, and G). Therefore, by notifying the scheduled execution number L1 of the specific effect, the player can recognize the number of times that the specific effect (related effect) occurs and waits in anticipation of the appearance of the specific effect. For this reason, the interest of the game is improved.
  According to the sixth embodiment, after the character information is changed, the notification unit displays the number of times that the specific effect set corresponding to the character information is executed on the display device 35 as the executed number of times. Therefore, the player can recognize the number of times that the specific effect has been executed, and the interest is enhanced.
  According to the sixth embodiment, the notification unit displays the scheduled execution number L1 and the number of executions of the specific effect on the display device. Therefore, it becomes easier for the player to recognize how many times the specific effect appears, and the interest is enhanced.
(Seventh embodiment)
With reference to FIGS. 77 to 82, a seventh embodiment will be described. In the seventh embodiment, the reach effect is executed without executing the sequential stop display for sequentially stopping the three decorative special symbols in the decoration special figure variation display game with the notice target held for the continuous notice effect. Here, “sequentially stopped” refers to stopping the decorative special symbols one by one at different times. In addition, regarding the hold display process, hold display (start-up storage display) may be performed in the hold prefetch notice effect mode 1. Configurations not specifically described below may be the same as those in the first embodiment.
[Read-ahead command reception processing]
FIG. 77 is a flowchart illustrating a prefetch command reception process (B1119) according to the seventh embodiment. The prefetch command reception process of the seventh embodiment is obtained by adding the processes of B7001 to B7003 to the prefetch command reception process (FIG. 40) of the second embodiment.
  After the process of B2007, the main control microcomputer 710 determines whether or not the number of holds is 2 or more (B7001). If the number of holds is less than 2 (result of B7001 is “N”), the continuous notice effect cannot be executed, and the current process is terminated. If the number of holds is 2 or more (the result of B7001 is “Y”), the continuous notice effect can be executed. The information of the continuous notice effect is set for a plurality of holds including the start memory) (B7002). As information on the continuous notice effect, there is, for example, information on whether or not the continuous notice effect is performed with the hold. Next, the continuous notice effect flag indicating that the continuous notice effect has been set is set to ON (B7003). The continuous notice effect flag is cleared when the notice target hold of the continuous notice effect is exhausted.
  In the process of B7002, the main control microcomputer 710 puts a plurality of suspensions only when the fluctuation pattern indicated by the pre-reading fluctuation pattern command in the start memory has a higher degree of expectation than the fluctuation patterns 1 and 2 (no reach, normal reach). On the other hand, information on continuous notice effect is set. For example, the information of the continuous notice effect is set only when the start memory corresponds to the variation patterns 6 to 11 (SP2 reach, SP3 reach, premium reach). As a result, in the variable display game in which the preliminary announcement effect is suspended, the reach is performed but the normal reach is not executed, so that a predetermined reach effect other than the normal reach is performed.
[Variation pattern information setting process]
FIG. 78 is a flowchart illustrating a procedure of variation pattern information setting processing (B1205) according to the seventh embodiment. In the variation pattern information setting process of the seventh embodiment, a variation pattern (effect pattern) in the continuous notice effect is set.
  First, the main control microcomputer 710 obtains stop symbol information of the special figure variation display game (B7101), and saves hold information, which is information related to hold, in a predetermined area of the memory (RAM 711) (B7102). Further, the game state is acquired (B7103), and the stop symbol is determined (B7104). Then, the effect information stored in the start storage area (a part of the RAM 711) of the start memory corresponding to the current change (holding digested during execution of the current special figure change display game) is acquired (B7105). The production information is information related to the prefetching production based on the prefetching information, and includes information on the prefetching on hold (holding display production), reach production, pseudo-continuous production, continuous notice production, and step-up production.
  Next, the main control microcomputer 710 confirms and determines whether or not the information of the continuous notice effect is set in the start memory (hold) of the variable display game (the fluctuation) to be started (B7106, B7107). When the information of the continuous notice effect is not set (the result of B7107 is “N”), the variation pattern (effect pattern) when there is no continuous notice effect is set based on the gaming state and the effect information (B7108).
