JP2016036352A - Game machine - Google Patents

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Publication number
JP2016036352A
JP2016036352A JP2014159235A JP2014159235A JP2016036352A JP 2016036352 A JP2016036352 A JP 2016036352A JP 2014159235 A JP2014159235 A JP 2014159235A JP 2014159235 A JP2014159235 A JP 2014159235A JP 2016036352 A JP2016036352 A JP 2016036352A
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Japan
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display
effect
hold
symbol
state
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JP2014159235A
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Inventor
小倉 敏男
Toshio Ogura
敏男 小倉
広太郎 真弓
Kotaro Mayumi
広太郎 真弓
康太 森本
Kota Morimoto
康太 森本
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株式会社三共
Sankyo Co Ltd
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Abstract

An object of the present invention is to recognize the number of reserved memories even when there is no reserved memory.
A hold display (for example, a first hold display in a first hold storage display unit 9a and a second hold display in a second hold storage display unit 9b) is displayed corresponding to each hold storage, and the hold storage is performed. Corresponding to the hold display (for example, the first hold image in the first hold image display unit 9e and the second hold image in the second hold image display unit 9f) are displayed. Then, when there is no hold storage, a hold image corresponding to the case where there is no hold storage is displayed (for example, an image of “0” is displayed as the first hold image or the second hold image).
[Selection] Figure 54

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine capable of playing a game.

  As a gaming machine, a game medium (for example, a game ball), which is a game medium, is launched into a game area by a launching device, and a predetermined prize value is obtained when the game medium wins a prize area such as a prize opening provided in the game area. Are configured to give the player. Furthermore, variable display means capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, and when the display result of the variable display of the identification information in the variable display means becomes a specific display result, a predetermined game value Are configured to give the player.

  The winning value means that a prize ball is paid out or a score or a prize is given in accordance with the winning of a game medium in the winning area. In addition, the game value means that when a specific display result is obtained, the state of the variable winning ball apparatus provided in the gaming area of the gaming machine becomes an advantageous state for a player who is easy to win, and for the player. For example, a right to be advantageous can be generated, and a condition for paying out a winning ball can be easily established.

  In a pachinko machine, a specific display mode determined in advance is derived and displayed as a display result of variable display of special symbols (identification information) that is started in the variable display means based on the winning of the game medium at the start winning opening. When it is made, “big hit (specific game state)” occurs. The derived display is to stop and display the symbol. When the big hit occurs, for example, the big winning opening is opened a predetermined number of times, and the game shifts to a big hit gaming state where the hit ball is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. And the number of times the special winning opening is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the big winning opening is closed when the opening time elapses. Hereinafter, the opening period of each special winning opening may be referred to as a round.

  In addition, in the pachinko gaming machine, variable display that has not yet started even though the game medium has passed through the start area (for example, start prize opening) is stored as hold storage, and hold display corresponding to each hold storage Is configured to be displayed. For example, Patent Document 1 displays a hold display (a pseudo hold number display that displays the hold number at the lower center of the image display unit) and a hold image that differs from the hold display ("2" depending on the hold number) It is described that display of “holding number display for displaying a number“ 3 ””.

JP 2012-254338 A (paragraphs 0129 to 0130, FIG. 18-2)

  However, Patent Document 1 does not disclose any countermeasures for holding display or holding image display control when there is no holding memory, and it is assumed that a gaming machine is configured using the configuration described in Patent Document 1 as it is. When there is no reserved memory, the player may not be able to recognize the current number of reserved memories.

  Accordingly, an object of the present invention is to provide a gaming machine that can recognize the number of reserved memories even when there is no reserved memory.

(Means 1) The gaming machine according to the present invention has identification information (for example, a game ball (for example, a game ball)) that has passed through a start area (for example, the first start winning port 13 and the second start winning port 14). The specific display result (for example, big hit symbol) is derived to variable display means (for example, the first special symbol display 8a and the second special symbol display 8b) for performing variable display of the first special symbol and the second special symbol. A game machine that is in a specific gaming state (for example, a big hit gaming state) that is advantageous to the player when it is displayed, and is pending for a variable display that has not yet started even though the game medium has passed through the starting area On-hold storage means (for example, a first on-hold storage buffer and a second on-hold storage buffer) stored as storage and on-hold display (for example, a first on-hold table) corresponding to each of the on-hold storage stored in the on-hold storage means On hold display control means for displaying (second hold display) (for example, the part for executing steps S6631, S6671, and S800A in the production control microcomputer 100) and a hold image that is different from the hold display corresponding to the hold storage ( For example, a hold image display control means for displaying a first hold image and a second hold image (for example, a portion for executing steps S6632, S6672, and S800B in the production control microcomputer 100), and a hold image display control means. When there is no hold memory, the hold image corresponding to the case where there is no hold memory is displayed (for example, the production control microcomputer 100 determines the first hold memory number after subtraction and the first number in steps S6632 and S6672). 2 If the number of reserved memory is 0, the first reserved image and the second reserved image And wherein the image to display) that of "0". According to such a configuration, the number of reserved memories can be recognized even when there is no reserved memory.

(Means 2) Predetermining means for deciding whether or not to enter the specific gaming state based on the start of variable display of the identification information in the means 1 (for example, the step of executing step S61 in the gaming control microcomputer 560) And a determination unit for determining whether or not the specific game state is entered based on the hold memory stored in the hold storage unit (for example, step S1217A in the game control microcomputer 560, S1217B may be provided). According to such a configuration, it is possible to determine whether or not the specific gaming state is entered before the start of variable display of identification information.

(Means 3) In the means 1 or 2, the hold image display control means displays a hold image corresponding to the case where there is no hold storage during the display of the customer waiting demonstration display (for example, the production control microcomputer 100 is When step S812 is Y, step S815 is executed to set the first hold display and the second hold display to the non-display state, while the first hold image and the second hold image are set to the non-display state. (The image of “0” may be displayed continuously without). According to such a configuration, the player can recognize the reserved storage number during display of the customer waiting demonstration display.

(Means 4) In any one of the means 1 to 3, the effect display device (for example, the effect display device 9) capable of effect display and movable to a position overlapping the display area of the effect display device. A movable image (for example, movable members 50 and 51 in the modification shown in FIG. 59), and the reserved image display control means holds the reserved image at a position that does not overlap with the movable member even when the movable member is movable. (For example, as shown in FIG. 59, the first reserved image display unit 9e and the second reserved image display unit 9f are provided at positions that do not overlap with the movable members 50 and 51. , 51 may be configured to display the first reserved image and the second reserved image so as to be visible). According to such a configuration, it is possible to recognize the reserved memory number even when the movable member is movable.

(Means 5) In any one of the means 1 to 4, the hold display control means executes at least a specific effect (for example, an appearance effect) associated with the display of the hold display after the game medium passes through the start area. It is possible to display a specific hold display (for example, the specific hold display shown in FIG. 56) that displays an operation in a predetermined cycle (for example, 1 second), and the game medium is displayed in the start area during the display of the specific hold display. When displaying a new specific hold display based on the passage, the operation display of the new specific hold display is synchronized with the operation display of the specific hold display being displayed from the execution of the specific effect (for example, effect control) (The part which performs step S6012-S6025, S6027-S6038 in the microcomputer 100 for operation) may be comprised. According to such a configuration, since the operation display of the specific hold display is synchronized, the appearance of the hold display can be ensured when the specific hold display can be displayed.

It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram showing an example of circuit configuration of an effect control board, a lamp driver board and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 4 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the production | presentation symbol prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table, a small hit determination table, and a big hit type determination table. It is explanatory drawing which shows the variation pattern classification determination table for big hits. It is explanatory drawing which shows the variation pattern classification determination table for deviation. It is explanatory drawing which shows a hit fluctuation pattern determination table. It is explanatory drawing which shows a deviation variation pattern determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of the symbol designation | designated command. It is explanatory drawing which shows an example of the content of a fluctuation category command. It is explanatory drawing which shows an example of the content of a fluctuation category command. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a pending | holding storage buffer. It is a flowchart which shows the effect process at the time of winning. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows a display result designation | designated command transmission process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is a flowchart which shows a big hit end process. It is a flowchart which shows an example of the program of a special symbol display control process. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is explanatory drawing which shows the specific example of the command storage area at the time of a start winning prize. It is a flowchart which shows a 1st pending | holding display update process and a 2nd pending | holding display update process. It is a flowchart which shows production control process processing. It is a flowchart which shows a pending | holding display control process. It is a flowchart which shows a pending | holding display control process. It is a flowchart which shows a pending | holding display control process. It is a flowchart which shows a pending | holding display control process. It is explanatory drawing which shows the specific example of a reservation notice determination table. It is explanatory drawing which showed the relationship between a game state (mode), the mode of a hold display, the presence or absence of an appearance effect, and the synchronous timing of the operation display of a hold display. It is a flowchart which shows a pending | holding image display process. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows an effect design fluctuation start process. It is explanatory drawing which shows an example of the stop symbol of an effect symbol. It is explanatory drawing which shows the structural example of process data. It is a flowchart which shows the process during effect design change. It is a flowchart which shows an effect design fluctuation stop process. It is a flowchart which shows a big hit end effect process. It is explanatory drawing which shows the specific example of the display mode of a hold display and a hold image. It is explanatory drawing which shows the specific example of the display mode of a hold display and a hold image. It is explanatory drawing which shows the specific example of the display mode of a hold display and a hold image. It is explanatory drawing for demonstrating the specific example of a specific hold display. It is explanatory drawing for demonstrating the specific example of the display aspect of an appearance effect and a specific hold display. It is explanatory drawing for demonstrating the specific example of the display aspect of an appearance effect and a specific hold display. It is explanatory drawing which shows the modification of the display mode of a hold display and a hold image in case a movable member is provided.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.

  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).

  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.

  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. The display screen of the effect display device 9 includes an effect symbol display area for performing variable display of the effect symbol in synchronization with the variable display of the first special symbol or the second special symbol. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of effect symbols. The effect symbol display area includes a symbol display area for variably displaying, for example, three decorative (effect) effect symbols of “left”, “middle”, and “right”. The symbol display area includes “left”, “middle”, and “right” symbol display areas, but the position of the symbol display area does not have to be fixed on the display screen of the effect display device 9. Three areas of the display area may be separated. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer causes the effect display device 9 to execute the effect display along with the variable display, and the second special symbol display 8a executes the second special display. When the variable display of the second special symbol is executed on the symbol display 8b, the effect display is executed by the effect display device 9 along with the variable display, so that the progress of the game can be easily grasped. .

  Further, in the effect display device 9, symbols other than the symbol that will be the final stop symbol (for example, the middle symbol of the left and right middle symbols) have continued for a predetermined time, and the jackpot symbol (for example, the left middle right symbol is aligned with the same symbol) Stops, swings, scales, or deforms in a state that matches the symbol combination), or multiple symbols fluctuate synchronously in the same symbol, or the position of the display symbol is switched Thus, an effect performed in a state where the possibility of occurrence of a big hit (hereinafter, these states are referred to as reach states) before the final result is displayed is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. And when the display result of the symbol variably displayed on the effect display device 9 is not a big hit symbol, it becomes “out” and the variation display state ends. A player plays a game while enjoying how to generate a big hit.

  In the upper right part of the display screen of the effect display device 9, there are provided fourth symbol display areas 9c and 9d for displaying a fourth symbol after the effect symbol, a special symbol described later, and a normal symbol. In this embodiment, a fourth symbol display area 9c for the first special symbol in which the variation display of the fourth symbol for the first special symbol is performed in synchronization with the variation display of the first special symbol described later, There is provided a fourth symbol display area 9d for the second special symbol in which the variation display of the fourth symbol for the second special symbol is performed in synchronization with the variation display of the special symbol.

  In this embodiment, the variation display of the effect symbol is executed in synchronization with the variation display of the special symbol (however, to be precise, the variation display of the effect symbol is varied on the effect control microcomputer 100 side). This is done by measuring the variation time recognized based on the pattern command.) When performing an effect using the effect display device 9, for example, the effect content including the change display of the effect symbol disappears from the screen for a moment. There are a variety of effects such as effects being performed and effects in which movable objects shield all or part of the screen. For this reason, even if the display screen on the effect display device 9 is viewed, it may be difficult to recognize whether or not the current variation display is in progress. Therefore, in this embodiment, whether or not the state of the present variation is being displayed by confirming the state of the fourth symbol by further displaying the variation of the fourth symbol on a part of the display screen of the effect display device 9. It is possible to reliably recognize whether or not. Note that the 4th symbol is always variably displayed with a constant operation and does not disappear from the screen or is not shielded by a shielding object, so that it can always be visually recognized.

  The 4th symbol for the first special symbol and the 4th symbol for the 2nd special symbol may be collectively referred to as the 4th symbol, and the 4th symbol display area 9c for the 1st special symbol and the 2nd special symbol The 4th symbol display area 9d for symbols may be collectively referred to as a 4th symbol display area.

  The variation (variable display) of the fourth symbol is realized by continuing the state where the fourth symbol display areas 9c and 9d are repeatedly turned on and off at a predetermined time interval in a predetermined display color (for example, blue). . The variable display of the first special symbol on the first special symbol display 8a is synchronized with the variable display of the fourth symbol for the first special symbol in the fourth symbol display area 9c for the first special symbol. The variable display of the second special symbol on the second special symbol display 8b is synchronized with the variable display of the fourth symbol for the second special symbol in the fourth symbol display area 9d for the second special symbol. “Variable display is synchronized” means that the start time and end time of variable display are the same and the period of variable display is the same. When the big hit symbol is stopped and displayed on the first special symbol display 8a, the display color reminiscent of the big hit in the fourth symbol display area 9c for the first special symbol (a display color different from the loss. Sometimes it is displayed in blue, but when it is a big hit, it is displayed in red, and the type of big hit (the display color may be different depending on whether it is a normal big hit or a probable big hit). When the jackpot symbol is stopped and displayed on the second special symbol display 8b, the display color reminiscent of the jackpot in the fourth symbol display area 9d for the second special symbol (display color different from the outlier) For example, it is displayed in blue when it is off, but it is displayed in red when it is a big hit. The display color of the 4th symbol display areas 9c and 9d is assimilated with the background image when the display is turned off. In order to prevent the image from becoming invisible, it is desirable that the display color be different from the background image (for example, black).

  In this embodiment, the case where the 4th symbol display area is provided on a part of the display screen of the effect display device 9 is shown, but a light emitter such as a lamp or LED is used separately from the effect display device 9. Thus, the fourth symbol display area may be realized. In this case, for example, the variation (variable display) of the fourth symbol may be realized by continuing the state in which the two LEDs are alternately lit, and any of the two LEDs is stopped. Whether or not the jackpot symbol is stopped and displayed may be indicated depending on whether or not it is displayed.

  Further, in this embodiment, a case is shown in which separate fourth symbol display areas 9c and 9d are provided corresponding to the first special symbol and the second special symbol, respectively, but the first special symbol and the second special symbol are provided. A fourth symbol display area common to the symbols may be provided in a part of the display screen of the effect display device 9. Moreover, you may make it implement | achieve the 4th symbol display area common with respect to a 1st special symbol and a 2nd special symbol using light-emitting bodies, such as a lamp | ramp and LED. In this case, when executing the variation display of the fourth symbol in synchronization with the variation display of the first special symbol, and when executing the variation display of the fourth symbol in synchronization with the variation display of the second special symbol, For example, the display of different display colors at certain time intervals may be performed by distinguishing and executing the variation display of the fourth symbol by performing display that repeatedly turns on and off. In addition, when the variation display of the fourth symbol is executed in synchronization with the variation display of the first special symbol, and when the variation display of the fourth symbol is performed in synchronization with the variation display of the second special symbol, for example, The display of the fourth symbol may be distinguished and executed by performing a display that repeatedly turns on and off at different time intervals. In addition, for example, when the stop symbol is derived and displayed corresponding to the variation display of the first special symbol, and when the stop symbol is derived and displayed corresponding to the variation display of the second special symbol, the same big hit symbol is obtained. However, you may make it stop-display the stop symbol of a different aspect.

  On the left side of the lower part of the game board 6, a first special symbol display (first variable display portion) 8a for variably displaying the first special symbol as identification information is provided. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. On the lower right side of the game board 6, a second special symbol display (second variable display portion) 8b for variably displaying the second special symbol as identification information is provided. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.

  The small display is formed in, for example, a square shape. In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.

  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b are collectively referred to as a special symbol indicator (variable display unit). There are things to do.

  Although this embodiment shows a case where two special symbol indicators 8a and 8b are provided, the gaming machine may be provided with only one special symbol indicator.

  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14 after passing (including winning)), the variable display start condition (for example, when the number of reserved memories is not 0 and the variable display of the first special symbol and the second special symbol is not executed) The state is started and the big hit game is not executed), and when the variable display time (fluctuation time) elapses, the display result (stop symbol) is derived and displayed. Note that the passing of a game ball means that the game ball has passed through a predetermined area such as a prize opening or a gate, and that includes a game ball entering (winning) a prize opening. It is. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).

  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.

  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. Therefore, in a state where the variable winning ball device 15 is in the closed state, it is easier for the game ball to win the first starting winning port 13 than the second starting winning port 14. In the state where the variable winning ball device 15 is in the closed state, it may be configured so that it is difficult to win, but it is possible to win (that is, the game ball is difficult to win).

  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.

  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The nail arrangement around the first start winning opening 13 is made difficult to guide the game balls to the first starting winning opening 13 so that the winning rate of the second starting winning opening 14 is increased. It is also possible to make the direction higher than the winning rate of the first start winning opening 13.

  In this embodiment, as shown in FIG. 1, the variable winning ball apparatus 15 that opens and closes only the second start winning opening 14 is provided. Any of the start winning ports 14 may be provided with a variable winning ball device that performs an opening / closing operation.

  On the side of the first special symbol display 8a, the number of effective winning balls that have entered the first start winning opening 13, that is, the first reserved memory number (the reserved memory is also referred to as the start memory or the start prize memory) is displayed. A first special symbol storage memory display 18a comprising four displays is provided. The first special symbol storage memory indicator 18a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.

  On the side of the second special symbol display 8b, a second special symbol hold memory display 18b comprising four displays for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. Is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.

  In addition, at the lower part of the display screen of the effect display device 9, a first reserved memory display unit 9a for displaying the first reserved memory number and a second reserved memory display unit 9b for displaying the second reserved memory number are provided. Yes. In this embodiment, the case where the first reserved memory number and the second reserved memory number are individually displayed is shown, but the total number of the first reserved memory number and the second reserved memory number is added. You may comprise so that the total pending | holding memory | storage display part which displays the number of pending | holding memories may be provided. With this configuration, it is possible to easily grasp the total number of execution conditions that have not been met. Moreover, when comprised in that way, while a 1st hold | maintenance memory and a 2nd hold | maintenance memory are displayed side by side in order of winning to the 1st start winning opening 13 and the 2nd starting winning opening 14, in the total holding storage display part, So that it can be recognized whether it is the first reserved memory or the second reserved memory (for example, the first reserved memory is displayed in red and the second reserved memory is displayed in blue). It may be configured.

  Further, in this embodiment, as shown in FIG. 1, rectangular display areas are secured as the first reserved storage display section 9a and the second reserved storage display section 9b, and each is secured as a rectangular display area. On the inside of the first hold memory display unit 9a and the second hold memory display unit 9b that have been made, the hold display for the number of hold memories is displayed. Therefore, in this embodiment, even if the number of reserved memories is 0, the first reserved memory display part 9a and the second reserved memory display part 9b are not displayed at all, but the first reserved memory display part 9a and the second reserved memory display part 9b Only the rectangular display area indicating the 2 reserved storage display portion 9b is displayed. In addition, you may comprise so that only the hold display for the number of reservation memory | storages may be displayed, without providing such a display area.

  In this embodiment, a case is shown in which the first reserved storage display unit 9a and the second reserved storage display unit 9b are provided in the display area of the effect display device 9, but the present invention is not limited to such a mode. For example, you may be comprised so that the 1st reservation memory display part 9a and the 2nd reservation memory display part 9b may be implement | achieved using indicators, such as LED.

  In addition, in the upper left part of the display screen of the effect display device 9, a first reserved image display unit 9e for displaying a first reserved image indicating the first reserved memory number separately from the first reserved memory display unit 9a, and a second Apart from the reserved storage display portion 9b, a second reserved image display portion 9f for displaying a second reserved image indicating the second reserved storage number is provided. In this embodiment, the first reserved image display unit 9e displays a numeric image indicating the first reserved storage number as the first reserved image. For example, in the example illustrated in FIG. 1, the first reserved memory number is 3, and an image “3” indicating that the first reserved memory number is 3 is displayed on the first reserved image display unit 9 e. It is shown. The second reserved image display unit 9f displays a numerical image indicating the second reserved storage number as the second reserved image. For example, in the example illustrated in FIG. 1, the second reserved memory number is 1, and an image “1” indicating that the second reserved memory number is 1 is displayed on the second reserved image display unit 9 f. It is shown.

  In this embodiment, the first reserved image display unit 9e displays an image in which the number indicating the first reserved storage number is shown in red as the first reserved image, and the second reserved image display unit 9f. It is assumed that an image in which a number indicating the second reserved storage number is displayed in blue is displayed as the second reserved image. By displaying in such a different color, in this embodiment, the images displayed on the first reserved image display unit 9e and the second reserved image display unit 9f are the first reserved memory number and the second reserved memory number. It is easy to distinguish which is shown. In addition, you may make it display the image of the same display color by the 1st reservation image display part 9e and the 2nd reservation image display part 9f, not only in such an aspect. In addition, for example, by changing the size of the number displayed as the reserved image and the font, or by changing the shape of the display area between the first reserved image display unit 9e and the second reserved image display unit 9f, It may be easy to distinguish which one of the number of reserved memory and the number of second reserved memory is shown.

  Also, for example, when the gaming state is in the low base state, the first hold image is displayed more easily than the second hold image, and when the gaming state is in the high base state, the second hold image is displayed. It may be displayed more easily than the first reserved image. For example, when the gaming state is in the low base state, by displaying the first hold image larger than the second hold image, or by adding a predetermined effect display to the first hold image, The first reserved image may be conspicuous. Further, for example, when the gaming state is in the low base state, the second reserved image may be displayed in a smaller size, so that the first reserved image can be relatively easily recognized.

  Further, instead of the first reserved image display unit 9e and the second reserved image display unit 9f, or together with the first reserved image display unit 9e and the second reserved image display unit 9f, a reserved image indicating the total number of reserved memories is displayed. You may comprise so that a pending | holding image display part may be provided.

  Further, in this embodiment, the first on-hold storage display unit 9a and the second on-hold storage display unit 9b, the first on-hold image display unit 9e, and the second on-hold image display unit 9f are both displayed on the same effect display device 9. Although the case where it provides on a screen is shown, it is not restricted to such an aspect. For example, in the case where a sub liquid crystal display device is provided in addition to the effect display device 9 (main liquid crystal display device), the first hold memory display portion 9a and the second hold memory display portion 9b are replaced with the effect display device. The first reserved image display unit 9e and the second reserved image display unit 9f may be provided on the display screen of the sub liquid crystal display device. Conversely, the first reserved image display unit 9a and the second reserved image display unit 9f are provided on the display screen of the sub liquid crystal display device, while the first reserved image display unit 9e and the second reserved image display unit 9f are provided. You may comprise so that it may provide on the display screen of the production | presentation display apparatus 9. FIG.