  On the other hand, when the information of the continuous notice effect is set in the starting memory of the change (including the case where the change is a change subject to the notice subject hold of the continuous notice effect) (the result of B7107 is “Y”), The control microcomputer 710 sets a variation pattern (effect pattern) or the like when there is a continuous notice effect based on the gaming state and effect information (B7109). In B7109, in particular, when the variation pattern of the variation is other than variation patterns 1 and 2 (in the case of reach other than normal reach), the first half variation pattern (decoration special design) from the start of the variation display game to the reach state is reached. Are not executed, and reach is reached at the start of fluctuation, and reach production (battle reach, etc.) is executed. That is, the reach effect is executed without executing the sequential stop display for sequentially stopping the three decorative special symbols. Since there is no first half variation pattern, the reach production time may be set so as to be extended accordingly. In B7109, when the variation pattern of the variation is the variation pattern 1 or 2 (in the case of no reach or normal reach), the variation display is displayed in a small corner and the entire upper display area 35a-2 (background). Is displayed in a predetermined manner (here, sandstorm-like) while displaying characters. Character display should be continuously connected to meanings including those performed while the symbol is stopped.
[Design stop processing]
Next, details of the symbol stop process (B1112) in the first scene control process (FIG. 24) described above will be described. FIG. 79 is a flowchart showing a procedure of symbol stop processing according to the seventh embodiment of this invention.
  First, the main control microcomputer 710 determines whether or not the effect request flag of B1106 is set (B7201). When the effect request flag is set (the result of B7201 is “Y”), the symbol stop is set (B7202), and the effect setting process during stop time for setting the effect during the stop time is performed (B7203). The game state to be transferred is set (B7204), and the effect request flag is cleared (B7205).
  On the other hand, if the production request flag is not set (when no scene change command is received) (the result of B7201 is “N”), the main control microcomputer 710 ends the symbol stop by the update timer. It is determined whether or not to perform (B7206). Specifically, first, it is determined whether the update timer corresponding to the stop time is 0, that is, whether the time is up (B7206). When the update timer expires (the result of B7206 is “Y”), the symbol stop is set to end (B7207), and the gaming state is shifted (B7208). If the update timer has not expired (the result of B7206 is “N”), the current process is terminated.
[Direction setting process during stop time]
Next, the details of the stop time effect setting process (B7203) in the first scene control process (FIG. 79) described above will be described. FIG. 80 is a flowchart showing a procedure of the effect setting process during the stop time according to the seventh embodiment of the present invention.
  First, the main control microcomputer 710 determines whether or not the continuous notice effect flag is set to ON (B7301). When the continuous notice effect flag is set to ON (the result of B7301 is “Y”), an effect corresponding to the number (steps) of the continuous notice effect is set (B7302). Specifically, in the first continuous announcement effect, after the stop symbol is displayed large in the upper display area 35a-2, the stop symbol is displayed small in the corner and the entire upper display area 35a-2 (background) is predetermined. After that, the character display is performed if necessary. In the second and subsequent consecutive notice effects, the stop symbol is displayed small in the corner, and the entire upper display area 35a-2 (background) is displayed in a predetermined manner (here, sandstorm-like), and then the character is displayed. I do. Character display should be connected continuously, including those performed during fluctuations. On the other hand, when the continuous notice effect flag is off (the result of B7301 is “N”), the stop symbol is displayed largely in the upper display area 35a-2 as usual (B7303).
  Next, the main control microcomputer 710 determines that the variation pattern of the next variation display game (next variation) is other than variation patterns 1 and 2 (reach other than normal reach) based on the pre-read information of the start memory to be digested next. It is determined whether or not (B7304). When the variation pattern of the next variation is other than the variation patterns 1 and 2 (reach other than the normal reach) (result of B7304 is “Y”), the stop symbol is displayed in the upper display area 35a− as in the first continuous notice effect. After the large display in 2, the stop symbol is displayed in a small corner, and a predetermined mode (here, sandstorm-like) is displayed on the entire upper display area 35a-2 (background) (B7305). If the variation pattern of the next variation is variation patterns 1 and 2 (no reach or normal reach (result of B7304 is “N”)), the current process is terminated.
[Example 8]
81A to 81H show an example of the continuous notice effect (effect example 8) executed by the effect control device 700 using the variable display device 35 in the seventh embodiment. In FIG. 81, the hold display moves diagonally up or down in order as the hold is digested.
  In FIG. 81 (A), the notice target hold of the continuous notice effect occurs, and the information of the continuous notice effect is set for a plurality of holds (three) (setting of B7002). The stop symbol is displayed largely in the upper display area 35a-2. In FIG. 81 (B), in the first continuous notice effect, the stop symbol is displayed small in the corner, and the entire upper display area 35a-2 (background) is in a predetermined mode (here, sandstorm-like) ( B7302 setting). In FIG. 81C, a predetermined character display is performed as a continuous notice effect. In FIG. 81 (D), since there is no reach, the variable display is displayed small in the corner and the next variable display game is played, and the entire upper display area 35a-2 (background) is maintained in a predetermined form. A predetermined character display is performed as the second continuous notice effect (setting of B7109).
  In FIG. 81 (E), the stop symbol is displayed small in the corner, the entire upper display area 35a-2 (background) is maintained in a predetermined mode, and a predetermined character display is performed (setting of B7302). ). In FIG. 81 (F), since there is no reach, the variable display is displayed small in the corner and the next variable display game is played, and the entire upper display area 35a-2 (background) is maintained in a predetermined manner. A predetermined character display is performed as the third continuous notice effect (setting of B7109). In FIG. 81 (G), the stop symbol is displayed small in the corner, and the entire upper display area 35a-2 (background) is maintained in a predetermined mode, and a predetermined character is displayed as the third continuous notice effect. Is performed (setting of B7302). In FIG. 81 (H), a variable display game related to the notice target hold of the continuous notice effect is performed. Since the variation pattern of the variation display game is a predetermined reach other than the normal reach, the first half variation pattern until reaching the reach state is not executed, and a reach effect is formed at the start of the variation and the reach effect is suddenly executed (B7109). settings of). In FIG. 81 (H), the hold display is not performed. Further, in FIG. 81 (B)-(G) during the continuous notice effect, the hold display need not be performed.
  On the other hand, when the variation pattern of the next variation display game is a specific reach other than the normal reach, in FIG. 81 (B), the stop symbol is displayed small in the corner and the entire upper display area 35a-2 (background). Becomes a predetermined mode (in this case, a sandstorm) (setting of B7305). Thereafter, as shown in FIG. 81 (H), in the next variation display game, the reach effect is suddenly executed at the start of the variation without executing the first half variation pattern until reaching the reach state (setting of B7109).
  In this way, when a specific reach effect (reach other than normal reach) is executed in the next variable display game, and after a continuous notice effect across a plurality of variable display games, a predetermined reach effect is held with a notice target suspended ( In both cases where the reach other than the normal reach is executed, the effect (display) of FIG. 81B is executed. For this reason, the player pays much attention to the effect (display) of FIG. 81B, and the interest of the game is enhanced. In particular, when the expectation level of the subject to be notified of the continuous notice effect is high, the player pays great attention to the effect (display) in FIG.
[Timing chart 3]
82 (A) and 82 (B) are timing charts (timing chart 3) for explaining the continuous notice effect of the seventh embodiment. The timing chart shows the movement state (change and stop) of each decorative special symbol (left symbol, right symbol, middle symbol). In the timing chart and FIGS. 81A to 81H, the same numbers (numbers surrounded by circles) are assigned to the corresponding timings.
  FIG. 82A is a timing chart when the effects of FIGS. 81A to 81H are sequentially performed. In addition, in the variable display game during the continuous notice effect, when there is no reach effect, the variable display (scroll display) of three decorative special symbols is started at the same time, and the three special decorative symbols that have changed after a predetermined time are displayed. They are stopped at the same time, not sequentially. In addition, when there is a reach effect in the variable display game, the variable display of three decorative special symbols is started at the same time, and a plurality of (two) decorative special symbols that have changed after a predetermined time without stopping sequentially are simultaneously displayed. A predetermined reach effect is executed by forming a reach (reach state) from the start of the variable display game. That is, the first half variation pattern (the one that sequentially stops the decorative special symbols) from the start of the variation display game to the reach state is not executed.
  FIG. 82B is a timing chart when the effects of FIGS. 81A, 81B, and 81H are sequentially performed. When the variation pattern of the next variation display game is a reach other than the normal reach, after the display of the predetermined mode of FIG. 81B is displayed on the display unit 35a during the stop time, the variation display in the next variation display game is performed. A reach (reach state) is formed from the start of the game, and a specific reach effect is executed.
(Effect of 7th Embodiment)
According to the seventh embodiment, the variable display control means (production control device 700) can execute a variable display pattern including a sequential stop display pattern that sequentially stops at least a plurality of pieces of identification information in the variable display game. The advance notice control means (production control device 700) can execute a continuous advance notice effect executed across a plurality of variable display games based on the determination result of the prior decision means (see the prefetch command reception process of FIG. 77 and the figure). 78 variation pattern information setting process). The variable display control means (production control device 700) can form a reach state without executing sequential stop display after the fluctuation starts when the variable display game related to the hold of the notice target of the continuous notice effect is executed (FIG. 5). 82 (A)). Therefore, in the variable display game related to the suspension of the notice subject of the continuous notice effect, it is possible to quickly entertain the reach effect for the player without executing the useless effect, and the interest is enhanced. Moreover, variations are added to the variation display mode or the production mode in the variation display game, and the interest of the game is greatly improved.