  Further, in this embodiment, as shown in FIG. 1, the first hold image display unit 9e and the second hold image display unit 9f are provided on the upper left side of the display screen of the effect display device 9, while the first hold image display unit 9f is provided on the upper right side. Although the case where the four symbol display areas 9c and 9d are provided is shown, the display position is such that the first reserved image display unit 9e and the second reserved image display unit 9f and the fourth symbol display areas 9c and 9d are displayed in the vicinity. It is good. If comprised in that way, even if a player does not move a eyes | visual_axis largely, both the pending | holding memory | storage number and the state of a fluctuation | variation display can be recognized at a glance.

  The effect display device 9 is for decoration (for effects) during the variable display time of the first special symbol by the first special symbol display 8a and during the variable display time of the second special symbol by the second special symbol display 8b. A variable display of the effect symbol as the symbol is performed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the effect symbol on the effect display device 9 are synchronized. In addition, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the effect display device 9 causes the jackpot to be recalled. The combination of is stopped.

  In this embodiment, as will be described later, the game control microcomputer 560 that controls the change display of the special symbol transmits a change pattern command that can specify the change time, and the effect control microcomputer 100 receives the change pattern command. The variation display of the effect symbol is controlled according to the variation time specified by the variation pattern command. Therefore, since the variation time is specified based on the variation pattern command, the variation display of the special symbol and the variation display of the effect symbol should be executed in synchronization in principle. However, in the unlikely event that the data of the variation pattern command is garbled, the variation time recognized on the game control microcomputer 560 side and the variation time recognized on the effect control microcomputer 100 side There may be a gap between them. For this reason, when an unexpected situation such as garbled command data occurs, there is a possibility that the special symbol variation display and the production symbol variation display are not completely synchronized.

  On the left side of the decorative portion around the effect display device 9, a movable member 78 that is attached to the rotation shaft of the motor 86 and moves when the motor 86 rotates is provided. In this embodiment, the movable member 78 operates when a notice effect (movable object notice effect) is executed. Note that the movable member 78 may be operated not only in the movable object notice effect, but in, for example, a pseudo-ream effect or a super reach effect.

  Further, in the decorative portion around the effect display device 9, a blade-shaped movable member (hereinafter referred to as an effect blade accessory) that is attached to the rotating shaft of the motor 87 and moves when the motor 87 rotates is provided below the left and right. 79a and 79b are provided. The effect blade roles 79a and 79b operate, for example, when a notice effect (effect blade effect notice effect) is executed. In addition, not only the effect blade role notice effect but also the effect blade role 79a, 79b may be operated in a pseudo-ream effect or a super reach effect, for example.

  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.

  The game area 6 is also provided with winning ports (ordinary winning ports) 29, 30, 33, and 39 for paying out a predetermined number of premium game balls determined in advance based on winning of the game balls. The game balls won in the winning openings 29, 30, 33, 39 are detected by the winning opening switches 29a, 30a, 33a, 39a.

  A normal symbol display 10 is provided on the right side of the game board 6. The normal symbol display 10 variably displays a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.

  When the game ball passes through the gate 32 and is detected by the gate switch 32a, the variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting the upper and lower lamps (the symbols can be visually recognized when turned on). For example, if the lower lamp is turned on at the end of the variable display, it is a hit. . When the stop symbol on the normal symbol display 10 is a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of LEDs to be turned on by one. Each time variable display on the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one. Further, a probability variation state in which the probability of being determined to be a big hit compared to the normal state is higher (a state in which the probability of being determined to be a big hit as a result of displaying a special symbol is higher than that in the normal state. In the high probability state.), The probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the opening time and the number of times of opening of the variable winning ball apparatus 15 are increased.

  On the left and right sides of the game area 7 of the game board 6, there are provided decorative LEDs 25 that are displayed blinking during the game, and at the lower part there is an outlet 26 for taking in a hit ball that has not won. In addition, two speakers 27 that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 7. On the outer periphery of the game area 7, a frame LED 28 provided on the front frame is provided.

  The members constituting the hitting ball supply tray 3 are provided with operation buttons 120 as operation means that can be operated by the player. The operation button 120 is provided with a push button switch that can be pressed by the player. The operation button 120 is provided not only with a push button switch that can be pressed by the player, but also with a dial that can be rotated by the player. The player can perform a predetermined selection (for example, selection of effects) by rotating the dial.

  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the variable display (variation) of the first special symbol is started on the first special symbol display 8a, and the variable display of the effect symbol is started on the effect display device 9. That is, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.

  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the effect symbol. That is, the variable display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.

  In this embodiment, when the probable big hit is made, the game is shifted to a so-called probable state after the big hit game is finished, the game state is changed to a high probability state, and the game ball is easily started and won (that is, a special symbol). The display shifts to the high base state that is a gaming state controlled so that the variable display execution condition in the display devices 8a and 8b and the effect display device 9 is easily established. In the high base state, for example, the frequency at which the variable winning ball device 15 is in the open state is increased or the time in which the variable winning ball device 15 is in the open state is extended compared to the case in which the high base state is not in the high base state. It becomes easier to win a start.

  Instead of extending the time during which the variable winning ball apparatus 15 is in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to a normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display unit 10 will be a hit symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol in the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In this case, by performing the transition control to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, if the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and a state where it is easy to start a winning (high base state) is achieved. That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). It should be noted that increasing the number of times of opening is a concept including changing from a closed state to an open state.

  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol short-time state, the variation time of the normal symbol is shortened, so that the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, when the frequency that the normal symbol is hit increases, the frequency that the variable winning ball apparatus 15 is opened is increased, and the start winning state is easily set (high base state).

  Further, in this embodiment, when the transition is made to the high base state, the transition is also made to the short time state (special symbol short time state) in which the variation time (variable display period) of the special symbol or effect symbol is shortened. By shifting to the short time state in this way, the variation time of the special symbol and the production symbol is shortened, so the frequency of the variation of the special symbol and the production symbol is increased (in other words, the digestion of the reserved memory is reduced). It is possible to reduce the situation that an invalid start prize is generated. Therefore, an effective start winning is likely to occur, and as a result, the possibility of a big hit game being increased.

  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it is easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state). In addition, it is easier to win a start by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state) (high You may make it move to a base state.

  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 2 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to a game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 53 that generates hardware random numbers (random numbers generated by the hardware circuit).

  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power source created on the power supply substrate 910. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data (a special symbol process flag or the like) corresponding to the game state, that is, the control state of the game control means, and data indicating the number of unpaid winning balls are stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game. In this embodiment, it is assumed that the entire RAM 55 is backed up.

  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.

  The random number circuit 53 is a hardware circuit that is used to generate a random number for determination for determining whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 53 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.

  The random number circuit 53 has a numeric data update range selection / setting function (initial value selection / setting function and upper limit selection / setting function), numeric data update rule selection / setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.

  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 53. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 560 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 560). The numerical data obtained by the execution is set as the initial value of the numerical data updated by the random number circuit 53. By performing such processing, the randomness of the random number generated by the random number circuit 53 can be further improved.

  Further, an input driver circuit 58 for supplying detection signals from the gate switch 32a, the start port switch 13a, the count switch 23, and the winning port switches 29a, 30a, 33a, 39a to the game control microcomputer 560 is also mounted on the main board 31. Yes. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31.

  In addition, the game control microcomputer 560 includes a first special symbol display 8a, a second special symbol display 8b that variably displays special symbols, a normal symbol display 10 that variably displays normal symbols, and a first special symbol hold memory. Display control of the display 18a, the second special symbol storage memory display 18b, and the normal symbol storage memory display 41 is performed.

  An information output circuit (not shown) that outputs an information output signal such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer is also mounted on the main board 31.

  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control of the effect display device 9 for variably displaying effect symbols is performed.

  The effect control means mounted on the effect control board 80 controls the display of the decoration LED 25 provided on the game board and the frame LED 28 provided on the frame side via the lamp driver board 35. The sound output from the speaker 27 is controlled via the sound output board 70.

  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.

  The effect control board 80 includes an effect control CPU 101 and an effect control microcomputer 100 including a RAM for storing information related to effects such as effect symbol process flags. The RAM may be externally attached. In this embodiment, the RAM in the production control microcomputer 100 is not backed up. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.

  In this embodiment, a VDP 109 that performs display control of the effect display device 9 in cooperation with the effect control microcomputer 100 is mounted on the effect control board 80. The VDP 109 has an address space independent of the production control microcomputer 100, and maps a VRAM therein. VRAM is a buffer memory for developing image data. Then, the VDP 109 outputs the image data in the VRAM to the effect display device 9 via the frame memory.

  The effect control CPU 101 outputs to the VDP 109 a command for reading out necessary data from a CGROM (not shown) in accordance with the received effect control command. The CGROM stores character image data and moving image data displayed on the effect display device 9, specifically, a person, characters, figures, symbols (including effect symbols), and background image data in advance. ROM. The VDP 109 reads image data from the CGROM in response to the instruction from the effect control CPU 101. The VDP 109 executes display control based on the read image data.

  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.

  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).

  The effect control CPU 101 drives the motor 86 to operate the movable member 78 via the output port 106. Further, the effect control CPU 101 drives a motor 87 for operating the effect blades 79 a and 79 b via the output port 106.

  Further, the effect control CPU 101 inputs a signal from the operation button 120 via the input port 107 in response to a pressing operation of the operation button 120 by the player.

  Further, the effect control CPU 101 outputs a signal for driving the LED and the lamp to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.

  In the lamp driver board 35, signals for driving LEDs and lamps are input to the LED / lamp driver 352 via the input driver 351. The LED / lamp driver 352 supplies a current to a light emitter provided on the frame side such as the frame LED 28 based on a signal for driving the LED and the lamp. Further, a current is supplied to the decoration LED 25 and the like provided on the game board side.

  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data, and outputs it to the amplifier circuit 705. The amplification circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speaker 27. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data showing the output form of the sound effect or sound in a time series in a predetermined period (for example, the changing period of the effect design).

  Next, the operation of the gaming machine will be described. FIG. 4 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.

  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.

  Next, the CPU 56 checks the state of the output signal (clear signal) of a clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes a normal initialization process (steps S10 to S15).

  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) has been performed when power supply to the gaming machine is stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.

  When it is confirmed that the power supply stop process has been performed, the CPU 56 performs data check of the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.

  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for an area that may be initialized in the work area is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the game state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer) ), A portion in which data indicating the number of unpaid prize balls is set.

  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Further, the CPU 56 transmits a display result designation command designating a display result (usually big hit, probability change big hit, sudden probability change big hit, small hit or loss) stored in the backup RAM to the effect control board 80 (step). S44). Then, the process proceeds to step S14. In step S44, for example, when the value of a special symbol pointer (to be described later) is also stored in the backup RAM, the CPU 56 also transmits a first symbol variation designation command and a second symbol variation designation command (see FIG. 13). You may make it do. In this case, the production control microcomputer 100 may resume the variation display of the fourth symbol based on the reception of the first symbol variation designation command or the second symbol variation designation command.

  In this embodiment, the value of a variable time timer (to be described later) is also stored in the backup RAM area. Therefore, when the power failure is restored, after the display result designation command is transmitted in step S44, measurement of the saved variation time timer value is resumed, and the variation display of the special symbol is resumed and saved. When the value of the changed time timer has timed out, a symbol determination designation command to be described later is further transmitted. In this embodiment, a special symbol process flag value, which will be described later, is also stored in the backup RAM area. Therefore, when the power failure is recovered, the special symbol process is resumed from the process corresponding to the value of the stored special symbol process flag.

  Note that the display result designation command is not necessarily transmitted when the power failure is restored, but the CPU 56 may first confirm whether or not the value of the variable time timer stored in the backup RAM area is zero. . If the value of the variation time timer is not 0, it is determined that a power failure occurs during the variation, and a display result designation command is transmitted. It may be determined that the state has not been reached, and the display result designation command may not be transmitted.

  Further, the CPU 56 may first check whether or not the value of the special symbol process flag stored in the backup RAM area is 3. If the value of the special symbol process flag is 3, it is determined that the power failure occurs during the fluctuation, and a display result designation command is transmitted. If the special symbol process flag is not 3, the fluctuation occurs at the time of the power failure. The display result designation command may not be transmitted because it is determined that it is not in the middle.

  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state restoration process.

  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but an arbitrary value or a predetermined value It may be initialized to. Alternatively, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, data of a count value of a counter for generating a random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).

  By the processing in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags for selectively performing processing according to the control state are initialized. A value is set.

  Further, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted) (a command indicating that the game control microcomputer 560 has executed an initialization process). Is also transmitted to the sub-board (step S13). For example, when the effect control microcomputer 100 receives the initialization designation command, the effect display device 9 performs screen display for notifying that the control of the gaming machine has been performed, that is, initialization notification.

  Further, the CPU 56 executes a random number circuit setting process for initially setting the random number circuit 53 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 53 to update the random R value.

  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 560 so that a timer interrupt is periodically generated every predetermined time (for example, 4 ms). That is, a value corresponding to, for example, 4 ms is set as an initial value in a predetermined register (time constant register). In this embodiment, it is assumed that a timer interrupt is periodically taken every 4 ms.

  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining a stop symbol of a special symbol when it is not a big hit, or a random number for determining whether to reach when it is not a big hit, The random number update process is a process for updating the count value of the counter for generating the display random number. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.

  In this embodiment, the reach effect is executed using effect symbols that are variably displayed on the effect display device 9. In addition, when the display result of the special symbol is a jackpot symbol, the reach effect is always executed (however, in the case of the sudden probability variation big hit, the reach probability sudden hit symbol (for example, “135”) is not reached but reached. May be stopped). When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 560 determines whether to execute the reach effect by performing a lottery to determine the variation pattern type and variation pattern using random numbers. To do. However, it is the production control microcomputer 100 that actually executes the reach production control.

  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21). ).

  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.

  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S24 and S25).

  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.

  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state. In the normal symbol process in step S27, the normal symbol variation display is executed based on the detection of the passing of the game ball to the gate 32, and the variation display result is derived and displayed, or the normal symbol variation display result is displayed. When the winning is won, the variable winning ball apparatus 15 is controlled to be opened or closed.

  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).

  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S29).

  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.

  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).

  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32).

  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in an output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.

  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.

  With the above control, in this embodiment, the game control process is started every 4 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is changed after the variable display of the effect symbol is started. There may be a case where a predetermined combination of effects that does not reach reach is stopped and displayed without reaching reach. Such a variable display mode of the effect symbol is referred to as a variable display mode of “non-reach” (also referred to as “normally shift”) in a case where the variable display result is a loss symbol.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is changed after the variable display of the effect symbol is started. After reaching the reach state, a reach effect is executed, and a combination of predetermined effect symbols that will not eventually become a jackpot symbol may be stopped and displayed. Such a variable display result of the effect design is referred to as a variable display mode of “reach” (also referred to as “reach out”) when the variable display result is “out of”.

  In this embodiment, when the big win symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the reach effect is executed after the variable display state of the effect symbol becomes the reach state. Finally, the effect symbols are stopped and displayed in the “left”, “middle”, and “right” symbol display areas 9L, 9C, and 9R in the effect display device 9 (provided that the probability sudden hit is sudden) In some cases, the probability change big hit symbol (for example, “135”) is stopped and displayed without being reached).

  When “5”, which is a small hit, is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the effect display variable display mode is “suddenly probable big hit” on the effect display device 9. In the same manner as in the case where the effect symbol is variably displayed, a predetermined small hit symbol (the same symbol as the sudden probability variation big hit symbol, for example, "135") may be stopped and displayed. The display effect in the effect display device 9 corresponding to the fact that “5”, which is the small hit symbol, is stopped and displayed on the first special symbol display 8a or the second special symbol indicator 8b is referred to as a “small hit” variable display mode. .

  Here, the small win is a hit that is allowed up to a small number of times that the big winning opening is opened compared to the big win (in this embodiment, the opening for 0.1 second is twice). When the small hit game ends, the game state does not change. That is, there is no transition from the probability variation state to the normal state or from the normal state to the certain variation state. In addition, the sudden probability change big hit is allowed up to a small number of times of opening of the big prize opening in the big hit gaming state (in this embodiment, the opening for 0.1 second is twice), but the opening time of the big prize opening is extremely large. It is a big jackpot that is a short jackpot and the game state after the big jackpot game is shifted to a probabilistic state (that is, by doing so, it appears to the player as if it suddenly became a probable state) Is). In other words, in this embodiment, the sudden winning odds and the small wins have the same opening pattern of the big prize opening. By controlling in such a way, if the winning opening is opened twice for 0.1 seconds, it is impossible to recognize whether it is suddenly a big hit or a small hit, so a high probability state for the player (Probable change state) can be expected, and the interest of the game can be improved.

  Note that when the gaming machine is configured such that the big hit types are all probable big hits, the small hits may not be provided. In addition, when all big hit types are probabilistic big hits, if you make a small hit, it will only shift to the probable change state (high probability state) and suddenly probable big hits without the short time state (high base state). Is preferably provided.

  FIG. 6 is an explanatory diagram showing the variation pattern of the effect symbol prepared in advance. As shown in FIG. 6, in this embodiment, the non-reach PA 1-1 to the non-reach are used as a variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the effect design is “non-reach”. A variation pattern of reach PA1-4 is prepared. Further, normal PA2-1 to normal PA2-2, normal PB2-1 to normal PB2-2 are variations patterns corresponding to the case where the variable display result is “out of” and the variable display mode of the effect symbol is “reach”. Fluctuation patterns of super PA3-1 to super PA3-2 and super PB3-1 to super PB3-2 are prepared. Note that, as shown in FIG. 6, re-variation is performed once for the variation pattern of the non-reach PA 1-4 that is used in the case where the reach is not performed and is accompanied by a pseudo-continuous effect. Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed once. Of the variation patterns that are used for reaching and have a pseudo-continuous effect, when normal PB2-2 is used, re-variation is performed twice. Furthermore, when using super PA3-1 to super PA3-2 among the fluctuation patterns used for reaching and accompanied by pseudo-rendition effects, re-variation is performed three times. Note that the re-variation means that the variable display of the effect symbol is executed again after temporarily stopping the effect symbol that is once deviated from the start of the variable display of the effect symbol until the display result is derived and displayed. .

  Also, as shown in FIG. 6, in this embodiment, normal PA2-3 to normal PA2-4, normal PB2 are used as the variation patterns corresponding to the case where the variable symbol display result of the special symbol is a big hit symbol or a small hit symbol. -3 to Normal PB2-4, Super PA3-3 to SuperPA3-4, Super PB3-3 to Super PB3-4, Special PG1-1 to Special PG1-3, Special PG2-1 to Special PG2-2 Is prepared. In FIG. 6, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used when sudden probability change big hit or small hit. Further, as shown in FIG. 6, when the normal PB2-3 is used among the fluctuation patterns that are used when the sudden sudden change is not big hit or small hit and has a pseudo-continuous effect, the re-variation is performed once. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-4 is used, re-variation is performed twice. Furthermore, when using super PA3-3 to super PA3-4 among the fluctuation patterns that are used for reaching and have the effect of pseudo-ream, re-variation is performed three times. In addition, regarding the variation pattern of the special PG 1-3 that is used in the case of sudden probability big hit or small hit and accompanied by the effect of pseudo-ream, re-variation is performed once.

  In this embodiment, as shown in FIG. 6, when the variation time is fixedly determined according to the type of reach (for example, the variation time is 32 in the case of Super Reach A with pseudo-ream). In the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds). For example, even in the case of the same type of Super Reach Depending on the total number of pending storage, the variation time may be varied. For example, even with the same type of super reach, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.

FIG. 7 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (normal jackpot, probability variation jackpot, sudden probability variation jackpot described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)

  In this embodiment, the variation pattern is first determined by using the variation pattern type determination random number (random 2) and then by using the variation pattern determination random number (random 3). One of the variation patterns included in the pattern type is determined. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.

  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns are grouped by reach type, and include a variation pattern type including a variation pattern with normal reach, a variation pattern type including a variation pattern with super reach A, and a variation pattern with super reach B. It may be divided into variable pattern types. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-reams, a variation pattern type including a variation pattern of one re-variation, It may be divided into a variation pattern type including a variation pattern of two variations and a variation pattern type including a variation pattern of three variations. Further, for example, a plurality of variation patterns may be grouped according to presence / absence of effects such as pseudo-ream and slip effects.

  In this embodiment, as will be described later, in the case of a normal big hit or a probable big hit, normal CA3-1, which is a fluctuation pattern type including a fluctuation pattern with only normal reach, and fluctuation with normal reach and pseudo-continuity. It is classified into a normal CA 3-2 that is a variation pattern type including a pattern and a super CA 3-3 that is a variation pattern type with super reach. In addition, in the case of sudden probability variation big hit, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern and special CA4-2 that is a variation pattern type including a variation pattern with reach. ing. Further, in the case of small hits, it is classified into special CA4-1 which is a variation pattern type including a non-reach variation pattern. Further, in the case of deviation, a non-reach CA 2-1 that is a variation pattern type including a variation pattern that does not involve reach, pseudo-ream or slip effect, and a variation pattern that does not involve reach but involves a pseudo-ream or slip effect. Includes non-reach CA2-2, which is a variation pattern type including, non-reach CA2-3, which is a variation pattern type including a variation pattern of a shortened variation that does not involve reach, pseudo-ream, or slip production, and a variation pattern that includes only normal reach Normal CA2-4 which is a variation pattern type, normal CA2-5 which is a variation pattern type including a variation pattern with normal reach and two re-variation pseudo-continuations, and a variation pattern with normal reach and one re-variation pseudo-continuation Normal CA2-6, which is a variation pattern type that includes, and a variation pattern type with super reach Are the type divided into a certain super CA2-7.

  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating (1) a big hit type determination random number and (4) a normal symbol determination random number. Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number. Note that a software random number may be used instead of a hardware random number as the jackpot determining random number.

  FIG. 8A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal-time jackpot determination table used in a normal state (a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each value described in the left column of FIG. 8 (A) is set in the normal jackpot determination table, and each value described in the right column of FIG. 8 (A) is set in the probability change jackpot determination table. Is set. The numerical value described in FIG. 8A is a jackpot determination value.

  8B and 8C are explanatory diagrams showing a small hit determination table. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) used when the variable display of the first special symbol is performed, and a small hit determination table used when the variable display of the second special symbol is performed. (For the second special symbol). Each value described in FIG. 8B is set in the small hit determination table (for the first special symbol), and in the small hit determination table (for the second special symbol), the values shown in FIG. Each numerical value listed is set. Moreover, the numerical values described in FIGS. 8B and 8C are small hit determination values.

  Note that it may be determined that a small hit is made only when the variable display of the first special symbol is performed, and the small hit may not be provided when the variable display of the second special symbol is performed. In this case, the small hit determination table for the second special symbol shown in FIG. In this embodiment, when the gaming state is shifted to the probability changing state, the variation display of the second special symbol is mainly executed. Even if the game state is shifted to the probability change state, a small hit will be generated, and if it is configured to produce an effect asking whether or not the probability change will occur, even though the current game state is the probability change state On the contrary, it makes the player feel annoying. Therefore, if it is configured so that the small hit does not occur during the variation display of the second special symbol, if the gaming state is the probability variation state, it is difficult for the small hit to occur and the excessive effect is not given to the probability variation. This can prevent the player from feeling annoyed.

  The CPU 56 extracts the count value of the random number circuit 53 at a predetermined time and uses the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be a big hit (a normal big hit, a probable variation big hit, or a sudden probable big hit described later). Further, when the big hit determination random number value matches one of the small hit determination values shown in FIGS. 8B and 8C, it is determined to make a small hit for the special symbol. Note that the “probability” shown in FIG. 8A indicates the probability (ratio) of a big hit. Further, “probabilities” shown in FIGS. 8B and 8C indicate the probability (ratio) of small hits. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.

  In this embodiment, as shown in FIGS. 8B and 8C, when the small hit determination table (for the first special symbol) is used, the small hit is determined at a ratio of 1/300. On the other hand, when using the small hit determination table (second special symbol), a case where the small hit is determined at a ratio of 1/3000 will be described. Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. The ratio determined as “small hit” is higher than when the variable display is executed.

  FIGS. 8D and 8E are explanatory diagrams showing the jackpot type determination tables 131a and 131b stored in the ROM 54. FIG. Among these, FIG. 8 (D) determines the jackpot type using the hold memory based on the game ball having won the first start winning opening 13 (that is, when the variable display of the first special symbol is performed). This is a jackpot type determination table (for the first special symbol) 131a. FIG. 8E shows a case where the jackpot type is determined by using the holding memory based on the fact that the game ball has won the second start winning opening 14 (that is, when the variation display of the second special symbol is performed). Is a jackpot type determination table (for the second special symbol) 131b.

  The jackpot type determination tables 131a and 131b determine that the jackpot type is “normal jackpot”, “ This table is referred to in order to determine one of “probability big hit” and “sudden probability big hit”. In this embodiment, as shown in FIGS. 8D and 8E, eight determination values are assigned to “suddenly probable big hit” in the big hit type determination table 131a (40 minutes). In the jackpot type determination table 131b, two judgment values are assigned to “sudden probability variation jackpot” (a ratio of 2/40). Will suddenly be determined to be a promising big hit). Therefore, in this embodiment, when the first special symbol variation display is executed by starting the first start winning port 13 and the second special symbol of the second special symbol is displayed. Compared with the case where the variable display is executed, the ratio determined as “suddenly probable big hit” is high. Note that “sudden probability variation big hit” is assigned only to the first special symbol jackpot type determination table 131a, and “sudden probability variation big hit” is not assigned to the second special symbol big hit type determination table 131b (ie, It may be determined that “suddenly probable big hit” may be determined only when the variable display of the first special symbol is performed.

  In this embodiment, as shown in FIGS. 8D and 8E, a sudden probability variation big hit (two round big hit) as the first specific gaming state to which a predetermined amount of game value is given, and the game There are cases where it is determined as a normal big hit and a probable big hit (15 round big hit) as the second specific gaming state that gives a game value larger than the value, and when the variable display of the first special symbol is executed Although the case where it is determined to be the first specific gaming state at a high rate is shown, the gaming value to be given is not limited to the number of rounds as shown in this embodiment. For example, as compared with the first specific gaming state, the second specific gaming state in which the allowable amount of the winning number (count number) of game balls to the big winning opening per round is increased as the gaming value is determined. Also good. Further, for example, as compared with the first specific gaming state, the second specific gaming state in which the opening time of the big winning opening per game during the big hit may be determined as the gaming value. In addition, for example, even if the same 15 round big hits, the first specific gaming state that opens the big winning opening once per round and the second specific gaming state that opens the big winning opening multiple times per round It may be prepared to increase the gaming value of the second specific gaming state by substantially increasing the number of times the special winning opening is opened. In this case, for example, in any case of the first specific gaming state or the second specific gaming state, when the big winning opening is opened 15 times (in this case, all 15 rounds in the case of the first specific gaming state) In the case of the second specific gaming state, there is an undigested round remaining), and it is possible to execute an effect in such a manner as to inquire whether or not the jackpot continues further. And in the case of the first specific gaming state, all the 15 rounds have been finished internally, so the big hit game is finished, and in the case of the second specific gaming state, there remains an undigested round internally. For this reason, the jackpot game may be continued (the effect that the bonus winning opening is additionally started with a bonus after finishing the bonus hit of 15 times).

  In this embodiment, as shown in FIGS. 8D and 8E, the types of jackpots include “normal jackpot”, “probability variation jackpot”, and “sudden probability variation jackpot”. In this embodiment, the case where the number of rounds executed in the jackpot game is two types of 15 rounds and 2 rounds, but the number of rounds executed in the jackpot game is shown in this embodiment. Not limited to those. For example, a 7R probability variable jackpot that is controlled for a seven-round jackpot game and a 5R probability variable jackpot that is controlled for a five-round jackpot game may be provided. In this embodiment, there are three types of jackpot types, “normal jackpot”, “probability big hit”, and “sudden probability big hit”. However, the number is not limited to three, for example, four or more types. A big hit type may be provided. Conversely, the jackpot type may be less than three types, for example, only two types may be provided as the jackpot type.

  The “ordinary big hit” is a big hit that is controlled to a 15-round big hit gaming state and shifts to a time-short state (high base state) after the big hit gaming state ends (see steps S167 and 168 described later). Then, after shifting to the time reduction state, the time reduction state ends when the variable display is ended 100 times (see steps S168 and S137 to 140 described later). In this embodiment, even if a big hit occurs after the transition to the time reduction state and before the execution of the 100 fluctuation displays, the time reduction state ends (see step S132 described later).

  The “probable big hit” is a big hit that is controlled to a 15-round big hit gaming state and is shifted to a probable change state (high probability state) after the big hit gaming state is finished (in this embodiment, the jackpot is changed to the probable change state) The state is also shifted to the short time state (high base state) (see steps S169 and S170 described later). After the transition to the probability variation state, the probability variation state is maintained until the next big hit occurs (see step S132 described later).

  In addition, “suddenly promising big hit” means that the number of times of opening the big prize opening is smaller than in “normal big hit” or “probable big hit” (in this embodiment, opening for 0.1 seconds is allowed twice). Is a big hit. In other words, when “suddenly promising big hit”, the game is controlled to a two round big hit gaming state. In addition, in “normal big hit” and “probable big hit”, the opening time of the big winning opening per round is as long as 29 seconds, whereas in “sudden probable big hit”, the opening time of the big winning opening per round is long. It is extremely short, 0.1 seconds, and it is almost impossible to expect a game ball to win a big winning opening during a big hit game. Then, in this embodiment, after the sudden probability variation big hit gaming state, the state is shifted to the probability variation state (high probability state) (in this embodiment, the state is shifted to the probability variation state and the time reduction state (high base state). (See steps S169 and S170 described later). After the transition to the probability variation state, the probability variation state is maintained until the next big hit occurs (see step S132 described later).

  As described above, in this embodiment, even in the case of “small hit”, the big winning opening is opened twice for 0.1 seconds, and the big hit gaming state by “suddenly probable big hit” Similar control is performed. In the case of “small hit”, the game state does not change after the opening of the big winning opening twice, and the game state before “small hit” is maintained. By doing so, it is made impossible to recognize whether it is “suddenly promising big hit” or “small hit”, and the interest of the game is improved.

  The big hit type determination tables 131a and 131b are numerical values to be compared with a random 1 value, and corresponding to the “normal big hit”, “probability variable big hit”, and “suddenly probable big hit” (big hit type determination value) ) Is set. When the value of random 1 matches any of the jackpot type determination values, the CPU 56 determines the jackpot type as a type corresponding to the matched jackpot type determination value.

  9A to 9C are explanatory diagrams showing the big hit variation pattern type determination tables 132A to 132C. The jackpot variation pattern type determination tables 132A to 132C, when it is determined that the variable display result is a jackpot symbol, the variation pattern type is determined according to the determination result of the jackpot type, and the random number for determining the variation pattern type. It is a table that is referred to in order to determine one of a plurality of types based on (Random 2).

  Each of the big hit variation pattern type determination tables 132A to 132C includes numerical values (determination values) to be compared with random value (random 2) values for variation pattern type determination, which are normal CA3-1 to normal CA3-2, A determination value corresponding to any one of the variation pattern types of super CA3-3, special CA4-1, and special CA4-2 is set.

  For example, the big hit variation pattern type determination table 132A shown in FIG. 9A used when the big hit type is “normal big hit”, and FIG. 9B used when the big hit type is “probable big hit”. The allocation of determination values for the variation pattern types of normal CA3-1 to normal CA3-2 and super CA3-3 is different from the big hit variation pattern type determination table 132B.

  As described above, when the big hit variation pattern type determination tables 132A to 132C selected according to the big hit type are compared, the assignment of the determination value to each fluctuation pattern type is different according to the big hit type. Also, determination values are assigned to different variation pattern types depending on the jackpot type. Therefore, different variation pattern types can be determined according to the determination result of whether the big hit type is a plurality of types, and the ratio determined for the same variation pattern type can be varied.

  In this embodiment, as shown in FIGS. 9A and 9B, in the case of “normal big hit” or “probable big hit”, the value of random number (random 2) for determining the variation pattern type Is 150 to 251, it can be seen that variable display with at least super reach (super reach A, super reach B) is executed.

  In addition, for the super reach big hit, the variation pattern type with pseudo-continuity (variation pattern type including the variation pattern of Super PA3-3 and Super PA3-4) and the variation pattern type without super-continuity (Super PB3-3, Super It may be divided into a variation pattern type including a variation pattern of PB3-4. In this case, in both the big hit variation pattern type determination table 132A for normal big hit and the big hit variation pattern type determination table 132B for probability variation big hit, the variation pattern type with super reach and pseudo-ream, super reach and pseudo ream A variation pattern type that is not accompanied is assigned.

  Further, in the big hit variation pattern type judgment table 132C used when the big hit type is “suddenly probable big hit”, for example, when the big hit type such as special CA4-1 or special CA4-2 is other than “suddenly probable big hit”. A determination value is assigned to a variation pattern type to which no determination value is assigned. Therefore, when the variable display result is “big hit” and the big hit type is “suddenly probable big hit”, it is different from the case of controlling to the big hit state by normal big hit or probable big hit. The variation pattern type can be determined.

  FIG. 9D is an explanatory diagram showing a small hit variation pattern type determination table 132D. The small hit variation pattern type determination table 132D has a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is a small hit symbol. It is a table that is referred to in order to determine any of the above. In this embodiment, as shown in FIG. 9D, when it is determined to be a small hit, the case where the special CA4-1 is determined as the variation pattern type is shown. .

  FIGS. 10A to 10C are explanatory diagrams showing the deviation variation pattern type determination tables 135A to 135C. Among these, FIG. 10 (A) shows a loss variation pattern type determination table 135A used when the gaming state is the normal state and the total number of pending storages is less than three. FIG. 10B shows a loss variation pattern type determination table 135B used when the gaming state is the normal state and the total number of pending storages is 3 or more. FIG. 10C shows a loss variation pattern type determination table 135 </ b> C used when the gaming state is a probability change state or a time-short state. The deviation variation pattern type determination tables 135A to 135C have a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is a loss symbol. It is a table that is referred to in order to determine any of the above.

  In the example shown in FIG. 10, the case where the game state is in the probabilistic state or the short-time state and the case where the separate variation pattern type determination tables 135 </ b> B to 135 </ b> C are used for the case where the total pending storage number is 3 or more are shown. However, the common variation pattern type determination table may be used for the case of the probability variation state or the time-short state and the case where the total pending storage number is 3 or more. Further, in the example shown in FIG. 10C, a case is used in which the variation pattern type determination table 135C for probability variation / shortening time is used regardless of the total number of stored storages. As the variation pattern type determination table, a plurality of loss variation pattern determination tables (tables having different ratios of determination values) corresponding to the total number of pending storages may be used.

  In this embodiment, when the gaming state is the normal state, the deviation variation pattern type determination table 135A used when the total pending storage number is less than 3 and the total pending storage number is 3 or more. In this example, two types of tables are used, namely, the deviation variation pattern type determination table 135B. However, the method of dividing the variation variation pattern type determination table is not limited to that shown in this embodiment. For example, a separate deviation variation pattern type determination table may be provided for each value of the total pending storage number (that is, for the total pending storage number 0, for the total pending storage number 1, for the total pending storage number 2) , The deviation variation pattern type determination table for the total pending storage number 3, for the total pending storage number 4... May be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values stored in the total number of pending storages may be used. For example, a deviation variation pattern type determination table for the total pending storage number 0-2, the total pending storage number 3, the total pending storage number 4,... May be used.

  Further, in this embodiment, a case is shown in which a plurality of deviation variation pattern type determination tables are provided according to the total number of reserved storages. A plurality of tables may be provided. For example, when the variable display of the first special symbol is performed, a deviation variation pattern type determination table prepared separately for each value of the first reserved memory number may be used (that is, the first reserved memory number). The deviation variation pattern type determination table for 0, for the first reserved memory number, for the first reserved memory number for 2, for the first reserved memory number for three, for the first reserved memory number for four, etc. Each may be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the first reserved storage number may be used. For example, a deviation variation pattern type determination table for the first reserved memory number 0 to 2, the first reserved memory number 3, the first reserved memory number 4, and so on may be used. Even in this case, when the first reserved memory number and the second reserved memory number are large (for example, 3 or more), it may be configured such that a variation pattern type including a variation pattern with a short variation time is easily selected. . Even in such a case, a common determination value may be assigned to a variation pattern type including a variation pattern with super reach as a specific variable display pattern.

  Note that “specific performance mode” refers to a variation pattern type or variation pattern that has a high expectation level for at least big hits, such as a fluctuation pattern with super reach, and can give the player a sense of expectation for the big hit. It is. The “expected degree (reliability)” for the jackpot indicates the appearance rate (probability) that the jackpot appears when variable display (for example, variable display with super reach) according to the specific performance mode is executed. ing. For example, the expectation degree of jackpot when the variable display with super reach is executed is determined as (the rate at which super reach is executed when the jackpot is determined) / (when the jackpot is determined to be a jackpot and lost) Is calculated by calculating the rate at which super reach is performed on both.

  Each of the deviation variation pattern type determination tables 135A to 135B includes a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, which is non-reach CA2-1 to non-reach CA2-. 3, a determination value corresponding to one of the variation pattern types of normal CA2-4 to normal CA2-6 and super CA2-7 is set.

  As shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the normal state and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type Is 230 to 251, it can be seen that variable display with at least super reach (super reach A, super reach B) is executed regardless of the total number of pending storage.

  Also, as shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the game and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type 1 to 79, it can be seen that the fluctuation display of the normal fluctuation is executed at least without the reach (without the effects such as the pseudo-ream and the sliding effect) regardless of the total number of reserved storage. Due to such a table configuration, in this embodiment, the determination table (displacement variation pattern type determination table 135A, 135B) includes at least one of the variable display patterns other than the reach variable display pattern (variation pattern with reach). Regardless of the number of rights (first reserved memory number, second reserved memory number, combined reserved memory number) stored in the reserved memory means (first reserved memory buffer or second reserved memory buffer) for a part, Common determination values (1 to 79 in the examples shown in FIGS. 10A and 10B) are assigned. Note that the “variable display pattern other than the reach variable display pattern” means that, as shown in this embodiment, for example, the variable display result is not accompanied by a reach, and is not accompanied by an effect such as a pseudo-ream or a slide effect. It is a variable display pattern (fluctuation pattern) used when a big hit is not made.

  In this embodiment, as shown in FIG. 9, the case where the common big hit variation pattern type determination table is used regardless of the current gaming state is shown. Depending on whether it is a normal state, you may make it use the variation pattern type determination table for big hits prepared separately, respectively. In this embodiment, when the total number of pending storages is 3 or more, the variation pattern for shortening variation is determined by selecting the variation pattern type determination table for shortening shown in FIG. 10B. Although the case where it is configured so that there is a case is shown, the total number of reserved memories (the first reserved memory number or the second reserved memory number may be used) when the variation pattern of the shortening variation can be selected according to the current gaming state ) May be different. For example, when the gaming state is the normal state, when the total number of reserved memory is 3 (or when the first reserved memory number or the second reserved memory number is 2, for example), The variation pattern type determination table for loss is selected so that the variation pattern of the shortened variation may be determined. When the gaming state is the probability variation state or the short time state, the total number of pending storages is smaller 1 or 2 (Or, for example, even when the first reserved memory number and the second reserved memory number are smaller 0 or 1), the variation pattern type of shortening variation is selected by selecting the shortening variation pattern type determination table. It may be determined.

  FIGS. 11A and 11B are explanatory views showing hit variation pattern determination tables 137A to 137B stored in the ROM 54. FIG. The hit fluctuation pattern determination tables 137A to 137B determine the fluctuation pattern according to the determination result of the big hit type or the fluctuation pattern type when it is determined that the variable display result is “big hit” or “small hit”. This is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on a random number (random 3). Each of the variation pattern determination tables 137A to 137B is selected as a usage table according to the determination result of the variation pattern type. That is, the hit variation pattern determination table 137A is selected as the usage table in accordance with the determination result that the variation pattern type is one of normal CA3-1 to normal CA3-2 or super CA3-3, and the variation pattern type is specially selected. The hit variation pattern determination table 137B is selected as the use table in accordance with the determination result indicating that either CA4-1 or special CA4-2 is selected. Each hit variation pattern determination table 137A to 137B is a numerical value (determination value) to be compared with a random pattern random number (random 3) value according to the variation pattern type, and the variable display result of the effect symbol is Data (determination value) corresponding to any of a plurality of types of variation patterns corresponding to the case of “big hit” is included.

  In the example shown in FIG. 11A, as the variation pattern types, normal CA3-1, which is a variation pattern type including a variation pattern with only normal reach, and a variation pattern type including a variation pattern with normal reach and pseudo-continuity are used. A case is shown in which a normal CA 3-2 is classified into a normal CA 3-2 and a super CA 3-3 that is a variation pattern type including a variation pattern with super reach (which may be accompanied by a pseudo-ream). In the example shown in FIG. 11B, as the variation pattern type, a special CA4-1 that is a variation pattern type including a non-reach variation pattern and a special CA4- that is a variation pattern type including a variation pattern with reach are used. 2 shows a case of classification into two. In FIG. 11B, the variation pattern type may be divided according to the presence / absence of effects such as pseudo-ream and sliding effects, instead of being classified according to the presence / absence of reach. In this case, for example, the special CA 4-1 includes the special PG 1-1 and the special PG 2-1, which are fluctuation patterns that do not involve the pseudo ream and the slide effect, and the special CA 4-2 includes the pseudo ream and the slide effect. Special PG1-2, special PG1-3, and special PG2-2 may be included.

  FIG. 12 is an explanatory diagram showing a deviation variation pattern determination table 138A stored in the ROM 54. As shown in FIG. When it is determined that the variable display result is “out of”, the deviation variation pattern determination table 138A is based on a random number (random 3) for variation pattern determination according to the determination result of the variation pattern type. It is a table referred to in order to determine any one of a plurality of types of variation patterns. The deviation variation pattern determination table 138A is selected as a usage table according to the determination result of the variation pattern type.

  FIG. 13 and FIG. 14 are explanatory diagrams showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIG. 13 and FIG. 14, the command 80XX (H) is an effect control command (variation pattern command) for designating a variation pattern of the effect symbol that is variably displayed on the effect display device 9 in response to variable display of the special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when receiving the command 80XX (H), the effect control microcomputer 100 controls the effect display device 9 to start variable display of effect symbols.

  Commands 8C01 (H) to 8C05 (H) are effect control commands indicating whether or not to make a big hit, whether or not to make a big hit, and a big hit type. The effect control microcomputer 100 determines the display result of the effect symbols in response to the reception of the commands 8C01 (H) to 8C05 (H), so the commands 8C01 (H) to 8C05 (H) are referred to as display result designation commands.

  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or to start variable display of the second special symbol may be included in the variation pattern command.

  Command 8F00 (H) is an effect control command (symbol confirmation designation command) indicating that the variable display (fluctuation) of the fourth symbol is terminated and the display result (stop symbol) is derived and displayed. When receiving the symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (fluctuation) of the fourth symbol and derives and displays the display result.

  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.

  Command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating a customer waiting demonstration.

  The commands A001 to A003 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). In this embodiment, depending on the type of jackpot, a jackpot start 1 designation command, a jackpot start 2 designation command, or a small hit / sudden probability sudden change jackpot start designation command is used. Specifically, in the case of “ordinary big hit”, the big hit start 1 designation command (A001 (H)) is used, and in the case of “normal big hit”, the big hit start 2 designation command (A002 (H)) is used. In the case of “sudden probability change big hit” or “small hit”, a small hit / sudden probability change big hit start designation command (A003 (H)) is used. Note that the game control microcomputer 560 may be configured to transmit a fanfare designation command for suddenly probable big hit start designation in the case of a sudden big hit, but not to send a fanfare designation command in the case of a small hit. Good.

  The command A1XX (H) is an effect control command (special command during opening of a special winning opening) indicating a display of the number of times (round) indicated by XX while the special winning opening is open. Since the value specifying the round is set in the EXT data for each round, and the command for opening a special prize opening is transmitted, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a special winning opening open designation command (A10A (H)) for designating round 10. A2XX (H) is an effect control command (designation command after opening the big winning opening) indicating the closing of the big winning opening for the number of times (round) indicated by XX. In addition, since the value specifying the round is set in the EXT data for each round and the designation command after opening the special winning opening is transmitted, a different designation command after opening the special winning opening is transmitted for each round. For example, when ending the first round during the big hit game, a designation command (A201 (H)) after the big winning opening is designated to designate round 1, and when the tenth round during the big hit game is ended. Is sent after a special winning opening opening command (A30A (H)) for designating round 10.

  Command A301 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game (a jackpot end 1 designation command: an ending 1 designation command). The big hit end 1 designation command (A301 (H)) is used when the big hit game by “normal big hit” is ended. Command A 302 (H) is an effect control command for displaying the jackpot end screen, that is, specifying the end of the jackpot game (a jackpot end 2 designation command: an ending 2 designation command). The big hit end 2 designation command (A302 (H)) is used when the big hit game by “probability big hit” is ended. Command A 303 (H) is an effect control command (small hit / sudden probability sudden change big hit end designation command: ending 3 designation command) that designates the end of the small hit game or the sudden probability change big hit game. Note that the game control microcomputer 560 is configured to transmit an ending designation command for suddenly probable big hit end designation in the case of sudden probable big hit, but not to send an ending designation command in the case of small hit. Also good.

  Command B000 (H) is an effect control command (normal state background designation command) for designating background display when the gaming state is the normal state. Command B001 (H) is an effect control command (time reduction state background designation command) for designating a background display when the gaming state is the time reduction state. Command B002 (H) is an effect control command (probability change state background designation command) for designating a background display when the gaming state is in the probability change state.

  Command C000 (H) is an effect control command (first reserved memory number addition designation command) that specifies that the first reserved memory number has increased by one. Command C100 (H) is an effect control command (second reserved memory number addition designation command) that specifies that the second reserved memory number has increased by one. Command C200 (H) is an effect control command (first reserved memory number subtraction designation command) that specifies that the first reserved memory number has decreased by one. Command C300 (H) is an effect control command (second reserved memory number subtraction designation command) that specifies that the second reserved memory number has decreased by one.

  In this embodiment, as the hold memory information, an effect control command (first hold memory number addition designation indicating that the hold memory number has increased or decreased for the first hold memory number and the second hold memory number, respectively). Command, second reserved memory number addition designation command) is transmitted, but the form of the reserved memory information is not limited to that shown in this embodiment, and for example, the following types of reserved memory Information may be transmitted.

(1) Only one command is transmitted as the reserved storage information, and in the one command, which of the first reserved memory and the second reserved memory is increased is specified, and the increased number of reserved memories is increased (The first reserved memory number or the second reserved memory number) may be set as EXT data and transmitted.