  According to the seventh embodiment, the notice control means (the effect control device 700) displays a predetermined mode on the display device 35 before the start of the variable display of the plurality of variable display games in which the continuous notice effect is executed. This is performed (B7302 in FIG. 80, FIG. 81B). When the specific reach effect is executed in the next variable display game, the notice control unit (the effect control device 700) displays the predetermined control value on the display device 35 even before the start of the variable display of the next variable display game. The mode is displayed (B7305 in FIG. 80, FIG. 81B). Therefore, the player pays a lot of attention to the display (production) of the predetermined mode on the display device 35, and it is possible to expect the subsequent development, and the interest of the game is enhanced.
  According to the seventh embodiment, the notice control means (production control device 700) displays the predetermined mode while the identification information is stopped and displayed (particularly, the symbol determination timing) (FIG. 80). Therefore, it becomes easy to compose the effect during the variable display after the display of the predetermined mode.
(Eighth embodiment)
The eighth embodiment will be described with reference to FIGS. 83 to 85. In the eighth embodiment, the effect control device 700 changes a change pattern table (effect pattern table) for setting a change pattern (effect pattern) when a predetermined condition is satisfied. As a result, the production with high expectation is changed, and the production with high expectation is notified.
[Variation pattern information setting process]
FIG. 83 is a flowchart illustrating a procedure of variation pattern information setting processing (B1205) according to the eighth embodiment.
  First, the main control microcomputer 710 obtains stop symbol information of the special figure variation display game (B8001), and saves hold information, which is information related to hold, in a predetermined area of the memory (RAM 711) (B8002). Further, the game state is acquired (B8003), and the stop symbol is determined (B8004). Then, the effect information stored in the start storage area (a part of the RAM 711) of the start memory corresponding to the current change (the hold that is digested when the special figure change display game is executed) is acquired (B8005). The production information is information related to the prefetching production based on the prefetching information, and includes information on the prefetching on hold (holding display production), reach production, pseudo-continuous production, continuous notice production, and step-up production.
  Next, the main control microcomputer 710 determines whether or not a predetermined condition is satisfied (B8006). As predetermined conditions, the game has entered a latent probability change game state, a small hit, the fact that a fluctuation pattern (reach effect) with a long fluctuation time is selected at the time of deviation in FIG. For example, the game has been executed and the real time clock (RTC) has reached a predetermined time. When the predetermined condition is not satisfied (result of B8006 is “N”), a normal variation pattern table (effect pattern table) is set (B8007), and the process proceeds to B8010. When the predetermined condition is satisfied (the result of B8006 is “Y”), the change pattern table is changed from the normal change pattern table (B8008), and a setting or notification is made to notify a highly expected effect or notice (B8008). B8009).
  Next, the main control microcomputer 710 sets a variation pattern (effect pattern) with reference to the variation pattern table (effect pattern table) based on the gaming state and the effect information (B8010). Each effect and notice in the variation pattern (effect pattern) is set by sorting (lottery) with reference to the variation pattern table (effect pattern table).
  The variation pattern table is a table for distribution by lottery, and notices and effects are set at a predetermined selection rate (distribution rate) according to the time of big hit or loss. As shown in FIG. 84, the fluctuation pattern table has a notice or effect with a high or low expectation of jackpot. For example, the normal variation pattern table is the table A, and the variation pattern table after the change is selected from the tables B to F by lottery or the like or according to the variation time or the like. In FIG. 84, the expected degree of jackpot of a certain effect (or notice) corresponds to the probability of winning a big hit when the effect (or notice) is selected. For example, the appearance rate (appearance frequency in the case of a big hit) ) Divided by the overall appearance rate (appearance frequency) including the case of a big hit. In FIG. 84, the appearance frequency is the entire appearance frequency including the case of losing the big hit.
[Example 9]
85 (A) to 85 (F) show a notification effect (high-expected announcement) that is produced by the production control device 700 using the variable display device 35 in the eighth embodiment (production example 8). Is illustrated.
  In FIG. 85 (A), table A, which is a normal variation pattern table, is selected, and a highly expected effect or notice is not notified. In FIG. 85 (B), when the predetermined condition is satisfied, the table B is selected, and the display unit 35a is informed (displayed) that the advance notice with high expectation is the group advance notice. In FIG. 85 (C), it is informed that the table C is selected due to the establishment of the predetermined condition, and the notice with a high expectation is the next notice. In FIG. 85 (D), it is notified that the table D is selected due to the establishment of the predetermined condition, and the high-anticipation notice is the cherry blossom pattern notice. In FIG. 85 (E), it is notified that the table E is selected due to the establishment of the predetermined condition, and the advance notice with a high expectation is an accessory notice (notice by an accessory). In FIG. 85 (F), it is informed that the table F is selected due to the establishment of the predetermined condition, and the advance notice with high expectation is the battle reach effect.