(2) Only one command is transmitted as the hold storage information, and in the one command, it is specified which of the first hold storage and the second hold storage is increased, and the total number of the hold storage is set to the EXT data. May be set and transmitted.

(3) Designate which of the first start winning opening 13 and the second starting winning opening 14 is won as the hold storage information (whether the first hold storage or the second hold storage has increased). In addition to transmitting the production control command (first start winning designation command, second start winning designation command), a reserved memory number designation command for designating the reserved memory number is transmitted separately. The total pending storage number may be set as EXT data for transmission.

(4) Designating which of the first start winning opening 13 and the second starting winning opening 14 the start winning prize (whether the first holding memory or the second holding memory has increased) is designated as the hold memory information In addition to transmitting the production control command (first start winning designation command, second start winning designation command), a reserved memory number designation command for designating the reserved memory number is transmitted separately. The increased reserved memory number (first reserved memory number or second reserved memory number) may be set and transmitted as EXT data.

  Command C4XX (H) and command C6XX (H) are effect control commands (winning determination result designation command) indicating the contents of the determination result at the time of winning. Of these, the command C4XX (H) is an effect control command (symbol design command) that indicates whether or not a big hit, a small win or not, and a big hit type determination result among the winning determination results. is there. The command C6XX (H) is an effect control command indicating a determination result (variation pattern type determination result) of which determination value range of the variation pattern type determination random number is included in the winning determination result. (Variation category command).

  In this embodiment, in the winning effect processing described later (see FIG. 22), the game control microcomputer 560 determines whether or not it is a big hit, a small hit or not, Then, it is determined in which determination value range the random value for determining the variation pattern type falls. Then, in the EXT data of the symbol designating command, a value for designating the big hit or the small hit or a value for designating the type of the big win is set, and control for transmission to the production control microcomputer 100 is performed. Further, a value for designating a range of a determination value as a determination result is set in the EXT data of the variation category command, and control to transmit to the effect control microcomputer 100 is performed. In this embodiment, the production control microcomputer 100 can recognize whether the display result is a big hit or a small hit based on the value set in the symbol designation command, and the type of the big hit, Based on the variation category command, the variation pattern type can be recognized when the value of the variation pattern type determination random number becomes a predetermined determination value.

  FIG. 15 is an explanatory diagram showing an example of the contents of a symbol designation command. As shown in FIG. 15, in this embodiment, EXT data is set and a symbol designating command is transmitted according to whether or not a big hit or a small hit is made and the type of the big hit.

  For example, when it is determined that “out of the game” is given in the winning effect processing described later, the CPU 56 transmits a symbol designating command (symbol 1 designating command) in which “00 (H)” is set in the EXT data. For example, when it is determined that the “normal big hit” is reached, the CPU 56 transmits a symbol designation command (design 2 designation command) in which “01 (H)” is set in the EXT data. Further, for example, when it is determined that “probability big hit”, the CPU 56 transmits a symbol designation command (design 3 designation command) in which “02 (H)” is set in the EXT data. Further, for example, when it is determined that “suddenly promising big hit”, the CPU 56 transmits a symbol designation command (design 4 designation command) in which “03 (H)” is set in the EXT data. Further, for example, when it is determined that the “small hit” is reached, the CPU 56 transmits a symbol designation command (design 5 designation command) in which “04 (H)” is set in the EXT data. Note that the EXT data set in the symbol designation command and the EXT data set in the display result designation command may be shared. With such a configuration, it is possible to share data to be read when setting a symbol designating command and when setting a display result specifying command.

  16 and 17 are explanatory diagrams showing examples of the contents of the variable category command. As shown in FIG. 16 and FIG. 17, in this embodiment, which gaming state is being used, which display result is the display result of the special symbol or effect symbol, and the random number for determining the variation pattern type at the time of starting winning A value is set in the EXT data according to whether it is determined that any of the determination values falls within the range, and a variation category command is transmitted.

  For example, if it is determined that the gaming state is in the normal state and out of place at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether the random number for determining the variation pattern type is 1 to 79. Determine whether or not. When the value of the variation pattern type determination random number is 1 to 79, the CPU 56 transmits a variation category 1 command in which “00 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the non-reach CA2-1 variation pattern type is commonly assigned to the range of determination values 1 to 79 regardless of the total number of pending storage. Therefore, the production control microcomputer 100 can recognize at least that the variation pattern type is non-reach CA2-1 based on the reception of the variation category 1 command. Next, when the random number for determining the variation pattern type is 80 to 89, the CPU 56 transmits a variation category 2 command in which “01 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is 90 to 99, the CPU 56 transmits a variation category 3 command in which “02 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is between 100 and 169, the CPU 56 transmits a variation category 4 command in which “03 (H)” is set in the EXT data. Next, when the random number for variation pattern type determination is 170 to 199, the CPU 56 transmits a variation category 5 command in which “04 (H)” is set in the EXT data. Next, when the random number for variation pattern type determination is 200 to 214, the CPU 56 transmits a variation category 6 command in which “05 (H)” is set in the EXT data. Next, when the value of the random number for determining the variation pattern type is between 215 and 229, the CPU 56 transmits a variation category 7 command in which “06 (H)” is set in the EXT data. Next, when the value of the random number for determining the variation pattern type is 230 to 251, the CPU 56 transmits a variation category 8 command in which “07 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the variation pattern type of the super CA 2-7 is commonly assigned to the range of the determination values 230 to 251 regardless of the total pending storage number. Therefore, the production control microcomputer 100 can recognize that at least the variation pattern type is super CA2-7 based on the reception of the variation category 8 command.

  Note that the threshold values 79, 89, 99, 169, 199, 214, and 229 used to determine which of the above-mentioned variation categories belong are specifically shown in FIGS. 10A and 10B. This is derived by picking up values that can be boundaries of the range of determination values assigned to each variation pattern type in the variation pattern type determination table for loss. This also applies to the subsequent fluctuation categories 9 to 10 and 21 to 29, and is assigned to each fluctuation pattern type in the fluctuation pattern type determination table shown in FIGS. A threshold that is used for category determination is derived by picking up a value that can be a boundary of the range of the determined determination value.

  Also, for example, when it is determined that the gaming state is in a probabilistic state, a short time state, or out of place at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines that the random number for determining the variation pattern type is 1. It is determined whether or not 219. When the value of the random number for determining the variation pattern type is 1 to 219 (that is, when the variation pattern type is non-reach CA2-3), the CPU 56 performs the variation in which “08 (H)” is set in the EXT data. Send category 9 command. Next, the CPU 56 sets “09 (H)” to the EXT data when the value of the random number for determining the variation pattern type is 220 to 251 (that is, the variation pattern type of the super CA 2-7). Send a variable category 10 command.

  Note that the variation pattern type of the super CA 2-7 may be assigned to the range of the determination values 230 to 251 even when the gaming state is the probability variation state or the short time state. By doing so, a common determination value can be assigned to the variation pattern type of the super CA 2-7 regardless of the gaming state. For this reason, when executing the process of step S232 of the effect process at the time of winning to be described later, if it is out of place, the common determination process may be performed regardless of the gaming state, and the program capacity can be further reduced. In this case, the game state determination process in step S226 can be made unnecessary.

  Further, for example, when it is determined that the “usual big hit” is obtained at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 74. Determine whether. When the random number for determining the variation pattern type is 1 to 74 (that is, when the variation pattern type is normal CA3-1), the CPU 56 sets the variation category in which “10 (H)” is set in the EXT data. 21 commands are transmitted. Next, the CPU 56 sets “11 (H)” in the EXT data when the value of the random number for variation pattern type determination is 75 to 149 (that is, when the variation pattern type is normal CA3-2). A variation category 22 command is transmitted. Next, the CPU 56 sets “12 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 150 to 251 (that is, the variation pattern type of the super CA3-3). A variable category 23 command is transmitted.

  Also, for example, when it is determined that the “probable big hit” is made at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 38. Determine whether. When the random number for determining the variation pattern type is 1 to 38 (that is, when the variation pattern type is normal CA3-1), the CPU 56 sets the variation category in which “13 (H)” is set in the EXT data. 24 commands are transmitted. Next, the CPU 56 sets “14 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 39 to 79 (that is, when the variation pattern type is normal CA3-2). Send a variation category 25 command. Next, the CPU 56 sets “15 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 80 to 251 (that is, when the variation pattern type is super CA3-3). A variation category 26 command is transmitted.

  Further, for example, when it is determined that the winning odds suddenly become a big win at the start winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 100. Determine. When the value of the random number for determining the variation pattern type is 1 to 100 (that is, when the variation pattern type is special CA4-1), the CPU 56 sets the variation category in which “16 (H)” is set in the EXT data. 27 commands are transmitted. Next, when the random number for determining the variation pattern type is 101 to 251 (that is, when the variation pattern type is special CA4-2), the CPU 56 sets the variation category in which “17 (H)” is set in the EXT data. 28 commands are transmitted.

  Further, for example, when it is determined that a small hit is made at the time of starting winning, the CPU 56 transmits a variation category 29 command in which “18 (H)” is set in the EXT data.

  Note that the total number of pending storage is not always the same when the winning determination is made at the time of starting winning and when the variable display is actually started, so the fluctuation indicated by the winning determination result designation command There may be a case where the pattern type does not coincide with the variation pattern type actually used in the variation display. However, in this embodiment, since at least the non-reach CA 2-1, super CA 2-7 and super CA 3-3 fluctuation pattern types are assigned a common determination value regardless of the total number of pending storages. (See FIGS. 9 and 10), there is no inconsistency between the winning determination result and the variation pattern type of the variation display that is actually executed. For this reason, in this embodiment, when the change pattern type is non-reach CA2-1, super CA2-7, or super CA3-3, a hold notice effect, which will be described later, is executed for the change display determined at the time of winning. Only when it is determined that the variation pattern types of non-reach CA 2-1, super CA 2-7 and super CA 3-3 are the variation category commands shown in FIGS. 16 and 17 (specifically, variation category 1 command, (Variation category 8 command, variation category 23 command, variation category 26 command only) may be transmitted, and the variation category command may not be transmitted in the case of winning determination results of other variation pattern types. Further, if it is determined at the time of winning that it is other than non-reach CA 2-1, super CA 2-7 and super CA 3-3, a variation category command indicating that the variation pattern type cannot be specified may be transmitted. Good.

  The “holding notice effect” is a kind of so-called pre-reading notice effect that is executed before the start of the variable display that is the target of the notice effect, and includes the first hold memory display unit 9a and the second hold memory. This is a notice effect performed by displaying the hold display on the display unit 9b in a display mode different from the normal display mode. In this embodiment, the hold notice effect is executed at the timing when an appearance effect and a hold display, which will be described later, are displayed based on the occurrence of the start winning for the variable display to be notified. It should be noted that the display of the hold display is once started in the normal display mode at the timing when the appearance effect and the hold display to be described later are displayed based on the occurrence of the start winning with respect to the variable display to be notified, and thereafter the predetermined display ( For example, the hold notice effect may be executed by changing the hold display to a display mode different from the normal display mode at the hold shift timing).

  In this embodiment, when the start winning to the first start winning opening 13 occurs in the short time state (high base state), or when the start winning to the first starting winning opening 13 is made during the big hit game. Except when it occurs (see steps S1215A and S1216A), a winning determination process is executed each time a start winning is generated, the symbol designation command shown in FIG. 15 is transmitted, and the fluctuations shown in FIGS. A category command is sent. Then, based on the received symbol designation command and variation category command, the production control microcomputer 100 determines whether or not a big hit or reach is reached before the variation display of the notice target is started. Execute the hold notice effect to give notice.

  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31. Then, the display state of the image display device 9 is changed according to the contents shown in FIGS. 13 and 14, the display state of the lamp is changed, and the sound number data is output to the audio output board 70. To do.

  For example, the game control microcomputer 560 designates the variation pattern of the effect symbol whenever there is a start prize and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.

  In this embodiment, the effect control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.

  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 by the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-shaped (rectangular wave-shaped) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. The 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process.

  In the example shown in FIG. 13 and FIG. 14, the variable pattern command and the display result designation command are displayed as variable display (variation) of the effect symbol corresponding to the variation of the first special symbol on the first special symbol display 8 a and the second special symbol. Image display that can be used in common with variable display (variation) of the effect symbol corresponding to the variation of the second special symbol on the symbol display 8b, and that produces an effect with the variable display of the first special symbol and the second special symbol. It is possible to prevent an increase in the types of commands transmitted from the game control microcomputer 560 to the effect control microcomputer 100 when controlling the effect parts such as the device 9.

  18 and 19 are flowcharts showing an example of a special symbol process (step S26) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 turns on the first start winning opening 13 when the first start opening switch 13a for detecting that the game ball has won the first start winning opening 13 is turned on. If a winning has occurred, a first start port switch passage process is executed (steps S311 and S312). If the second start port switch 14a for detecting that the game ball has won the second start winning port 14 is turned on, that is, the start winning to the second start winning port 14 has occurred. Then, the second start port switch passage process is executed (steps S313, S314). Then, any one of steps S300 to S310 is performed. If the first start winning port switch 13a or the second start port switch 14a is not turned on, any one of steps S300 to S310 is performed according to the internal state.

  The processes in steps S300 to S310 are as follows.

  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is in a state where the variable symbol special display can be started, the game control microcomputer 560 confirms the number of numerical data stored in the reserved storage buffer (total number of reserved storage). The stored number of numerical data stored in the hold storage buffer can be confirmed by the count value of the combined hold storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.

  Fluctuation pattern setting process (step S301): This process is executed when the value of the special symbol process flag is 1. Also, the variation pattern is determined, and the variation time in the variation pattern (variable display time: the time from the start of variable display until the display result is derived and displayed (stop display)) is defined as the variation display variation time of the special symbol. Decide to do. Further, control is performed to transmit a variation pattern command corresponding to the determined variation pattern to the effect control microcomputer 100, and a variation time timer for measuring the variation time of the special symbol is started. Then, the internal state (special symbol process flag) is updated to a value (2 in this example) corresponding to step S302.

  Display result designation command transmission process (step S302): This process is executed when the value of the special symbol process flag is 2. Control for transmitting a display result designation command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.

  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the design control microcomputer 100 determines the symbol. Control to transmit the specified command is performed, and the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to step S304. The effect control microcomputer 100 controls the effect display device 9 to stop the fourth symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.

  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. When the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. If neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). In this embodiment, as will be described later, a special symbol display control for stopping and displaying a special symbol stop symbol in the special symbol display control process based on the fact that the value of the special symbol process flag is 4. The data is set in the output buffer for setting the special symbol display control data (see FIG. 30), and the special symbol stop symbol is actually stopped and displayed according to the setting contents of the output buffer in the display control processing in step S22.

  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. In addition, control is performed to transmit the special winning opening open designation command to the production control microcomputer 100, the execution time of the special winning opening open processing is set by the timer, and the internal state (special symbol process flag) is set in step S306. To a value corresponding to (6 in this example). The pre-opening process for the big winning opening is executed for each round, but when the first round is started, the pre-opening process for the big winning opening is also a process for starting the big hit game. In addition, since the value specifying the round is set in the EXT data for each round and the command for opening a special prize opening is specified, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a special winning opening open designation command (A10A (H)) for designating round 10.

  Large winning opening opening process (step S306): This process is executed when the value of the special symbol process flag is 6. In the special prize opening opening process, a process for confirming the establishment of the closing condition of the special prize opening is performed. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. In addition, control is performed to transmit the designation command after the big hit release to the microcomputer 100 for effect control, and when all rounds are finished, the internal state (special symbol process flag) is set to a value corresponding to step S307 (this In the example, update to 7).

  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended. In addition, a process for setting a flag indicating a gaming state (for example, a probability change flag or a time reduction flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  Small hit release pre-processing (step S308): This process is executed when the value of the special symbol process flag is 8. In the pre-opening process for small hits, control is performed to open the big prize opening. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value (9 in this example) corresponding to step S309. Note that the pre-opening process for small hits is executed every time the big winning opening during the small hit game is opened. It is also a process to start.

  Small hit release processing (step S309): executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. When the closing condition of the big prize opening is satisfied and the number of opening of the big prize opening still remains, the internal state (special symbol process flag) is set to a value (8 in this example) corresponding to step S308. Update. In addition, when all the releases are completed, the internal state (special symbol process flag) is updated to a value (10 in this example) corresponding to step S310.

  Small hit end process (step S310): executed when the value of the special symbol process flag is 10. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the small hit gaming state has ended. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  FIG. 20 is a flowchart showing the start-port switch passing process in steps S312 and S314. Among these, FIG. 20A is a flowchart showing the first start port switch passing process of step S312. FIG. 20B is a flowchart showing the second start port switch passing process in step S314.

  First, the first start port switch passage process will be described with reference to FIG. In the first start port switch passing process that is executed when the first start port switch 13a is in the on state, the CPU 56 first determines whether or not the first reserved memory number has reached the upper limit (specifically, the first It is confirmed whether or not the value of the first reserved memory number counter for counting the number of one reserved memory is 4) (step S1211A). If the first reserved storage number has reached the upper limit value, the processing is terminated as it is.

  If the first reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the first reserved memory number counter by 1 (step S1212A), and the value of the total reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1213A). Next, the CPU 56 extracts values from the random number circuit 53 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 21B) ( Step S1214A). In the process of step S1214A, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the first start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of fluctuation of the first special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.

  FIG. 21 is an explanatory diagram showing a configuration example of an area (holding storage buffer) for storing random numbers and the like corresponding to holding storage. As shown in FIG. 21, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation A random number for pattern type determination (random 2) and a random number for variation pattern determination (random 3) are stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55.

  In this embodiment, a case is shown where random numbers such as jackpot determination random numbers are stored in the first reserved storage buffer and the second reserved storage buffer as reserved storage, but the predetermined information stored as the reserved storage is It is not limited to random values. For example, it may be determined in advance whether or not to make a big hit or a small hit based on a big hit determination random number or the like, and the determination result may be stored as a hold storage in the first hold storage buffer and the second hold storage buffer. .

  Next, the CPU 56 checks whether or not the time-short flag indicating that the gaming state is the time-short state (high base state) is set (step S1215A). If it is set, the process proceeds to step S1220A. If the time reduction flag is not set, the CPU 56 checks whether or not the value of the special symbol process flag is 5 or more (step S1216A). If the value of the special symbol process flag is 5 or more (that is, if the big hit gaming state or the small hit gaming state), the CPU 56 proceeds to step S1220A as it is.

  If the value of the special symbol process flag is less than 5, a prize presentation effect process is executed in which a fluctuation display result and a fluctuation pattern type when a fluctuation based on the detected start prize is subsequently executed are preliminarily determined at the start prize (step). S1217A). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (step S1218A), and transmits a variation category command to the effect control microcomputer 100. Control is performed (step S1219A). Further, the CPU 56 performs control to transmit the first reserved memory number addition designation command to the effect control microcomputer 100 (step S1220A).

  It should be noted that by executing the processing of steps S1218A and S1219A, in this embodiment, the CPU 56 always designates a symbol every time the first start winning opening 13 is won and the effect processing at the time of winning in step S1217A is executed. Both the command and the variation category command are transmitted to the production control microcomputer 100.

  Further, in this embodiment, when the process of steps S1218A to S1220A is executed, a start winning to the first start winning opening 13 occurs and the effect designating process at the time of winning in step S1217A is executed. A set of three commands, that is, a command, a variable category command, and a first reserved memory number addition designation command, are transmitted together in one timer interrupt.

  However, if the winning effect processing in step S1217A is not executed because it is determined as Y in step S1215A or step S1216A, the CPU 56 transmits only the first reserved memory number addition designation command in step S1220A. The control for transmitting the winning determination result designation command (design designation command, variation category command) is not performed. In addition, when the effect processing at the time of winning in step S1217A is not executed, the determination result at the time of winning is set as a value indicating that the winning determination result cannot be specified (for example, “FF (H)”) as EXT data. A command (design designation command, variation category command) may be transmitted.

  Further, in this embodiment, when the process of step S1215A is executed, and there is a start winning to the first start winning opening 13, the process of step S1217A is performed only when the gaming state is the low base state. Winning effect processing is executed. Further, in this embodiment, when the process of step S1216A is executed, and there is a start winning at the first start winning opening 13, step S1217A is performed only when it is not the big hit gaming state or the small hit gaming state. The award winning directing process is executed. It should be noted that the process may not be shifted to step S1217A only in the big hit gaming state, and may be shifted to step S1217A and the winning effect processing may be executed in the small hit gaming state.

  In this embodiment, the jackpot gaming state (specific gaming state) is a control in which the jackpot is opened over a predetermined number of rounds (for example, 15 rounds) after it is notified that the jackpot is started. It is a state until it is informed that the opening of the big winning opening in the final round is finished and the jackpot is finished. Specifically, it is a state in which the processes from the big winning opening opening pre-process (see step S305) to the big hit end process (see step S307) in the special symbol process are executed.

  Next, the second start port switch passing process will be described with reference to FIG. In the second start port switch passing process that is executed when the second start port switch 14a is in the ON state, the CPU 56 determines whether or not the second reserved memory number has reached the upper limit value (specifically, the second hold port number). Whether or not the value of the second reserved memory number counter for counting the memory number is 4 is confirmed (step S1211B). If the second reserved storage number has reached the upper limit value, the processing is terminated as it is.

  If the second reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the second reserved memory number counter by 1 (step S1212B), and the value of the aggregated reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1213B). Next, the CPU 56 extracts values from the random number circuit 53 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (see FIG. 21B) ( Step S1214B). In the process of step S1214B, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the second start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of the variation of the second special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.

  Next, the CPU 56 executes winning effect processing (step S1217B). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (step S1218B), and transmits a variation category command to the effect control microcomputer 100. Control is performed (step S1219B). In addition, the CPU 56 performs control to transmit the second reserved memory number addition designation command to the effect control microcomputer 100 (step S1220B).

  It should be noted that by executing the processing of steps S1218B and S1219B, in this embodiment, the CPU 56 always designates a symbol each time the start winning prize is received at the second start winning opening 14 and the effect processing at the time of winning in step S1217B is executed. Both the command and the variation category command are transmitted to the production control microcomputer 100.

  Further, in this embodiment, when the process of steps S1218B to S1220B is executed, the start winning to the second start winning opening 14 occurs and the effect designating process at the time of winning in step S1217B is executed. A set of three commands, that is, a command, a variable category command, and a second reserved memory number addition designation command, are transmitted together in one timer interrupt.

  In the second start port switch passing process, the same process as in step S1215A may be performed, and if the time is short, the winning effect process in step S1217B may not be performed. That is, only when it is in the normal state (low base state), the winning effect processing in step S1217B may be executed to transmit the symbol designation command and the variation category command.

  Also, in the second start port switch passing process, the same process as in step S1216A may be performed, and the winning effect process in step S1217B may not be executed if the big hit game is being played. Further, in the second start port switch passing process, the winning effect process in step S1217B may not be executed (that is, the winning determination process may not be executed for the second special symbol). .

  FIG. 22 is a flowchart showing the winning effect processing in steps S1217A and S1217B. In the winning effect processing, the CPU 56 first compares the jackpot determination random number (random R) extracted in steps S1214A and S1214B with the normal jackpot determination value shown in the left column of FIG. 8A. It is confirmed whether or not they match (step S220). In this embodiment, at the timing of starting the variation of the special symbol and the production symbol, whether or not to make a big hit or a small hit in the special symbol normal processing described later, determining the type of big hit or changing the variation pattern in the variation pattern setting processing In addition to that, at the timing when the game ball starts and wins at the first start winning opening 13 and the second starting winning opening 14, before the change display based on the start winning is started, By executing the winning presentation process, it is confirmed in advance whether or not the big hit or the small win is made, and which judgment value range the value of the big hit type or the variation pattern type determination random number is. By doing so, the variation display result and variation pattern type are predicted in advance before the variation display of the effect symbol is executed, and the effect control microcomputer is based on the determination result at the time of winning as will be described later. A hold notice effect for notifying that it will be a big hit or super reach will be executed during the change display of effect symbols by 100.

  If the big hit determination random number (random R) does not coincide with the normal big hit determination value (N in step S220), the CPU 56 sets a probability change flag indicating that the gaming state is a probability change state (high probability state). It is confirmed whether or not (step S221). If the probability change flag is set, the CPU 56 compares the jackpot determination random number (random R) extracted in steps S1214A and S1214B with the jackpot determination value at the time of probability change shown in the right column of FIG. Are matched (step S222). It should be noted that there is a possibility that a plurality of variation displays will be executed after confirming whether or not the state is surely changed in step S221 at the time of the start winning, until the actual display of the variation based on the start winning is actually started. There is. For this reason, the game state has changed (for example, the start of change) from when it is confirmed whether or not it is in the probable variation state at step S221 at the time of starting winning, until when the fluctuation display based on the starting winning is actually started. If there is a probability variation big hit or sudden probability variation big hit before, the normal state has changed to the probability variation state.) For this reason, the gaming state determined in step S221 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) are not necessarily the same. In order to prevent such a discrepancy, a game with a change in the game state in the currently stored hold memory is specified, and the determination at the start winning prize is made based on the game state after the change. Also good.

  If the jackpot determination random number (random R) does not match the jackpot determination value at the time of probability change (N in step S222), the CPU 56 determines the jackpot determination random number (random R) extracted in steps S1214A and S1214B and FIG. ) And (C) are compared with the small hit determination values to confirm whether or not they match (step S223). In this case, when there is a start winning at the first start winning opening 13 (when the winning effect processing at step S1217A is executed), the CPU 56 determines the small hit determination table (first) shown in FIG. It is determined whether or not it matches the small hit determination value set for the special symbol. When there is a start winning at the second start winning opening 14 (when the winning effect processing in step S1217B is executed), the small hit determination table (for the second special symbol) shown in FIG. 8C. It is determined whether or not it matches the small hit determination value set in.

  If the big hit determination random number (random R) does not match the small hit determination value (N in step S223), the CPU 56 sets the EXT data “00 (H)” indicating “out of” in the symbol designation command. Is performed (step S224).

  Next, the CPU 56 performs a process for determining the current gaming state (step S225). In this embodiment, in step S225, the CPU 56 determines whether or not the gaming state is a probability change state and whether or not it is a time reduction state (specifically, whether or not a probability change flag or a time reduction flag is set). Determine. It should be noted that there are a plurality of times during the period from the confirmation of whether or not the engine is in a promiscuous state and the short-time state at the time of starting winning, until the start of the variable display based on the starting winning. Variable display may be performed. Therefore, the game state changes between the time when the start winning is confirmed in step S225 and whether or not the state is the short time state and the time when the variation display based on the start winning is actually started. (For example, when a probable big hit or a sudden probable big hit occurs before the start of fluctuation, the normal state may change to a probable state). Therefore, the gaming state determined in step S225 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) do not necessarily match. In order to prevent such a discrepancy, a game with a change in the game state in the currently stored hold memory is specified, and the determination at the start winning prize is made based on the game state after the change. Also good.

  Then, the CPU 56 sets each threshold for detachment according to the determination result of step S225 (step S226). In this embodiment, a threshold determination program for performing threshold determination in advance is incorporated, and by determining whether or not the threshold value is larger than the threshold value, the value of the random number for determining the variation pattern type falls within any determination value range. Is determined, and the value of the EXT data set in the variation category command shown in FIGS. 16 and 17 is determined.

  For example, the CPU 56 sets the threshold value 219 when it is determined that the gaming state is the probability variation state or the time saving state. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 219 in step S232 to be described later. Is determined to set “08 (H)” as the EXT data of the variable category command (see FIG. 16). If it is not less than or equal to the threshold 219 (that is, 220 to 251), it is determined that “09 (H)” is set as the EXT data of the variable category command (see FIG. 16).

  For example, if the CPU 56 determines that the gaming state is the normal state, the CPU 56 sets the threshold values 79, 89, 99, 169, 199, 214, and 229 regardless of the total number of pending storages. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 79 in step S232 described later, and if it is equal to or less than the threshold value 79 (ie, 1 to 79). Is determined to set “00 (H)” as the EXT data of the variable category command (see FIG. 16). If the threshold value is 89 or less (that is, 80 to 89), it is determined that “01 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 99 or less (that is, 90 to 99), it is determined that “02 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 169 or less (that is, 100 to 169), it is determined that “03 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 199 or less (that is, 170 to 199), it is determined that “04 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold is 214 or less (ie, 200 to 214), it is determined that “05 (H)” is set as the EXT data of the variable category command (see FIG. 16). When the threshold value is 229 or less (that is, when it is 215 to 229), it is determined that “06 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is not less than 229 (that is, 230 to 251), it is determined that “07 (H)” is set as the EXT data of the variable category command (see FIG. 16).

  In the threshold determination example described above, 79, 89, 99, 169, 199, 214, and 229 are determined in order from the smallest threshold value. It will never fall within the range below the previous order threshold. That is, after determining whether or not the threshold value is 79 or less, when determining whether or not the threshold value is 89 or less, it does not fall within the range of 1 to 79 that is equal to or less than the threshold value in the previous order. It is determined whether it is in the range. In this embodiment, the case where the threshold values are determined to be 79, 89, 99, 169, 199, 214, and 229 in order from the smallest value is shown. Conversely, 229, 214, You may determine with 199, 169, 99, 89, and 79. The same applies to the determination using other threshold values shown below.

  Note that the threshold value in the normal state (low probability / low base state) may always be set without determining the gaming state in step S225. Even in such a configuration, since the range of determination values is shared with respect to at least the variation pattern type that becomes “super-reaching”, it is determined whether or not “super-reaching” is detected. be able to.

  When the big hit determination random number (random R) matches the small hit determination value (Y in step S223), the CPU 56 uses the symbol designating command for the EXT data “04 (H)” indicating “small hit”. Is set (step S227).

  Next, the CPU 56 sets a threshold for small hits (step S228). In this embodiment, the CPU 56 sets the threshold value 251 and determines in step S232 described later that the value of the random number for determining the variation pattern type is equal to or less than the threshold value 251 (1 to 251). It is determined that “18 (H)” is set as the EXT data of the variation category command (see FIG. 17). In the case of a small hit, it may be determined that the EXT data “18 (H)” is set as it is without performing the threshold determination.

  When the jackpot determination random number (random R) matches the jackpot determination value in step S220 or step S222, the CPU 56 determines the type of jackpot based on the jackpot type determination random number (random 1) extracted in steps S1214A and S1214B. Is determined (step S229). In this case, when there is a start winning to the first start winning opening 13 (when the winning effect processing in step S1217A is executed), the CPU 56 determines the jackpot type determination table (first 1D) shown in FIG. Using the special symbol 131a, it is determined whether the big hit type is “normal big hit”, “probable big hit” or “sudden probability big hit”. If there is a start winning at the second start winning opening 14 (when the winning effect processing at step S1217B is executed), the jackpot type determination table (for the second special symbol) shown in FIG. 131b is used to determine whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit”.

  Next, the CPU 56 performs processing for setting the EXT data corresponding to the determination result of the jackpot type in the symbol designation command (step S230). In this case, when it is determined that the “normal big hit” is reached, the CPU 56 performs a process of setting the EXT data “01 (H)” indicating the “normal big hit” in the symbol designation command. If it is determined that “probability big hit”, the CPU 56 performs processing for setting EXT data “02 (H)” indicating “probability big hit” in the symbol designation command. If it is determined that the “sudden probability change big hit” is reached, the CPU 56 performs a process of setting the EXT data “03 (H)” indicating “sudden probability change big hit” in the symbol designation command.

  And CPU56 sets each threshold value for jackpots according to the jackpot type determined by step S229 (step S231).

  For example, the CPU 56 sets the thresholds 74 and 149 when it is determined as “normal big hit”. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or smaller than the threshold 74 in step S232 described later, and if it is equal to or smaller than the threshold 74 (that is, 1 to 74). Is determined to set “10 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold value is 149 or less (that is, 75 to 149), it is determined that “11 (H)” is set as the EXT data of the variable category command (see FIG. 17). If it is not less than or equal to the threshold value 149 (ie, 150 to 251), it is determined that “12 (H)” is set as the EXT data of the variable category command (see FIG. 17).

  Further, for example, when the CPU 56 determines “probability big hit”, the thresholds 38 and 79 are set. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold 38 in step S232 described later. Is determined to set “13 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold value is 79 or less (that is, 39 to 79), it is determined that “14 (H)” is set as the EXT data of the variable category command (see FIG. 17). If the threshold value is not 79 or less (that is, 80 to 251), it is determined that “15 (H)” is set as the EXT data of the variable category command (see FIG. 17).

  Further, for example, if the CPU 56 determines “suddenly promising big hit”, it sets the threshold 100. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is less than or equal to the threshold value 100 in step S232 described later, and if it is less than or equal to the threshold value 100 (that is, 1 to 100). Is determined to set “16 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold is not less than 100 (that is, 101 to 251), it is determined that “17 (H)” is set as the EXT data of the variable category command (see FIG. 17).

  Next, the CPU 56 uses the threshold value set in steps S226, S228, and S231 and the random number for variation pattern type determination (random 2) extracted in steps S1214A and S1214B to determine which value of the random number for variation pattern type determination. It is determined whether it is within the range of the determination value (step S232).

  In steps S226, S228, and S231, instead of setting a predetermined threshold value, a variation pattern type determination table (see FIGS. 9 and 10) is set, and in step S232, the set variation pattern type is set. A determination table may be used to determine the range of the variation pattern type determination random number and which variation pattern type.

  Then, the CPU 56 performs a process of setting the EXT data corresponding to the determination result to the variable category command (step S233). Specifically, the CPU 56 determines “00 (H)” to “0B (H)”, “10” as shown in FIGS. 16 and 17 depending on which variation pattern type is determined in step S232. A process of setting any value of (H) ”to“ 18 (H) ”to the EXT data of the variable category command is performed.

  In this embodiment, although the case where it is determined that the big win or the small win is determined in the determination at the time of winning, the range in which the value of the random number for determining the variation pattern type is uniformly determined is shown. When it is determined that the game is a big hit or a small hit, the range of the random number for determining the variation pattern type may not be determined. Then, when a big win or a small win is received, a symbol designating command indicating that the determination at the time of winning is made may be transmitted, and a variation category command comprehensively indicating that the variation pattern type of a big hit or a small hit may be transmitted. . For example, although the production control microcomputer 100 does not specifically show which variation pattern type, the variation indicated that it will be one of the big hit variation pattern types. Based on the reception of the category command, a hold notice effect described later may be executed.

  23 and 24 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0 and the customer waiting demo designation command has not yet been transmitted, the CPU 56 confirms whether or not 30 seconds have elapsed since the last execution of the variable display (steps). S51A). Note that whether or not 30 seconds have elapsed since the last executed variation display is performed is set, for example, by setting a value corresponding to 30 seconds to a predetermined timer when it is first determined as Y in step S51, This can be determined by checking whether the timer has timed out. If 30 seconds have elapsed, the CPU 56 performs control to transmit a customer waiting demonstration designation command to the effect control microcomputer 100 (step S51B), and ends the process. For example, when the CPU 56 transmits a customer waiting demonstration designation command in step S51B, the CPU 56 sets a customer waiting demonstration designation command transmitted flag indicating that the customer waiting demonstration designation command has been transmitted. When the special symbol normal processing after the next timer interruption is executed after sending the customer waiting demo designation command, the customer waiting demonstration request command is repeatedly set based on the fact that the customer waiting demo designation command transmission completed flag is set. Control should be performed so that the demo designation command is not transmitted. In this case, the customer waiting demonstration designation command transmission completion flag may be reset when the next special symbol variation display is started. Further, in this embodiment, a case is shown in which a customer waiting demonstration designation command is transmitted 30 seconds after the last executed variation display is finished, and a customer waiting demonstration display is started. For example, the customer waiting demonstration display may be started after one minute has elapsed.

  If the total reserved memory number is not 0, the CPU 56 checks whether or not the second reserved memory number is 0 (step S52). Specifically, it is confirmed whether or not the value of the second reserved memory number counter is zero. If the second reserved memory number is not 0, the CPU 56 has a special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the special symbol process is being performed for the second special symbol). Is set to data indicating “second” (step S53). If the second reserved memory number is 0 (that is, only the first reserved memory number is accumulated), the CPU 66 sets data indicating “first” in the special symbol pointer (step S54).

  In this embodiment, by executing the processing of steps S52 to S54, the variation display of the second special symbol is executed with priority over the variation display of the first special symbol. In other words, control is performed so that the second start condition for starting the variable display of the second special symbol is established in preference to the first start condition for starting the variable display of the first special symbol.

  In the case where the second special symbol variation display is preferentially executed as shown in this embodiment, the jackpot determination random number (random R) is determined in the winning effect processing shown in FIG. Only the process of comparing the value with the jackpot determination value in the low probability state may be executed and not compared with the jackpot determination value in the probability variation state (high probability state) (specifically, in step S220) Only the processing may be executed, and the processing in steps S221 and S222 may not be performed). With such a configuration, when the display of the variation of the second special symbol is prioritized and executed, between the determination result of the jackpot in the determination at the time of winning and the determination result of the jackpot at the actual start of variation It is possible to prevent the deviation from occurring.

  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each random number value stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory buffer. Is stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads out each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory buffer. Store in the random number buffer area of the RAM 55.

  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 subtracts 1 from the count value of the first reserved memory number counter, and in the reserved specific area and the first reserved memory buffer. Shift the contents of each storage area. In addition, when the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the reserved specific area and the second reserved memory buffer are shifted. To do.

  That is, when the special symbol pointer indicates “first”, the CPU 56 stores the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 55. Each stored random number value is stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, each stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 55. The random value is stored in the storage area corresponding to the second reserved memory number = n−1. In addition, the CPU 56 adds the values (values indicating “first” or “second”) stored in the storage area corresponding to the total reserved memory number = m (m = 2 to 8) in the reserved specific area. Stored in the storage area corresponding to the reserved storage number = m−1.

  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order. Further, the order in which the values stored in the respective storage areas corresponding to the total number of pending storages are extracted always matches the order of the total number of pending storages = 1-8.

  Then, the CPU 56 decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S58). The CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55.

  Further, the CPU 56 performs control to transmit a background designation command to the effect control microcomputer 100 according to the current gaming state (step S60). In this case, when the probability variation flag indicating the probability variation state is set, the CPU 56 performs control to transmit a probability variation state background designation command. In addition, the CPU 56 performs control to transmit a time-short state background designation command when only the time-short flag indicating the time-short state is set and the probability variation flag is not set. If neither the probability change flag nor the time reduction flag is set, the CPU 56 performs control to transmit a normal state background designation command.

  Specifically, when the CPU 56 transmits the effect control command to the effect control microcomputer 100, the address of the command transmission table (preliminarily set for each command in the ROM) corresponding to the effect control command is given. Set to pointer. And the address of the command transmission table according to an effect control command is set to a pointer, and an effect control command is transmitted in an effect control command control process (step S28). In this embodiment, when the change of the special symbol is started, the background designation command, the fluctuation pattern command, the display result designation command, the reserved memory number subtraction designation command (the first reserved memory number subtraction) for each timer interrupt. The designation command or the second reserved memory number subtraction designation command) is transmitted to the effect control microcomputer 100 in this order. Specifically, when the change of the special symbol is started, first, the background designation command is transmitted, the variation pattern command is transmitted after 4 ms elapses, the display result designation command is transmitted after elapse of 4 ms, and further after 4 ms elapses. A pending storage number subtraction designation command (a first pending storage number subtraction designation command or a second pending storage number subtraction designation command) is transmitted. In addition, the symbol variation designation command (the first symbol variation designation command, the second symbol variation designation command) is also transmitted when the special symbol variation starts, but the symbol variation designation command is the same timer interrupt as the variation pattern command. Is transmitted to the production control microcomputer 100.

  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S310 can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.

  Next, the CPU 56 reads a random R (a jackpot determination random number) from the random number buffer area and executes a jackpot determination module. In this case, the CPU 56 is for determining the big hit that has been extracted in step S1214A of the first start port switch passing process or step S1214B of the second start port switch passing process and previously stored in the first hold memory buffer or the second hold memory buffer. A random number is read and a big hit judgment is performed. The big hit determination module compares the big hit determination value or the small hit determination value (see FIG. 8) determined in advance with the big hit determination random number, and if they match, executes the process of determining the big hit or the small hit It is a program to do. That is, it is a program that executes a big hit determination or a small hit determination process.

  The big hit determination process is configured such that when the gaming state is in a probable change state, the probability of winning a big hit is higher than in the case where the gaming state is in a non-probable change state (normal state). Specifically, a jackpot determination table (a table in which the numerical values on the right side of FIG. 8A in the ROM 54 are set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are definitely changed. A normal big hit determination table (a table in which the numerical values on the left side of FIG. 8A in the ROM 54 are set) set smaller than the hour big hit determination table is provided. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the CPU 56 performs a jackpot determination process using the probability variation jackpot determination table. When it is in the state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. When it is determined to be a big hit (step S61), the process proceeds to step S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. But there is.

  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated. Specifically, it is determined to be “probability big hit” or “sudden probability big hit”, and is set in the process of ending the big hit game. Then, after the jackpot game is over, it is reset when the next jackpot occurs.

  If the value of the big hit determination random number (random R) does not match any of the big hit determination values (N in step S61), the CPU 56 uses the small hit determination table (see FIGS. 8B and 8C). Then, the small hit determination process is performed. That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIGS. 8B and 8C, the CPU 56 determines that the special symbol is a small hit. In this case, the CPU 56 confirms the data indicated by the special symbol pointer. If the data indicated by the special symbol pointer is “first”, the small hit determination table (for the first special symbol) shown in FIG. ) To determine whether or not to make a small hit. If the data indicated by the special symbol pointer is “second”, it is determined whether or not to make a small hit using the small hit determination table (for the second special symbol) shown in FIG. . If it is determined to be a small hit (step S62), the CPU 56 sets a small hit flag indicating a small hit (step S63), and proceeds to step S75.

  If the random R value does not match either the big hit determination value or the small hit determination value (N in step S62), that is, if it is out of place, the process proceeds to step S75 as it is.

  In step S71, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table 131a for the first special symbol shown in FIG. 8D. Further, when the special symbol pointer indicates “second”, the CPU 56 selects a big hit type determination table 131b for the second special symbol shown in FIG.

  Next, the CPU 56 uses the selected jackpot type determination table to select a type (“normal jackpot”, “probability change”) corresponding to the value of the random number for random determination (random 1) stored in the random number buffer area. "Big hit" or "Suddenly probable big hit") is determined as the type of big hit (step S73). In this case, the CPU 56 determines the jackpot type extracted in step S1214A of the first start port switch passing process or step S1214B of the second start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer. The random number is read and the jackpot type is determined. Further, in this case, as shown in FIGS. 8D and 8E, when the variable display of the first special symbol is executed, it is compared with the case where the variable display of the second special symbol is executed. Therefore, the rate at which suddenly probable big hits are selected is high.

  Further, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S74). For example, when the big hit type is “normal big hit”, “01” is set as data indicating the big hit type, and when the big hit type is “probable big hit”, “02” is set as the data indicating the big hit type, When the big hit type is “suddenly probable big hit”, “03” is set as data indicating the big hit type.

  Next, the CPU 56 determines a special symbol stop symbol (step S75). Specifically, when neither the big hit flag nor the small hit flag is set, “−” which is a loss symbol is determined as a special symbol stop symbol. When the big hit flag is set, depending on the decision result of the big hit type, one of “1”, “3”, “7”, “9”, which becomes the big hit symbol, is determined as the special symbol stop symbol To do. That is, when the big hit type is determined to be “suddenly promising big hit”, “1” is decided as a special symbol stop symbol, and when “normal big hit” is decided, “3” is decided as a special symbol stop symbol. If “probable big hit” is determined, “7” is determined as a special symbol stop symbol. When the small hit flag is set, “5” as the small hit symbol is determined as the special symbol stop symbol.

  In this embodiment, the case where the jackpot type is first determined, and the stop symbol of the special symbol corresponding to the determined jackpot type is shown. It is not limited to what is shown in the embodiment. For example, a table in which a special symbol stop symbol and a jackpot type are associated in advance is prepared, and when a special symbol stop symbol is first determined based on the random number for determining the big hit type, the corresponding jackpot is determined based on the determination result. You may comprise so that a classification may also be determined.

  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S76).

  FIG. 25 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 uses the big hit variation pattern type determination tables 132A to 132C (FIG. 9A) as tables used to determine the variation pattern type as one of a plurality of types. ) To (C)) is selected (step S92). Then, the process proceeds to step S100.

  When the big hit flag is not set, the CPU 56 checks whether or not the small hit flag is set (step S93). When the small hit flag is set, the CPU 56 uses the small hit variation pattern type determination table 132D (FIG. 9D) as a table used to determine the variation pattern type as one of a plurality of types. )) Is selected (step S94). Then, the process proceeds to step S100.

  When the small hit flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S95). In this embodiment, the time reduction flag is set when shifting to the short-time state at the end of the big hit game based on the normal big hit, and the short-time state is also set at the end of the big hit game based on the probability variable big hit. Because of this, the hour / short flag is set. Therefore, if it is determined as Y in step S95, the control is performed in the time-saving state together with the probability change state after the big hit game based on the probability variable big hit in addition to the case where the control is only in the time-saving state after the big hit game based on the normal big hit game. There are times when it has been.

  If the time flag is not set (N in Step S95), that is, if the gaming state is a normal state, the CPU 56 checks whether or not the total number of pending storage is 3 or more (Step S96). If the total pending storage number is less than 3 (N in step S96), the CPU 56 uses the variation pattern type determination table 135A for detachment as a table used to determine the variation pattern type as one of a plurality of types. 10A) is selected (step S97). Then, the process proceeds to step S100.

  When the total pending storage number is 3 or more (Y in step S96), the CPU 56 uses the variation pattern type determination table for deviation as a table used to determine one of the plurality of variation pattern types. 135B (see FIG. 10B) is selected (step S98). Then, the process proceeds to step S100.

  When the time reduction flag is set (Y in step S95), that is, if the gaming state is a probability change state or a time reduction state, the CPU 56 determines the variation pattern type as one of a plurality of types. As a table to be used, the deviation variation pattern type determination table 135C (see FIG. 10C) is selected (step S99). Then, the process proceeds to step S100.

  In this embodiment, when the processing of steps S95 to S99 is executed and the gaming state is the normal state and the total number of pending storages is 3 or more, the variation for loss shown in FIG. The pattern type determination table 135B is selected. Further, when the gaming state is a probability change state or a short-time state, a loss variation pattern type determination table 135C shown in FIG. 10C is selected. In this case, non-reach CA2-3 may be determined as the variation pattern type in the process of step S100, which will be described later. If the variation pattern type of non-reach CA2-3 is determined, the process changes in step S102. Short reach variation non-reach PA1-2 is determined as a pattern (see FIG. 12). Therefore, in this embodiment, when the game state is a probability change state or a short time state, or when the total number of pending storages is 3 or more, a change display of a shortened change may be performed. In this embodiment, the variation pattern type determination table for shortening variation (see FIG. 10C) used in the probability variation state and the short time state, and the variation pattern type determination table for shortening variation based on the number of reserved storage (see FIG. 10). 10 (B)) is a different table, but a common table may be used as a variation pattern type determination table for shortening variation.