  It should be noted that the fluctuation time in the start memory is obtained from the pre-read information, and, for example, when there is a start memory of a specific long fluctuation time (when it is highly likely that battle reach will occur), the change is made to the table F. May be. The contents of the notification may be changed while pretending to be another table while staying at the table A where a group notice other than the group notice can be expected. By doing this, it becomes clear which player should expect to generate, and it becomes easier to concentrate on the game.
(Effect of 8th Embodiment)
As described above, based on the selected variation pattern table (effect pattern table), it is possible to clearly notify (display) which effect is expected to occur to the player, so that the player is not bored. , The fun of gaming is improved.
(Other embodiments)
The type (number) of decorative special symbols may be changed for each variation line (left, middle, right). For example, there are usually 10 types of decorative special symbols that may be changed to one type. Reach can be generated by changing the right symbol as the same symbol with respect to the stopped left symbol. Further, stop symbols of a specific combination such as a stop symbol of chances may be generated with different symbols (for example, 3, 5, 7, etc.) on all of the left, middle, and right.
  When the symbol type is changed as described above, the variation may be performed with the changed type during the variation. For example, two kinds of symbols may be eliminated from 10 kinds of decorative special symbols. Moreover, you may eliminate a specific symbol from a fluctuation line. For example, only an odd number of symbols may be changed. On the display unit 35a, it may be produced such that the character does not attack the design in a display manner.
  The present invention is not limited to the embodiments described above, and various modifications and changes can be made within the scope of the technical idea, and it is obvious that these are also included in the technical scope of the present invention. It is. For example, a possible combination of a plurality of the above-described embodiments is also included in the technical scope of the present invention. The scope of the present invention is defined by the terms of the claims, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
35 Fluctuating display device (decorative display device, fluctuating display means)
35a Display section (display area)
35a-1 Lower display area (holding display area)
35a-2 Upper display area 37 First start winning opening 38, 39 Second start winning opening 41 First special variable winning device 42 Second special variable winning device 101 Stage portion 120 Game ball rolling member 132 Movable member (work)
600 Game control device 611 Game microcomputer 700 Production control device 710 Main control microcomputer

Claims (3)

  1. Based on the establishment of the start condition, the display device executes a variable display game that displays the identification information in a variable manner, and generates a special game state that gives a predetermined game value to the player based on the special result of the variable display game. In a possible gaming machine,
    A start area provided at a predetermined position in the game area, and a game ball can satisfy the start condition by entering;
    A holding storage means for storing the execution right of the variable display game based on the establishment of the starting condition as a holding storage;
    Pre-determination means for determining the execution result of the variable display game based on the hold storage stored in the hold storage means before the start of execution of the variable display game;
    Preliminary control means capable of executing a continuous preliminary announcement effect executed across a plurality of variable display games based on the determination result of the prior determination means,
    In the specific gaming state in which the start condition is more easily established than usual, the notice control means changes the remaining identification information without changing one identification information at the start of execution of the variable display game, A gaming machine that performs the continuous notice effect.
  2.   The notice control means sets at least one identification information to be stopped after a change in the variable display game to be the same as the identification information not to be changed, and stops and displays at least two pieces of the same identification information. The gaming machine according to 1.
  3.   The notice control means may change the remaining identification information in the next variable display game without changing the same two pieces of the identification information stopped and displayed in the next variable display game when the variable display game does not have a special result. The gaming machine according to claim 2, wherein the gaming machine is characterized in that:
JP2013100360A 2013-05-10 2013-05-10 Game machine Pending JP2014217674A (en)

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Country Link
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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004357852A (en) * 2003-06-03 2004-12-24 Sanyo Product Co Ltd Game machine
JP2010167213A (en) * 2009-01-26 2010-08-05 Sophia Co Ltd Game machine
JP2010264072A (en) * 2009-05-14 2010-11-25 Sammy Corp Pinball game machine

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004357852A (en) * 2003-06-03 2004-12-24 Sanyo Product Co Ltd Game machine
JP2010167213A (en) * 2009-01-26 2010-08-05 Sophia Co Ltd Game machine
JP2010264072A (en) * 2009-05-14 2010-11-25 Sammy Corp Pinball game machine

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