  In this embodiment, even when the gaming state is a probabilistic change state or a short time state, when the total number of pending storage is almost 0 (for example, 0, 0, or 1). May not display the variation display of the shortened variation. In this case, for example, when the CPU 56 determines Y in step S95, the CPU 56 checks whether or not the total pending storage number is substantially zero. The determination table 135A (see FIG. 10A) may be selected.

  Next, the CPU 56 reads random 2 (random number for variation pattern type determination) from the random number buffer area (the first reserved storage buffer or the second reserved storage buffer) and selects it in the process of steps S92, S94, S97, S98 or S99. By referring to the table, the variation pattern type is determined as one of a plurality of types (step S100).

  Next, the CPU 56 determines hit variation pattern determination tables 137A and 137B (see FIG. 11) as tables used for determining one of a plurality of variation patterns based on the determination result of the variation pattern type in step S100. ), One of the deviation variation pattern determination table 138A (see FIG. 12) is selected (step S101). Further, the random pattern 3 (random number for variation pattern determination) is read from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and the variation pattern is determined by referring to the variation pattern determination table selected in step S101. Is determined as one of a plurality of types (step S102). When the random number 3 (variation pattern determination random number) is not extracted at the start winning timing, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 3). It is also possible to extract the value directly from and to determine the variation pattern based on the extracted random number value.

  Next, the CPU 56 performs control to transmit the symbol variation designation command indicated by the special symbol pointer to the effect control microcomputer 100 (step S103). Specifically, when the special symbol pointer indicates “first”, the CPU 56 performs control to transmit a first symbol variation designation command. In addition, when the special symbol pointer indicates “second”, the CPU 56 performs control to transmit a second symbol variation designation command. Further, the CPU 56 performs control to transmit an effect control command (variation pattern command) corresponding to the determined change pattern to the effect control microcomputer 100 (step S104).

  Next, the CPU 56 sets a value corresponding to the variation time corresponding to the selected variation pattern in the variation time timer formed in the RAM 55 (step S105). Then, the value of the special symbol process flag is updated to a value corresponding to the display result designation command transmission process (step S302) (step S106).

  In the case where it is determined to be out of place, instead of suddenly determining the variation pattern type, first, it may be determined whether or not to reach by a lottery process using a random number for reach determination. Then, based on the determination result as to whether or not to reach, the processing of steps S95 to S100 may be executed to determine the variation pattern type. In this case, the variation pattern type determination table for non-reach (including the variation pattern types of non-reach CA2-1 to non-reach CA2-3 shown in FIG. 10) and the variation pattern type determination table for reach (FIG. 10). Normal CA2-4 to normal CA2-6, including super CA2-7 fluctuation pattern types), and select one of the fluctuation pattern type determination tables based on the reach determination result. The variation pattern type may be determined.

  In addition, when determining whether or not to reach by a lottery process using a reach determination random number, depending on the total reserved memory number (which may be the first reserved memory number or the second reserved memory number), Reach determination tables having different selection ratios may be selected, and it may be determined whether or not to reach so that the reach probability decreases as the number of reserved memories increases. In this case, for example, whether the CPU 56 matches the determination value assigned to the common range of the reach determination table in determining whether “super-reach out” or “non-reach out” occurs in the winning effect processing. By determining whether or not, it may be determined in advance whether or not to reach. In addition, considering that the execution ratio of the notice effect is reduced, as shown in this embodiment, the “super-reach out” is performed depending on the variation pattern type without performing the lottery process using the random number for reach determination. It is preferable to configure so as to perform a hold notice effect by determining in advance whether or not “non-reach” will occur.

  FIG. 26 is a flowchart showing the display result designation command transmission process (step S302). In the display result designation command transmission process, the CPU 56 transmits one of the presentation control commands (display result 1 designation to display result 5 designation) (see FIG. 13) according to the determined type of big hit, small hit, and loss. Control. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S116. When the big hit flag is set, if the type of the big hit is “normal big hit”, control is performed to transmit a display result 2 designation command (steps S111 and S112). Whether or not it is “ordinary big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. . Further, when the big hit type is “probability big hit”, the CPU 56 performs control to transmit a display result 3 designation command (steps S113 and S114). Whether or not it is “probable big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “02”. . Then, when neither the “normal big hit” nor the “probable change big hit” (that is, “suddenly probable big hit”), the CPU 56 performs control to transmit a display result 4 designation command (step S115).

  On the other hand, when the big hit flag is not set (N in step S110), the CPU 56 checks whether or not the small hit flag is set (step S116). If the small hit flag is set, the CPU 56 performs control to transmit a display result 5 designation command (step S117). When the small hit flag is not set (N in Step S116), that is, when it is out of place, the CPU 56 performs control to transmit a display result 1 designation command (Step S118).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S119).

  FIG. 27 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol changing process, the CPU 56 first confirms whether or not a reserved memory number subtraction designation command (first reserved memory number subtraction designation command or second reserved memory number subtraction designation command) has already been transmitted ( Step S1121). Whether or not the pending storage number subtraction designation command has already been transmitted indicates whether or not the pending storage number subtraction designation command has been transmitted when the pending storage number subtraction designation command is transmitted in step S1122, which will be described later, for example. The stored number subtraction designation command transmission completion flag may be set, and in step S1121, it may be confirmed whether or not the pending storage number subtraction designation command transmission completion flag is set. Also, in this case, the set reserved memory number subtraction designation command transmission completion flag is reset by special symbol stop processing or jackpot end processing, which will be described later, when the special symbol fluctuation display is terminated or when the big jackpot is terminated. That's fine.

  Next, if the reserved memory number subtraction designation command has not been transmitted, the CPU 56 performs control to transmit the reserved memory number subtraction designation command to the effect control microcomputer 100 (step S1122). In this case, when a value indicating “first” is set in the special symbol pointer, the CPU 56 performs control to transmit a first reserved memory number subtraction designation command. If a value indicating “second” is set in the special symbol pointer, the CPU 56 performs control to transmit a second reserved memory number subtraction designation command.

  Next, the CPU 56 subtracts 1 from the variable time timer (step S1125). When the variable time timer times out (step S1126), the CPU 56 performs control to transmit a symbol confirmation designation command to the effect control microcomputer 100 (step S1127). Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step S304) (step S1128). If the variable time timer has not timed out, the process ends.

  FIG. 28 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 checks whether or not the big hit flag is set (step S131). When the big hit flag is set, the CPU 56, if it is set, the probability variation flag indicating the probability variation state, the time reduction flag indicating the time reduction state, and the number of times the special symbol can be changed in the time reduction state. Is reset (step S132), and a control for transmitting a big hit start designation command to the production control microcomputer 100 is performed (step S133). Specifically, when the type of jackpot is “normal jackpot”, a jackpot start 1 designation command (command A001 (H)) is transmitted. If the type of jackpot is “probable big hit”, a jackpot start 2 designation command (command A002 (H)) is transmitted. When the big hit type is sudden probability change big hit, a small hit / sudden probability change big hit start designation command (command A003 (H)) is transmitted. Whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit” is data indicating the big hit type stored in the RAM 55 (data stored in the big hit type buffer) Based on the determination.

  In addition, a value corresponding to the big hit display time (for example, the time when the effect display device 9 notifies that the big hit has occurred) is set in the big hit display time timer (step S134). In addition, the number of times of opening (for example, “15 times in case of“ normal big hit ”or“ probable big hit ”, 2 times in case of“ suddenly promising big hit ”) is set in the special winning opening opening number counter (step S135). . The round time per round in the big hit game is also set. Specifically, in the case of sudden probability change big hit, 0.1 seconds is set as the round time, and in the case of normal big hit or probability change big hit, 29 seconds is set as the round time. Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S305) (step S136).

  On the other hand, if the big hit flag is not set in step S131, the CPU 56 checks whether or not the value of the time reduction number counter indicating the number of times the special symbol can be changed in the time reduction state is 0 (step S137). If the value of the time reduction counter is not 0, the CPU 56 decrements the value of the time reduction counter by −1 (step S138). When the value of the time reduction counter after subtraction becomes 0 (step S139), the CPU 56 resets the time reduction flag (step S140).

  Next, the CPU 56 checks whether or not the small hit flag is set (step S141). If the small hit flag is set, the CPU 56 transmits a small hit / sudden probability sudden change big hit start command (command A003 (H)) to the effect control microcomputer 100 (step S142). In addition, a value corresponding to the small hit display time (for example, the time when the effect display device 9 notifies that the small hit has occurred) is set in the small hit display time timer (step S143). Further, the number of times of opening (for example, 2 times) is set in the special winning opening opening number counter (step S144). Then, the value of the special symbol process flag is updated to a value corresponding to the small hit start pre-processing (step S308) (step S145).

  If the small hit flag is not set (N in step S141), the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S146).

  FIG. 29 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S160). If the jackpot end display timer is set, the process proceeds to step S164. If the jackpot end display timer is not set, the jackpot flag is reset (step S161), and control for transmitting a jackpot end designation command is performed (step S162). Here, when it is “ordinary big hit”, a big hit end 1 designation command (command A301 (H)) is transmitted, and when it is “probable big hit”, a big hit end 2 designation command (command A302 (H)) is transmitted. ) Is transmitted, and in the case of “sudden probability sudden change big hit”, a small hit / sudden probability sudden change big hit end designation command (command A303 (H)) is sent. Then, a value corresponding to the display time corresponding to the time during which the big hit end display is being performed in the image display device 9 (the big hit end display time) is set in the big hit end display timer (step S163), and the processing is ended.

  In step S164, 1 is subtracted from the value of the jackpot end display timer. Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S165). If not, the process ends.

  If the jackpot end display time has elapsed (Y in step S165), the CPU 56 checks whether or not the jackpot game to be ended this time is based on the normal jackpot (step S166). Whether or not the big hit game based on the normal big hit is to be ended, specifically, whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. This can be determined by checking. If the big hit game based on the normal big hit is to be ended (Y in step S166), the CPU 56 sets the time reduction flag and shifts the gaming state to the time reduction state (step S167). In addition, the CPU 56 sets a predetermined number of times (100 times in this example) in the hourly number counter (step S168).

  If the big hit game based on the normal big hit is not finished (that is, if the big hit game based on the probable big hit or suddenly probable big hit is finished), the CPU 56 sets the probable change flag to change the gaming state to the probable state. In addition to the transition (step S169), the time reduction flag is set to shift the gaming state to the time reduction state (step S170).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S171).

  In this embodiment, since the above processing is executed, the game state is controlled as the normal state (low probability / low base state) when it is controlled to the probabilistic state. ), Short-time state (low probability / high base state), and probability variation state (high probability / high base state).

  FIG. 30 is a flowchart showing an example of a program of the special symbol display control process (step S32) executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. In the special symbol display control process, the CPU 56 checks whether or not the value of the special symbol process flag is 3 (step S3201). If the value of the special symbol process flag is 3 (that is, if the special symbol variation processing is being executed), the CPU 56 sets the special symbol display control data for special symbol variation display for setting the special symbol display control data. Processing for setting or updating the output buffer is performed (step S3202). In this case, the CPU 56 sets or updates special symbol display control data for performing variable display of the special symbol (the first special symbol or the second special symbol) indicated by the special symbol pointer. For example, if the fluctuation speed is 1 frame / 0.2 seconds, the value of the special symbol display control data set in the output buffer is incremented by 1 every time 0.2 seconds elapse. After that, display control processing (see step S22) is executed, and a drive signal is output to the special symbol displays 8a and 8b in accordance with the contents of the output buffer for setting the special symbol display control data. The special symbol display on the special symbol indicators 8a and 8b is executed.

  If the value of the special symbol process flag is not 3, the CPU 56 checks whether or not the value of the special symbol process flag is 4 (step S3203). If the value of the special symbol process flag is 4 (that is, when the special symbol stop processing is entered), the CPU 56 stops the special symbol stop symbol set in the special symbol normal processing. Processing for setting the display control data in the output buffer for setting the special symbol display control data is performed (step S3204). In this case, the CPU 56 sets special symbol display control data for stopping and displaying the stop symbol of the special symbol (the first special symbol or the second special symbol) indicated by the special symbol pointer. After that, display control processing (see step S22) is executed, and a drive signal is output to the special symbol displays 8a and 8b in accordance with the contents of the output buffer for setting the special symbol display control data. The special symbol stop symbols are stopped and displayed on the special symbol indicators 8a and 8b. In addition, since the setting data is not changed after the process of step S3204 is executed and the special symbol display control data for the stop symbol display is set, the latest special symbol display control data is displayed in the display control process of step S22. Based on this, the latest stop symbol is stopped and displayed until the next variable display is started. If the value of the special symbol process flag is 2 or 3 in step S3201 (that is, if either the display result designation command transmission process or the special symbol variation process), the special symbol variation display is performed. The special symbol display control data may be updated. In this case, the display result designation command transmission process also varies in order to prevent a deviation between the variation time recognized on the game control microcomputer 560 side and the variation time recognized on the effect control microcomputer 100 side. What is necessary is just to comprise so that 1 may subtract a time timer.

  In this embodiment, the special symbol display control data is set in the output buffer according to the value of the special symbol process flag. However, in the special symbol process, the start flag is set at the start of the variation of the special symbol. In addition, an end flag may be set at the end of the variation of the special symbol. In the special symbol display control process (step S32), the CPU 56 starts updating the value of the special symbol display control data based on the start flag being set, and based on the end flag being set. Thus, special symbol display control data for stopping and displaying the stop symbol may be set.

  Next, the operation of the effect control means will be described. FIG. 31 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) as effect control means mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 4 ms) is performed (step S701). . Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S703) and executes the following effect control process.

  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S704).

  Next, the effect control CPU 101 performs effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed.

  Next, the production control CPU 101 performs the fourth symbol process (step S706). In the 4th symbol process, the process corresponding to the current control state (4th symbol process flag) is selected from the processes corresponding to the control state, and the 4th symbol display areas 9c and 9d of the effect display device 9 are selected. The display control of the 4th symbol is executed.

  Next, a random number update process for updating a count value of a counter for generating a random number such as a jackpot symbol determining random number is executed (step S707). Thereafter, the process proceeds to step S702.

  FIG. 32 is an explanatory diagram showing a configuration example of a command reception buffer for storing the effect control command received from the game control microcomputer 560 of the main board 31. In this example, a command reception buffer of a ring buffer type capable of storing six 2-byte configuration effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.

  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and is stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 13 and FIG. 14) the effect control command stored in the buffer area is. Note that the interrupt process based on the effect control INT signal is executed in preference to the timer interrupt process executed every 4 ms.

  33 to 35 are flowcharts showing a specific example of the command analysis process (step S704). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.

  In the command analysis process, the effect control CPU 101 first checks whether or not a reception command is stored in the command reception buffer (step S611). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. If the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that two bytes (one command) are read out.

  If the received effect control command is a variation pattern command (step S614), the effect control CPU 101 stores the received variation pattern command in a variation pattern command storage area formed in the RAM (step S615). Then, a variation pattern command reception flag is set (step S616).

  If the received effect control command is a display result designation command (step S617), the effect control CPU 101 forms the received display result designation command (display result 1 designation command to display result 6 designation command) in the RAM. Is stored in the display result designation command storage area (step S618).

  If the received effect control command is a symbol confirmation designation command (step S619), the effect control CPU 101 sets a confirmed command reception flag (step S620).

  If the received effect control command is a jackpot start designation command (commands A001 to A002 (H)) (step S621), the effect control CPU 101 sets a jackpot start designation command reception flag (step S622). In this case, for example, if the jackpot start 1 designation command is received, the jackpot start 1 designation command reception flag is set. If the jackpot start 2 designation command is received, the jackpot start 2 designation command reception flag is set. set.

  If the received effect control command is a small hit / sudden probability sudden change big hit start designation command (command A003 (H)) (step S623), the production control CPU 101 sets a small hit / sudden probability sudden change big hit start designation command reception flag. (Step S624).

  If the received effect control command is a jackpot end designation command (commands A301 to A302 (H)) (step S625), the effect control CPU 101 sets a jackpot end designation command reception flag (step S626). In this case, for example, when a jackpot end 1 designation command is received, the jackpot end 1 designation command reception flag is set. When a jackpot end 2 designation command is received, the jackpot end 2 designation command reception flag is set. set.

  If the received effect control command is a small hit / suddenly probable big hit end designation command (command A303 (H)) (step S627), the production control CPU 101 sets a small hit / suddenly probable big hit end designation command reception flag. (Step S628).

  If the received effect control command is any symbol designation command (step S651), the effect control CPU 101 temporarily stores the received symbol designation command in the symbol designation command storage area formed in the RAM (step S651). S652).

  If the received effect control command is any variation category command (step S653), the effect control CPU 101 temporarily stores the received variation category command in the variation category command storage area formed in the RAM (step S653). S654).

  If the received effect control command is the first reserved memory number addition designation command (step S655), the effect control CPU 101 has the first reserved memory number stored in the first reserved memory number storage area formed in the RAM. The value is incremented by 1 (step S656). Further, the effect control CPU 101 receives the symbol designation command temporarily stored in the symbol designation command, the variation category command temporarily stored in the variation category command storage area, and the received first reserved storage number addition designation command. Then, the first start winning prize command storage area formed in the RAM is stored in a free first storage area (step S657).

  If the received effect control command is the second reserved memory number addition designation command (step S658), the effect control CPU 101 has the second reserved memory number stored in the second reserved memory number storage area formed in the RAM. The value is incremented by 1 (step S659). Further, the effect control CPU 101 receives the symbol designation command temporarily stored in the symbol designation command, the variation category command temporarily stored in the variation category command storage area, and the received second reserved storage number addition designation command. Then, the second start winning prize command storage area formed in the RAM is stored in a free first storage area (step S660).

  FIG. 36 is an explanatory diagram showing a specific example of the command storage area at the time of starting winning a prize. Among these, FIG. 36A shows a specific example of the first start winning command storage area, and FIG. 36B shows a specific example of the second start winning command storage area. As shown in FIG. 36A, an area (storage areas 1 to 4) corresponding to the maximum value of the first reserved storage number (4 in this example) is secured in the first start winning command storage area. Yes. Further, in the second start winning command storage area, areas (storage areas 1 to 4) corresponding to the maximum value of the second reserved storage number (4 in this example) are secured. In this embodiment, as shown in steps S1218A to S1220A of the first start port switch passing process and steps S1218B to S1220B of the second start port switch passing process of FIG. 20, the first start winning opening 13 or the second start is shown. When there is a start winning at the winning opening 14, a symbol designation command, a variable category command, and a reserved memory number addition designation command (a first reserved memory number addition designation command or a second reserved memory number) within one timer interruption Three commands (addition designation command) are transmitted as a set. Therefore, as shown in FIG. 36, in each of the storage areas 1 to 4 of the first start prize command storage area and the second start prize command storage area, a symbol designation command, a variable category command, and a reserved memory number addition designation A storage area is secured so that commands can be stored in association with each other.

  In this embodiment, the command transmission is performed in the order of the symbol designation command, the variable category command, and the reserved memory number addition designation command within one timer interrupt. Therefore, the effect control CPU 101 performs symbol designation in the command analysis processing. When a command and a variable category command are received, they are temporarily stored in the symbol designating command storage area and the variable category command storage area, respectively. When the pending storage number addition designation command is received, if the first pending storage number addition designation command is received, it is understood that the first pending storage number is incremented by one. If the first reserved memory number addition designation command is received, the first stored memory number addition designation command is received together with the temporarily stored symbol designation command and the variable category command. When the first reserved memory number addition designation command is stored in the first start winning command storage area and the second reserved memory number addition designation command is received, the second reserved memory is stored together with the temporarily stored symbol designation command and variable category command. The number addition designation command is stored in the second start prize command storage area (in FIG. 36, the first start prize command is stored). An example is shown in which commands are stored in all the storage areas 1 to 4 of the pay area, and commands are stored only in the storage area 1 of the storage areas 1 to 4 of the second start winning command storage area. Have been).

  Note that each command stored in the start winning command storage area shown in FIG. 36 is sequentially displayed in steps S664 and S668, which will be described later, at the timing when the variation display of the effect symbol is started each time the variation display of the effect symbol is started. Deleted. In this case, in this embodiment, since the change display of the second special symbol is preferentially executed, first, the stored contents of the storage area 1 of the second start winning command storage area shown in FIG. 36B are deleted. . Next, if the second reserved memory does not newly occur, only the first reserved memory is stored, and therefore, the first time shown in FIG. The contents stored in the first storage area 1 of the start winning command storage area are deleted, and the contents of the first starting winning command storage area are shifted. For example, in the storage state shown in FIG. 36 (A), when the variable display of a new effect symbol is started, each command stored in the storage area 1 is deleted and each command stored in the storage area 2 is deleted. The command is shifted to the storage area 1, each command stored in the storage area 3 is shifted to the storage area 2, and each command stored in the storage area 4 is shifted to the storage area 3.

  In this embodiment, the symbol designation command, the variable category command, and the reserved storage number addition designation command received when the start prize is generated are also referred to as a start prize command when they are comprehensively expressed. In addition, among the commands at the time of starting winning a prize, a reserved memory number addition designation command which is a command for designating information capable of recognizing that the first reserved memory number or the second reserved memory number has increased is comprehensively expressed. In some cases, it is also referred to as reserved storage information. Also, a symbol designation command, which is a command indicating whether or not a big hit or a small hit is determined in the winning presentation process (see FIG. 22) at the time of starting winning, a determination result of the big hit type, a determination result of the variation pattern type, and When the variable category command is comprehensively expressed, it is also referred to as a winning determination result designation command or determination result information.

  If the received effect control command is the first reserved memory number subtraction designation command (step S661), the effect control CPU 101 subtracts 1 from the value of the first reserved memory number stored in the first reserved memory number storage area ( Step S662). Next, the production control CPU 101 executes a first hold display update process for updating the first hold display on the first hold storage display unit 9a and the display of the first hold image on the first hold image display unit 9e (step S663). ). Next, the CPU 101 for effect control receives the command at the time of start winning (the symbol designation command, the variable category command, and the first reserved memory number addition designation) stored in the first storage area of the first start prize winning command storage area. Command) is deleted, and the contents of the first start winning prize command storage area are shifted (step S664).

  If the received effect control command is the second reserved memory number subtraction designation command (step S665), the effect control CPU 101 subtracts 1 from the value of the second reserved memory number stored in the second reserved memory number storage area ( Step S666). Next, the effect control CPU 101 executes second hold display update processing for updating the second hold display on the second hold storage display unit 9b and the display of the second hold image on the second hold image display unit 9f (step S667). ). Next, the CPU 101 for effect control receives the command at the time of the start winning (the symbol designation command, the variable category command, and the first reserved memory number addition designation) stored in the first storage area of the second start prize winning command storage area. Command) is deleted, and the contents of the command storage area at the time of the second start winning prize are shifted (step S668).

  If the received effect control command is a normal state background designation command (step S669), the effect control CPU 101 uses a background screen in the effect display device 9 as a background screen corresponding to the normal state (for example, a background screen with a blue background color). (Step S670). Therefore, in this embodiment, when the gaming state is the normal state (low probability / low base state), the effect mode (hereinafter, referred to as the normal state) is displayed by displaying the background screen corresponding to the normal state. (Also referred to as a normal performance mode). Further, if set, the effect control CPU 101 resets the time-short state flag indicating the time-short state (step S671).

  If the received effect control command is a time reduction state background designation command (step S672), the effect control CPU 101 uses the background screen in the effect display device 9 as a background screen corresponding to the time reduction state (for example, a background screen of a green background color). (Step S673). Therefore, in this embodiment, when the gaming state is the short time state (low probability / high base state), the effect mode (hereinafter, referred to as the short time state) is displayed by displaying the background screen according to the short time state. (Also referred to as a time reduction effect mode). In addition, the effect control CPU 101 sets a time reduction state flag (step S674). In addition, if set, the effect control CPU 101 resets the probability variation state flag indicating that the probability variation state is present (step S675).

  If the received effect control command is a probability change state background designation command (step S676), the effect control CPU 101 uses a background screen in the effect display device 9 as a background screen corresponding to the probability change state (for example, a background screen with a red background color). (Step S677). Therefore, in this embodiment, when the gaming state is a probability variation state (high probability / high base state), an effect mode (hereinafter, referred to as the probability variation state) is displayed by displaying a background screen corresponding to the probability variation state. (Also referred to as a probability variation effect mode). Further, the effect control CPU 101 sets a probability variation state flag (step S678).

  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S679). For example, if the effect control command received is a customer waiting demonstration designation command, a customer waiting demonstration designation command reception flag indicating that the customer waiting demonstration designation command has been received is set. Then, control goes to a step S611.

  FIG. 37 is a flowchart showing the first hold display update process (step S663) and the second hold display update process (step S667). Among these, FIG. 37A is a flowchart showing the first hold display update process (step S663), and FIG. 37B is a flowchart showing the second hold display update process (step S667).

  First, a specific process example of the first hold display update process (step S663) will be described with reference to FIG. In the first hold display update process (step S663), the production control CPU 101 first deletes one first hold display in the first hold storage display unit 9a, and the remaining first and subsequent displays after the deleted first hold display. One hold display is shifted one by one, and the first hold storage number display in the first hold storage display unit 9a is updated (step S6631). For example, when the first to third first hold displays of the first hold storage display section 9a are lit up, the first first hold display is erased and displayed as the second. The first hold display that has been displayed is shifted to the first display area, and the first hold display that has been displayed third is shifted to the second display area.

  Next, the effect control CPU 101 controls the first reserved image display unit 9e to display the first reserved image corresponding to the first reserved memory number updated in step S662 (step S6632). For example, when the value of the first reserved memory number stored in the first reserved memory number storage area is updated to “3” in step S662, an image of “3” is displayed in red display color as the first reserved image. When the value of the first reserved memory number is updated to “2”, an image of “2” is displayed in red display color as the first reserved image, and the value of the first reserved memory number is “1”. When updated to “1”, an image of “1” is displayed as a first reserved image in a red display color. Further, even when the value of the first reserved storage number is updated to “0”, an image of “0” is displayed in the red display color as the first reserved image.

  First, a specific process example of the second hold display update process (step S667) will be described with reference to FIG. In the second hold display update process (step S667), the production control CPU 101 first deletes one second hold display in the second hold storage display unit 9b, and the remaining second and subsequent displays after the deleted second hold display. The two hold display is shifted one by one, and the second hold storage number display in the second hold storage display unit 9b is updated (step S6671). For example, when the first to third second hold displays of the second hold storage display unit 9b are lit up, the first second hold display is erased and displayed as the second. The second hold display that has been displayed is shifted to the first display area, and the second hold display that has been displayed third is shifted to the second display area.

  Next, the effect control CPU 101 controls the second reserved image display unit 9f to display the second reserved image corresponding to the second reserved memory number updated in step S666 (step S6672). For example, when the value of the second reserved memory number stored in the second reserved memory number storage area is updated to “3” in step S666, an image “3” is displayed in blue display color as the second reserved image. When the value of the second reserved memory number is updated to “2”, an image of “2” is displayed in blue display color as the second reserved image, and the value of the second reserved memory number is “1”. When updated to “2”, an image “1” is displayed in blue display color as the second reserved image. Further, even when the value of the second reserved storage number is updated to “0”, an image of “0” is displayed in a blue display color as the second reserved image.

  FIG. 38 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 first executes a hold display control process for performing display control of the hold display (step S800A). Further, the effect control CPU 101 executes a hold image display process for displaying the first hold image on the first hold image display unit 9e and the second hold image on the second hold image display unit 9f (step S800B). .

  Next, the effect control CPU 101 performs any one of steps S800 to S807 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled and variable display of the effect symbol is realized. However, control related to variable display of the effect symbol synchronized with the change of the first special symbol is also the second. Control related to the variable display of the effect symbol synchronized with the change of the special symbol is also executed in one effect control process. It should be noted that the variable display of the effect symbol synchronized with the variation of the first special symbol and the variable display of the effect symbol synchronized with the variation of the second special symbol may be executed by separate effect control process processing. Good. Further, in this case, it may be determined which special symbol variation display is being executed depending on which representation control process processing is performing the variation display of the representation symbol.

  Fluctuation pattern command reception waiting process (step S800): It is confirmed whether or not a variation pattern command has been received from the game control microcomputer 560. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (step S801).

  Production symbol variation start processing (step S801): Control is performed so that the variation of the production symbol is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (step S802).

  Production symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (step S803).

  Effect symbol variation stop processing (step S803): Control is performed to stop the variation of the effect symbol and derive and display the display result (stop symbol). Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) or the variation pattern command reception waiting process (step S800).

  Big hit display process (step S804): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the in-round processing (step S805).

  In-round processing (step S805): Display control during round is performed. If the round end condition is satisfied, if the final round has not ended, the value of the effect control process flag is updated to a value corresponding to the post-round processing (step S806). If the final round has ended, the value of the effect control process flag is updated to a value corresponding to the jackpot end process (step S807).

  Post-round processing (step S806): Display control between rounds is performed. When the round start condition is satisfied, the value of the effect control process flag is updated to a value corresponding to the in-round process (step S805).

  Big hit end effect processing (step S807): In the effect display device 9, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  39 to 42 are flowcharts showing the hold display control process (step S800A). In the hold display control process, the effect control CPU 101 first checks whether or not the variable display is currently being displayed (step S6000). Whether or not the fluctuation display is currently being performed is, for example, not in the fluctuation display of the effect symbol (for example, the value of the fluctuation time timer set in step S8007 described later is 0), It can be determined by confirming that there is no second reserved memory (for example, both the first reserved memory number and the second reserved memory number updated in steps S656, S659, S662, and S666 are 0). . If the currently variable display is not being performed, the hold display control process is terminated as it is. That is, even if a new start prize is generated when the variable display is not being performed, the variable display is immediately started and there is almost no time for displaying the hold display. Therefore, the process of displaying the hold display after step S6001 is not performed. The process is terminated as it is (without displaying the hold display).

  Note that even when the effect symbol is being displayed in a variable manner, there is neither the first reserved memory nor the second reserved memory, and the remaining time of the variable display being executed is very short and immediately before the end of the variable display (for example, the remaining Even if it is within 1 second), even if a new start win occurs, there is substantially no time for displaying the hold display, so the process of displaying the hold display after step S6001 is not performed (hold) You may make it complete | finish a process as it is, without displaying a display.

  If it is determined that N is not currently displayed and the hold display control process is terminated in step S6000, the hold memory number addition designation command (first hold memory number addition designation command, second hold memory number addition designation). Command) is not incremented even if a command is received, a subsequent subtraction designation command (first subtraction memory number subtraction designation command, second subtraction memory number subtraction designation command) is received. Control is performed so as not to delete the hold display without executing the processing of step S6631 of the first hold display update process and step S6671 of the second hold display update process. In this case, for example, when it is determined that the command analysis processing step S655 or S658 is Y and a new pending storage number addition designation command is received, it is confirmed whether or not the current variation display is being performed. If it is not displayed, a flag indicating that is set, and when a pending storage number subtraction designation command is received thereafter (see Y in steps S661 and S665), if the flag is set, steps S6631 and S6671 It suffices to prevent the process from being executed. In this case, not only the process of increasing / decreasing the hold display but also the processes of steps S656, S659, S662, and S666 are skipped, and the process of increasing / decreasing the first hold memory number and the second hold memory number itself. May also be omitted.

  If the currently variable display is currently being performed, the CPU 101 for effect control indicates that the first hold display in the first hold storage display unit 9a and the second hold display in the second hold storage display unit 9b are in the non-display state. It is confirmed whether or not the non-display flag is set (step S6000A). In this embodiment, as will be described later, the first on-hold storage display unit 9a and the second on-hold storage display unit 9b are erased during the customer waiting demonstration display, during the execution of the super reach effect, or during the big hit game. The first hold display and the second hold display are set to the non-display state, and the hold display non-display flag is set (see steps S814, S8108, and S8310 described later). If the hold display non-display flag is set (that is, if the hold display is in the non-display state), the processing is ended as it is.

  If the on-hold display non-display flag is not set, the production control CPU 101 confirms whether or not a new start winning has occurred and a new start winning command has been received (step S6001). Specifically, if a new command is stored in the first start prize command storage area or the second start prize command storage area shown in FIG. 36, a new start prize will be generated and a new start prize will be given. It can be determined that the command is received.

  If a new start winning command has been received (Y in step S6001), the effect control CPU 101 checks whether or not the gaming state is a probable change state (high probability / high base state) (step S6002). ). Note that whether or not the gaming state is a probability variation state can be specifically determined by confirming whether or not the probability variation state flag (see step S678) is set.

  If it is not the certain change state, the CPU 101 for effect control confirms whether or not the game state is a short time state (low probability / high base state) (step S6003). Note that whether or not the gaming state is the short-time state can be specifically determined by confirming whether or not the short-time state flag (see step S674) is set.

  If the gaming state is the short-time state (low probability / high base state) (in other words, during the short-time effect mode), the effect control CPU 101 determines whether or not to execute the hold notice effect. Whether or not to execute the hold notice effect by performing a lottery process using a random number to determine whether or not to execute the hold notice effect based on the newly received variable category command using the notice determination table Is determined (step S6004).

  FIG. 43 is an explanatory diagram showing a specific example of a hold notice determination table for determining whether or not to execute a hold notice effect. As shown in FIG. 43, each hold notice determination table is assigned a determination value for each of the no hold notice effect and the hold notice effect.

  Further, as shown in FIG. 43, in the pending notice determination table, when the change category command specifies that the change pattern type is non-reach CA2-1 (specifically, command C600 (H) is received). The change category command specifies that the change pattern type is super CA2-7 (specifically, when the command C607 (H) is received), and the change category command indicates super CA3. The determination value is assigned only when it is specified that the variation pattern type is −3 (specifically, when the command C612 (H) or the command C615 (H) is received). Therefore, in this embodiment, the hold notice effect can be executed only when the non-reach is out, the super reach is out, or the super reach big hit. In this embodiment, as shown in FIG. 43, it is decided to execute the hold notice effect at a rate of 5% when non-reach is lost, and at a rate of 60% when super reach is lost. It is decided to execute the hold notice effect, and when it is a super reach big hit, it is decided to execute the hold notice effect at a rate of 80%.

  In addition, not only the aspect shown by this embodiment, you may comprise so that non-reach out, super reach out, and a change notice category other than super reach big hit may be performed. In this case, for example, it may be configured to specify only whether or not to win a big hit based on the variable category command and to execute the hold notice effect according to the specification result. Further, in this embodiment, the case where the hold notice effect (so-called “gase hold notice effect”) is executed also in the case of non-reach deviation or super-reach deviation is shown, but the case of non-reach deviation May be configured not to execute the hold notice effect, or to execute the hold notice effect only in the case of a super reach jackpot.

  Further, in this embodiment, in the case of the probability variation state (high probability / high base state) or the short time state (low probability / high base state), the processing of step S6004 or step S6012 described later is executed to perform the hold notice effect. Although it may be executed, as described above, when the time is short (high base state), the process for determining the winning time for the start winning to the first starting winning port 13 is not executed and the symbol designation is performed. Since no command or variable category command is transmitted (see step S1215A), the hold notice effect may be executed only for the second hold memory.

  When it is determined not to execute the hold notice effect (N in step S6005), the effect control CPU 101 starts executing the appearance effect in the normal effect mode (step S6006).

  In this embodiment, when the gaming state is a probability change state (high probability / high base state) or a short time state (low probability / high base state), a specific hold display different from the normal hold display is displayed. . The “specific hold display” is a hold display that displays an operation at a predetermined cycle. In this embodiment, a specific hold display is displayed that rotates once counterclockwise at a cycle of 1 second. Note that the “specific hold display” is not limited to the one shown in this embodiment, and may be, for example, one that swings in the left-right direction or the up-down direction at a predetermined period, as long as it displays an operation at a predetermined period. The pattern may change in size at a predetermined cycle, or the pattern or color in the hold display may change at a predetermined cycle.

  In this embodiment, when the specific hold display is displayed, the appearance effect is executed. The “appearance effect” is an effect that is executed in accordance with the display of the specific hold display. In this embodiment, as the appearance effect, the onset display is gradually darkened from a state in which the hold display is thin and difficult to see. The effect of the aspect which changes to the state which is easy to do is performed. In this embodiment, it takes about 1 second from the start of the appearance effect, and the density of the hold display is maximized so that it can be easily viewed.

  It should be noted that the “appearance effect” is not limited to the one shown in this embodiment, and may be any effect mode effect as long as it is an effect executed in accordance with the display of the specific hold display. For example, it is not limited to the one in which the density of the hold display is gradually changing, but as an appearance effect, an effect in which the size of the hold display is small and difficult to see and gradually changes to a state that is easy to see May be executed. In addition, it is not always necessary to display the hold display in the appearance effect, and if the player can recognize that it is being executed with the display of the specific hold display, without displaying the hold display as the appearance effect. You may perform the effect of the aspect which displays a predetermined character. Further, in this embodiment, the case where the hold display is in a state where it is easy to visually recognize after about 1 second from the start of the appearance effect is shown, but the effect period of the appearance effect is shown in this embodiment. For example, the appearance period of the appearance effect may be extremely short (for example, 0.1 second), and the hold display may be displayed almost immediately.

  Further, in this embodiment, when the gaming state is the probability variation state (high probability / high base state), the operation display of the hold display is started from the execution of the appearance effect. Accordingly, in the case of the probability variation state (high probability / high base state), an effect that the density gradually increases while the on-hold display is operating is displayed, and the specific on-hold display is displayed while the appearance effect is being executed. The display is started in such a manner as to start. On the other hand, when the game state is the short time state (low probability / high base state), the operation display of the hold display is started after the appearance effect is executed. Therefore, in the short-time state (low probability / high base state), an effect that the density gradually increases without displaying the on-hold display and the operation display of the on-hold display after the appearance effect is finished. Is started, and the display of the specific hold display is started after the appearance effect is executed.

  Further, in this embodiment, when it is decided not to execute the hold notice effect, the specific hold display and the appearance effect are executed in the normal effect mode, but it is decided to execute the hold notice effect. In such a case, the specific hold display and the appearance effect are executed in the pre-reading notice mode. In this embodiment, the hold display is displayed in white triangle display inside the white triangle display, while the specific hold display and appearance effect of the normal effect mode are executed, while the hold display is displayed in white The specific hold display and the appearance effect of the pre-reading notice mode are executed in a mode of displaying in a red triangle display inside the round display. Hereinafter, in this embodiment, the specific hold display and the appearance effect in the normal effect mode are also referred to as “normal specific hold display” and “normal appearance effect”, respectively. It is also called “specific hold display” or “prefetch appearance effect”.

  It should be noted that the modes of “normal specific hold display”, “normal appearance effect”, “prefetch specific hold display”, and “prefetch appearance effect” are not limited to those shown in this embodiment, but a hold notice effect (prefetch notice effect) ) Can be recognized as long as it can be recognized. For example, while the “normally specified hold display” or “normal appearance effect” rotates the hold display, the “prefetch specific hold display” or “prefetch appearance effect” swings the hold display horizontally or vertically. You may do it.

  In step S6006, the effect control CPU 101 starts execution of the normal appearance effect without the operation display of the hold display. In this case, the effect control CPU 101 confirms whether the newly received pending storage number addition designation command is the first pending storage number addition designation command or the second pending memory number addition designation command, If it is a memory number addition designation command, execution of the normal appearance effect is started in the first reserved memory display unit 9a. At this time, for example, if no hold display is displayed on the first hold storage display portion 9a (that is, if there is no first hold storage), the first hold storage display portion 9a is the first one If the execution of the normal appearance effect is started in the area and one hold display is displayed on the first hold memory display unit 9a (that is, if there is one first hold memory), the first hold memory display unit 9a The execution of the normal appearance effect is started in the second area. On the other hand, if it is the second reserved memory number addition designation command, the second reserved memory display unit 9b starts executing the normal appearance effect. At this time, for example, if no hold display is displayed on the second hold storage display portion 9b (that is, if there is no second hold storage), the first hold storage display portion 9b is the first one If the execution of the normal appearance effect is started in the area of, and one hold display is displayed on the second hold memory display unit 9b (that is, if there is one second hold memory), the second hold memory display unit 9b The execution of the normal appearance effect is started in the second area.

  Next, the effect control CPU 101 sets a normal appearance effect execution flag (no operation) indicating that the normal appearance effect is being executed without the operation display of the hold display (step S6007). Further, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to an appearance effect period measurement timer for measuring the effect period of the appearance effect (step S6008). Then, control goes to a step S6027.

  When it is determined to execute the hold notice effect (Y of step S6005), the effect control CPU 101 starts executing the prefetch appearance effect without the operation display of the hold display (step S6009). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 starts executing the prefetch appearance effect in the second hold memory display unit 9b. At this time, for example, if no hold display is displayed on the second hold storage display portion 9b (that is, if there is no second hold storage), the first hold storage display portion 9b is the first one If the execution of the prefetch appearance effect is started in the area of, and one hold display is displayed on the second hold memory display unit 9b (that is, if there is one second hold memory), the second hold memory display unit 9b The execution of the prefetch appearance effect is started in the second area.

  Next, the effect control CPU 101 sets a pre-read appearance appearance executing flag (no operation) indicating that the pre-read appearance effect that is not accompanied by the operation display of the hold display is being executed (step S6010). In addition, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6011). Then, control goes to a step S6027.

  If the gaming state is a probable change state (high probability / high base state) (Y in step S6002; in other words, during the probable change effect mode), the effect control CPU 101 follows the same processing as in step S6004 and holds a pending notice. Based on the newly received variation category command, a lottery process using a random number is performed using the determination table to determine whether or not to execute the hold notice effect (step S6012).

  When it is determined not to execute the hold notice effect (N in step S6013), the effect control CPU 101 has already indicated the specific hold on the first hold memory display unit 9a and the second hold memory display unit 9b (normally specified hold). It is confirmed whether or not “display, prefetch specific hold display” is displayed (step S6014). If the specific hold display has already been performed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6015). In this embodiment, as described above, the specific hold display is displayed in a manner in which the triangle display is displayed inside the round display, but there is a state in which one vertex of the triangle of the triangle display faces upward. It is assumed that the vehicle is in a predetermined reference operation position. If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the effect control CPU 101 indicates that it does not immediately start the normal appearance effect but is waiting for the start of the normal appearance effect. A normal standby flag is set (step S6016). Then, control goes to a step S6027.

  When the specific hold display is not displayed (N in step S6014) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6015), the production control CPU 101 Then, the execution of the normal appearance effect with the operation display of the hold display is started (step S6017). In this case, the effect control CPU 101 confirms whether the newly received pending storage number addition designation command is the first pending storage number addition designation command or the second pending memory number addition designation command, If it is a memory number addition designation command, execution of the normal appearance effect is started in the first reserved memory display unit 9a. At this time, for example, if no hold display is displayed on the first hold storage display portion 9a (that is, if there is no first hold storage), the first hold storage display portion 9a is the first one If the execution of the normal appearance effect is started in the area and one hold display is displayed on the first hold memory display unit 9a (that is, if there is one first hold memory), the first hold memory display unit 9a The execution of the normal appearance effect is started in the second area. On the other hand, if it is the second reserved memory number addition designation command, the second reserved memory display unit 9b starts executing the normal appearance effect. At this time, for example, if no hold display is displayed on the second hold storage display portion 9b (that is, if there is no second hold storage), the first hold storage display portion 9b is the first one If the execution of the normal appearance effect is started in the area of, and one hold display is displayed on the second hold memory display unit 9b (that is, if there is one second hold memory), the second hold memory display unit 9b The execution of the normal appearance effect is started in the second area.

  When the execution of the normal appearance effect accompanied with the operation display of the hold display is started in step S6017, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.

  Next, the effect control CPU 101 sets a normal appearance effect executing flag (with motion) indicating that the normal appearance effect with the operation display of the hold display is being executed (step S6018). The effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6019). Then, control goes to a step S6027.

  When it is determined to execute the hold notice effect (Y in step S6013), the effect control CPU 101 has already displayed the specific hold (usually specific hold) on the first hold memory display unit 9a and the second hold memory display unit 9b. It is confirmed whether or not “display, pre-read specific hold display” is displayed (step S6020). If the specific hold display has already been performed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6021). If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the effect control CPU 101 indicates that the prefetch appearance effect is not started immediately but is waiting for the start of the prefetch appearance effect. A prefetch standby flag is set (step S6022). Then, control goes to a step S6027.

  When the specific hold display is not displayed (N in step S6020) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6021), the effect control CPU 101 Then, execution of the prefetch appearance effect with the operation display of the hold display is started (step S6023). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 starts executing the prefetch appearance effect in the second hold memory display unit 9b. At this time, for example, if no hold display is displayed on the second hold storage display portion 9b (that is, if there is no second hold storage), the first hold storage display portion 9b is the first one If the execution of the prefetch appearance effect is started in the area of, and one hold display is displayed on the second hold memory display unit 9b (that is, if there is one second hold memory), the second hold memory display unit 9b The execution of the prefetch appearance effect is started in the second area.

  When the execution of the prefetch appearance effect accompanied with the operation display of the hold display is started in step S6023, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.

  Next, the effect control CPU 101 sets a prefetch appearance effect executing flag (with motion) indicating that the prefetch appearance effect with the operation display of the hold display is being executed (step S6024). Further, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6025). Then, control goes to a step S6027.

  When the gaming state is neither the probability change state nor the time-short state (N in step S6003, that is, in the normal state (low probability / low base state)), the effect control CPU 101 is not in the specific hold display. The hold display of the mode is increased by 1 (step S6026). In this case, if the newly received pending storage number addition designation command is the first pending storage number addition designation command, the effect control CPU 101 performs the first pending display (eg, for example) in the normal manner on the first pending memory display unit 9a. , White round display) is increased by one. In addition, if the newly received pending memory number addition designation command is the second pending memory number addition designation command, the effect control CPU 101 performs the second pending display (for example, in the normal manner on the second pending memory display unit 9b). White round display) is increased by one.

  Next, the effect control CPU 101 checks whether or not the normal standby flag is set (step S6027). If the normal standby flag is set, the CPU 101 for effect control confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6028). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the normal standby flag (step S6029).

  Next, the effect control CPU 101 starts execution of the normal appearance effect with the operation display of the hold display (step S6030). In this case, the effect control CPU 101 confirms whether the newly received pending storage number addition designation command is the first pending storage number addition designation command or the second pending memory number addition designation command, If it is a memory number addition designation command, execution of the normal appearance effect is started in the first reserved memory display unit 9a. At this time, for example, if no hold display is displayed on the first hold storage display portion 9a (that is, if there is no first hold storage), the first hold storage display portion 9a is the first one If the execution of the normal appearance effect is started in the area and one hold display is displayed on the first hold memory display unit 9a (that is, if there is one first hold memory), the first hold memory display unit 9a The execution of the normal appearance effect is started in the second area. On the other hand, if it is the second reserved memory number addition designation command, the second reserved memory display unit 9b starts executing the normal appearance effect. At this time, for example, if no hold display is displayed on the second hold storage display portion 9b (that is, if there is no second hold storage), the first hold storage display portion 9b is the first one If the execution of the normal appearance effect is started in the area of, and one hold display is displayed on the second hold memory display unit 9b (that is, if there is one second hold memory), the second hold memory display unit 9b The execution of the normal appearance effect is started in the second area.

  When the execution of the normal appearance effect accompanied by the operation display of the hold display is started in step S6030, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.

  Next, the effect control CPU 101 sets a normal appearance effect executing flag (with motion) (step S6031). In addition, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6032). Then, control goes to a step S6039.

  Next, the effect control CPU 101 checks whether or not the prefetch standby flag is set (step S6033). If the prefetch standby flag is set, the production control CPU 101 confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6034). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the prefetch standby flag (step S6035).

  Next, the effect control CPU 101 starts execution of the prefetch appearance effect accompanied by the operation display of the hold display (step S6036). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 starts executing the prefetch appearance effect in the second hold memory display unit 9b. At this time, for example, if no hold display is displayed on the second hold storage display portion 9b (that is, if there is no second hold storage), the first hold storage display portion 9b is the first one If the execution of the prefetch appearance effect is started in the area of, and one hold display is displayed on the second hold memory display unit 9b (that is, if there is one second hold memory), the second hold memory display unit 9b The execution of the prefetch appearance effect is started in the second area.

  When the execution of the normal appearance effect accompanied by the operation display of the hold display is started in step S6036, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.

  Next, the effect control CPU 101 sets a prefetch appearance effect executing flag (with motion) (step S6037). Further, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6038). Then, control goes to a step S6039.

  In this embodiment, the processing of steps S6014 to S6025 and S6027 to S6038 is executed, so that when the gaming state is a probable change state (high probability / high base state), the already displayed specific Control is performed so as to start execution of an appearance effect (normal appearance effect, prefetch appearance effect) accompanied by an operation display of the hold display in a manner synchronized with the operation display of the hold display.

  In this embodiment, the operation display of the hold display is “synchronized” so that the timing at which the hold display becomes a predetermined reference operation position is the same among a plurality of hold displays accompanied by the operation display. It is to be. Specifically, in this embodiment, when a plurality of specific hold displays are displayed or when an appearance effect accompanied by a hold display operation is executed, the triangles of the triangle display inside the round display of the hold display are displayed. Display control is performed so that the timing at which one vertex is directed upward is the same timing.

  The mode for synchronizing the operation display of the hold display is not limited to that shown in this embodiment. For example, even if there is a mixture of hold displays with different operation cycles, such as when there are a plurality of hold displays that have a rotation cycle of 1 second and 2 seconds, the hold display is upward. The timing for turning to the same state is the same timing (in this case, when the hold display with a rotation cycle of 2 seconds turns once again and goes up again, the hold display with a rotation cycle of 1 second turns twice and goes up again. It will be a direction). In addition, for example, there is a holding display that rotates and a holding display that swings, and even when there are mixed holding displays with different operation modes, one of the holding displays faces upward. When the rotation operation is started and the other hold display is started to swing up and down from the lowest position, one hold display is turned upward again after one cycle of operation. The other hold display may again be in the position at the lower end. As such, it is only necessary that the timing at which the hold display becomes the predetermined reference motion position is the same timing in some form.

  Further, in this embodiment, when the gaming state is a probable change state (high probability / high base state) by executing the processes of steps S6014 to S6025 and S6027 to S6038, a new start prize is generated. If the specific hold display already displayed at the timing is not the predetermined reference motion position, it waits until it reaches the predetermined reference motion position, and then the appearance effect accompanied by the operation display of the hold display (normal appearance effect, look-ahead appearance) By starting the execution of the effect, the appearance effect accompanied with the operation display of the hold display is executed in a manner synchronized with the operation display of the specific hold display already displayed. Therefore, there is a time lag between the timing at which the start winning is generated and the timing at which the appearance effect accompanied by the operation display of the hold display is started, but in this embodiment, the operation cycle of the hold display is Since it is about 1 second, there is no great sense of incongruity.

  It should be noted that an appearance effect (for example, a still image) is displayed in a mode that is not accompanied by an operation display at the timing when the start prize is generated, and the operation display of the appearance effect is started at the timing when the predetermined reference operation position is reached It may be. Further, for example, the appearance effect accompanied by the operation display of the hold display may be started in synchronization with the hold display already displayed simultaneously with the occurrence of the start winning prize without waiting for the predetermined reference operation position. In this case, for example, the appearance effect accompanying the operation of the hold display is always executed in the background, and the display of the appearance effect that was executed in the background is started at the timing of the start winning. do it.

  In addition, as shown in this embodiment, after a new start prize is generated, an appearance effect accompanied by an operation display of a hold display after waiting until a predetermined reference operation position (position where the operation display can be synchronized) is reached. When configured to execute, there may be a case in which a new start prize is generated while waiting for a position where the operation display can be synchronized. In such a case, for example, information such as the appearance effect for the on-hold hold and the specific hold display mode is temporarily stored, and the processes of S6014 to S6025 and S6027 to S6038 are executed for the latest start winning. You can do it. And even if there are a plurality of holds, the synchronization timing of the action display in the appearance effect and specific hold display is the same, so when it becomes a position where the action display can be synchronized with the latest start prize, The appearance effect with the operation display of the hold display may be started simultaneously by simultaneously starting the appearance effect with respect to the latest hold and the appearance effect with respect to the hold on standby.

  Next, the effect control CPU 101 checks whether or not the value of the appearance effect period measurement timer is 0 (step S6039). If the value of the appearance effect period measurement timer is not 0, the effect control CPU 101 subtracts 1 from the value of the appearance effect period measurement timer (step S6040). Then, the effect control CPU 101 checks whether or not the value of the appearance effect period measurement timer after subtraction is 0 (step S6041).

  If the value of the appearance effect period measurement timer after subtraction is 0 (that is, if the effect period of the appearance effect ends), the effect control CPU 101 is set with a normal appearance effect execution flag (no operation). It is confirmed whether or not (step S6042). If the normal appearance effect execution flag (no operation) is set, the effect control CPU 101 resets the normal appearance effect execution flag (no operation) (step S6043).

  Next, the production control CPU 101 checks whether or not the specific hold display (normal specific hold display, pre-read specific hold display) is already displayed on the first hold memory display unit 9a or the second hold memory display unit 9b ( Step S6044). If the specific hold display has already been displayed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6045). If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the production control CPU 101 does not immediately start the display of the normal specific hold display and waits for the display of the normal specific hold display to start. The normal hold standby flag indicating that it is present is set (step S6046). Then, control goes to a step S6059.

  When the specific hold display is not displayed (N in step S6044) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6045), the effect control CPU 101 Then, display of the normal specific hold display is started (step S6047). In this case, when the normal appearance effect is executed in the first reserved storage display unit 9a, the effect control CPU 101 is usually specified at the position where the normal appearance effect is executed in the first reserved storage display unit 9a. Increase the hold display by one. Further, when the normal appearance effect is executed in the second reserved memory display unit 9b, the effect control CPU 101 normally holds the specific specific hold at the position where the normal appearance effect is executed in the second reserved memory display unit 9b. Increase the display by one.

  When display of the normal specific hold display is started in step S6047, the hold display is in a predetermined reference operation position (in this example, one vertex of a triangular display triangle inside the round display of the hold display) It is assumed that the rotation operation of the hold display is started from the state where is facing upward.

  Further, in this embodiment, in the normal appearance effect that was executed before the processing of step S6047, the effect that the density of the hold display gradually increases is performed. Is displayed such that the operation display of the hold display is started after the density of the hold display is gradually increased to be easily visible.

  If the normal appearance effect execution flag (no operation) is not set (N in step S6042), the effect control CPU 101 confirms whether or not the prefetch appearance effect execution flag (no operation) is set ( Step S6048). If the pre-read appearance effect execution flag (no operation) is set, the effect control CPU 101 resets the pre-read appearance effect execution flag (no operation) (step S6049).

  Next, the production control CPU 101 checks whether or not the specific hold display (normal specific hold display, pre-read specific hold display) is already displayed on the first hold memory display unit 9a or the second hold memory display unit 9b ( Step S6050). If the specific hold display has already been performed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6051). If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the production control CPU 101 does not immediately start the display of the prefetch specific hold display but waits for the display start of the prefetch specific hold display. A pre-read hold flag indicating that the image has been received is set (step S6052). Then, control goes to a step S6059.

  When the specific hold display is not displayed (N in step S6050) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6051), the effect control CPU 101 The display of the pre-read specific hold display is started (step S6053). In this case, the fact that the hold notice effect is executed is a case where the second hold memory is incremented by 1, so that the effect control CPU 101 has executed the prefetch appearance effect in the second hold memory display unit 9b. Increase the pre-read specific hold display by 1.

  When the display of the pre-read specific hold display is started in step S6053, the hold display is in a predetermined reference operation position (in this example, one vertex of the triangle of the triangular display inside the circular display of the hold display) It is assumed that the rotation operation of the hold display is started from the state where is facing upward.

  In this embodiment, the look-ahead appearance effect that was executed before the processing of step S6053 is performed such that the density of the hold display gradually increases. Is displayed such that the operation display of the hold display is started after the density of the hold display is gradually increased to be easily visible.

  If the pre-read appearance effect executing flag (no action) is not set (N in step S6048), the effect control CPU 101 confirms whether or not the normal appearance effect executing flag (with action) is set ( Step S6054). If the normal appearance effect executing flag (with motion) is set, the effect control CPU 101 resets the normal appearance effect executing flag (with motion) (step S6055).

  Next, the effect control CPU 101 starts displaying the normal specific hold display (step S6056). In this case, when the normal appearance effect is executed in the first reserved storage display unit 9a, the effect control CPU 101 is usually specified at the position where the normal appearance effect is executed in the first reserved storage display unit 9a. Increase the hold display by one. Further, when the normal appearance effect is executed in the second reserved memory display unit 9b, the effect control CPU 101 normally holds the specific specific hold at the position where the normal appearance effect is executed in the second reserved memory display unit 9b. Increase the display by one.

  In this embodiment, the appearance effect accompanied by the operation display is executed before the process of step S6056 is executed, and the effect period of the appearance effect is just at the timing when the operation display of the operation cycle of one cycle is performed. Is ended and the normal specific display is switched in the process of step S6056. Therefore, even when a plurality of specific hold displays are displayed, the normal specific hold display is displayed in synchronization with the operation display of other specific hold displays. Will be. In addition, visually, a display is performed so that the density of the hold display is gradually increased while the operation display of the hold display is executed, so that the display becomes easy to visually recognize.

  If the normal appearance effect execution flag (with motion) is not set (N in step S6054, that is, if the prefetch appearance effect execution flag (with motion) is set), the effect control CPU 101 performs prefetch appearance. The effect execution flag (with motion) is reset (step S6057).

  Next, the effect control CPU 101 starts displaying the prefetch specific hold display (step S6058). In this case, the fact that the hold notice effect is executed is a case where the second hold memory is incremented by 1, so that the effect control CPU 101 has executed the prefetch appearance effect in the second hold memory display unit 9b. Increase the pre-read specific hold display by 1.

  In this embodiment, the appearance effect accompanied by the operation display is executed before the process of step S6058 is executed, and the effect period of the appearance effect is just at the timing when the operation display of the operation cycle of one cycle is performed. Is completed and the process of step S6058 is switched to the prefetch specific display, so even if a plurality of specific hold displays are displayed, the prefetch specific hold display is displayed in synchronization with the operation display of other specific hold displays. Will be. In addition, visually, a display is performed so that the density of the hold display is gradually increased while the operation display of the hold display is executed, so that the display becomes easy to visually recognize.

  Next, the effect control CPU 101 checks whether or not the normal hold standby flag is set (step S6059). If the normal hold standby flag is set, the production control CPU 101 confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6060). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the normal hold standby flag (step S6061).

  Next, the effect control CPU 101 starts displaying the normal specific hold display (step S6062). In this case, when the normal appearance effect is executed in the first reserved storage display unit 9a, the effect control CPU 101 is usually specified at the position where the normal appearance effect is executed in the first reserved storage display unit 9a. Increase the hold display by one. Further, when the normal appearance effect is executed in the second reserved memory display unit 9b, the effect control CPU 101 normally holds the specific specific hold at the position where the normal appearance effect is executed in the second reserved memory display unit 9b. Increase the display by one.

  When the display of the normal specific hold display is started in step S6062, the hold display is in a predetermined reference operation position (in this example, one vertex of the triangle of the triangular display inside the circular display of the hold display) It is assumed that the rotation operation of the hold display is started from the state where is facing upward.

  Further, in this embodiment, in the normal appearance effect that was executed before the process of step S6062 was executed, the effect that the density of the hold display gradually increases is performed. Is displayed such that the operation display of the hold display is started after the density of the hold display is gradually increased to be easily visible.

  If the normal hold flag is not set (N in step S6059), the effect control CPU 101 checks whether or not the prefetch hold flag is set (step S6063). If the prefetch hold standby flag is set, the CPU 101 for effect control confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6064). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the prefetch hold standby flag (step S6065).

  Next, the production control CPU 101 starts displaying the prefetch specific hold display (step S6066). In this case, the fact that the hold notice effect is executed is a case where the second hold memory is incremented by 1, so that the effect control CPU 101 has executed the prefetch appearance effect in the second hold memory display unit 9b. Increase the pre-read specific hold display by 1.

  When the display of the pre-read specific hold display is started in step S6066, the hold display is in a predetermined reference operation position (in this example, one vertex of the triangle of the triangular display inside the circular display of the hold display) It is assumed that the rotation operation of the hold display is started from the state where is facing upward.

  In this embodiment, the look-ahead appearance effect that was executed before the processing of step S6066 is performed such that the density of the hold display gradually increases. Is displayed such that the operation display of the hold display is started after the density of the hold display is gradually increased to be easily visible.

  In this embodiment, when the gaming state is the short time state (low probability / high base state) by executing the processing of steps S6042 to S6053 and S6059 to S6066, the operation display of the hold display is displayed. After performing the appearance effect (normal appearance effect, pre-read appearance effect) that is not accompanied, control is performed such that the operation display of the hold display is started in a manner synchronized with the operation display of the specific hold display that is already displayed. In this case, when the specific hold display already displayed at the timing when the effect period of the appearance effect ends is not the predetermined reference operation position, the specific hold display is displayed after waiting until it reaches the predetermined reference operation position. The operation display of the hold display is started. In this embodiment, the moving image data used for the appearance effect without the operation display of the hold display has the maximum density for a predetermined period (for example, one second of the operation cycle) even after the appearance period of the appearance effect has elapsed. It is assumed that there is a data length sufficient to display the hold display in the displayed state, and the hold display can be displayed without interruption even if the display of the specific hold display is started after waiting until the timing at which the operation display is synchronized.

  Further, in this embodiment, the hold notice effect is executed by executing steps S6009, S6023, S6036, S6053, S6058, and S6066 and displaying the prefetch appearance effect and the prefetch specific hold display. As the display is started and the second hold display is digested one by one, the display position of the prefetch specific hold display for the advance notice is shifted one by one, and finally the prefetch specific hold display for the advance notice is consumed. By erasing from the second hold storage display unit 9b, the hold notice effect ends (see step S667).

  In this embodiment, when determining whether or not there is a specific hold display that is already displayed in steps S6014, S6044, and S6050, whether the specific hold display is a normal specific hold display or a pre-read specific hold display. There is no particular distinction. Therefore, in this embodiment, when the normal specific hold display is already displayed, the prefetch specific hold display is newly displayed, or when the prefetch specific hold display is already displayed, the normal specific hold display is newly displayed. It is possible to display the normal specific hold display and the pre-read specific hold display at the same time, the normal specific hold display operation display and the pre-read specific hold display operation display It is supposed to synchronize.

  FIG. 44 is an explanatory diagram showing the relationship between the gaming state (mode), the mode of the hold display, the presence / absence of the appearance effect, and the synchronization timing of the operation display of the hold display. In this embodiment, when the hold display control process shown in FIGS. 39 to 42 is executed, as shown in FIG. 44, the game state is a probability change state (probability change effect mode) and the time reduction state (time reduction effect). Mode), the specific hold display is displayed as the hold display, and the appearance effect is executed in accordance with the display of the specific hold display. On the other hand, when the gaming state is the normal state (normal effect mode), the normal mode hold display is displayed and the appearance effect is not executed. In addition, when it is a normal state (normal production | presentation mode), you may comprise so that an appearance production | generation may be performed although the hold display of a normal mode is displayed.

  Also, as shown in FIG. 44, when the gaming state is the probability change state (probability change effect mode), when the specific hold display is already displayed, the specific hold already being displayed from the execution of the appearance effect is displayed. The operation display of the hold display is started in synchronization with the operation display of the display. Further, as shown in FIG. 44, when the gaming state is the short-time state (short-time effect mode), the specific hold display that is already displayed after the execution of the appearance effect when the specific hold display is already displayed. The operation display of the hold display is started in synchronization with the operation display.

  FIG. 45 is a flowchart showing the hold image display process (step S800B). In the hold image display process, the effect control CPU 101 first shows a hold image indicating that the first hold image in the first hold image display unit 9e and the second hold image in the second hold image display unit 9f are in a non-display state. It is confirmed whether or not the non-display flag is set (step S6500). In this embodiment, as will be described later, during the big hit game, the first reserved image display unit 9e and the second reserved image display unit 9f are erased, and the first reserved image and the second reserved image are not displayed. Then, the on-hold image non-display flag is set (see step S8313 described later).

  If the on-hold image non-display flag is not set, the production control CPU 101 confirms whether or not a new start win has occurred and a new start win command has been received (step S6501). Specifically, if a new command is stored in the first start prize command storage area or the second start prize command storage area shown in FIG. 36, a new start prize will be generated and a new start prize will be given. It can be determined that the command is received.

  If a new start winning command is received (Y in step S6501), the presentation control CPU 101 causes the first reserved image display unit 9e to change the first reserved memory number that is updated in step S656. Control to display one hold image is performed (step S6502). For example, when the value of the first reserved memory number stored in the first reserved memory number storage area is updated to “1” in step S656, an image of “1” is displayed in red display color as the first reserved image. Then, when the value of the first reserved memory number is updated to “2”, an image of “2” is displayed in red as the first reserved image, and the value of the first reserved memory number is “3”. When the value is updated, the image of “3” is displayed in red as the first reserved image, and when the value of the first reserved memory number is updated to “4”, the first reserved image is red. The image “4” is displayed in the display color.

  Further, the effect control CPU 101 controls the second reserved image display unit 9f to display the second reserved image corresponding to the second reserved memory number updated in step S659 (step S6503). For example, when the value of the second reserved memory number stored in the second reserved memory number storage area is updated to “1” in step S659, an image of “1” is displayed in blue display color as the second reserved image. When the value of the second reserved memory number is updated to “2”, an image “2” is displayed in blue display color as the second reserved image, and the value of the second reserved memory number is “3”. When the value is updated, the image of “3” is displayed in blue as the second reserved image, and when the value of the second reserved memory number is updated to “4”, the image is blue as the second reserved image. The image “4” is displayed in the display color.

  FIG. 46 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is not set (that is, if a new variation pattern command has not been received), the production control CPU 101 confirms whether or not a customer waiting demonstration designation command has been received (step S812). ). Whether or not a customer waiting demo designation command has been received is determined, for example, when a customer waiting demo designation command reception flag indicating that a customer waiting demo designation command has been received in the command analysis processing is set. This can be determined by confirming whether the demo designation command reception flag is set. If no customer-waiting demo designation command has been received (that is, if no customer-waiting demo designation command has been sent since 30 seconds have passed since the last change display was completed) Exit.

  If the customer waiting demonstration designation command has been received, the effect control CPU 101 performs control for starting the customer waiting demonstration display on the effect display device 9 (step S813). Next, the production control CPU 101 sets the hold display non-display flag (step S814), erases the first hold storage display unit 9a and the second hold storage display unit 9b, and performs the first hold display and the second hold. The display is set to a non-display state (step S815). In this case, since there is no hold storage and the variable display is not performed, neither the first hold display nor the second hold display is displayed, only the rectangular area is displayed. The first hold storage display unit 9a and the second hold storage display unit 9b in an empty state are erased.

  If the variation pattern command reception flag is set (that is, if a new variation pattern command is received), the effect control CPU 101 resets the variation pattern command reception flag (step S816).

  Next, the production control CPU 101 confirms whether or not the hold display non-display flag is set (step S817). If the pending display non-display flag is not set, the process proceeds to step S821. If the hold display non-display flag is set (that is, if the first hold display and the second hold display are in the non-display state), the effect control CPU 101 ends the customer waiting demonstration display on the effect display device 9. Control is performed (step S818). Next, the production control CPU 101 resets the on-hold display non-display flag (step S819) and controls to display the first on-hold storage display unit 9a and the second on-hold storage display unit 9b again (step S820).

  In addition, since step S820 is executed when a new start winning is generated and a new variation pattern command is received, at least one of step S656 or step S659 is executed and the first reserved storage is performed. The number or the second reserved memory number should be updated. Therefore, in step S820, the production control CPU 101 confirms the first reserved memory number stored in the first reserved memory number storage area, and if the first reserved memory number increases, the updated first number is stored. Control is performed to display the first hold memory display unit 9a again in a state including the first hold display for the number of hold memories. Also, the second reserved memory number stored in the second reserved memory number storage area is confirmed, and if the second reserved memory number is increased, the second reserved display for the updated second reserved memory number is displayed. In such a state, the second hold storage display unit 9b is controlled to be displayed again. However, after redisplaying the first hold memory display unit 9a and the second hold memory display unit 9b in step S820, the variable display is started immediately and one hold memory is consumed, so in step S820, You may make it display again in the state which decremented 1 the value of the pending | holding memory number of the one by which a variable display is started among 1 reserved memory number and the 2nd reserved memory number.

  Also, in this embodiment, when the gaming state is the normal state, the normal holding display that is not the specific holding display is displayed, and when the gaming state is the probability change state or the short time state, the specific holding display is displayed. Therefore, in step S820, it is determined whether the state is the probability change state or the time reduction state. It is desirable to redisplay the storage display unit 9b and redisplay the first hold storage display unit 9a and the second hold storage display unit 9b in a state including the normal mode hold display in the normal state. . Note that whether or not the state is the probability variation state or the short time state can be specifically determined by confirming whether or not the probability variation state flag (see step S678) or the short time state flag (see step S674) is set. .

  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the effect symbol variation start process (step S801) (step S821). As described above, in this embodiment, the display result designation command is transmitted even when the power failure is recovered (see step S44). However, in this embodiment, as shown in FIG. Based on the fact that the variation pattern command has been received, the transition to the production symbol variation start processing is started and the variation display of the production symbol is started. Therefore, if the display result designation command is received without receiving the variation pattern command, the variation of the representation symbol The display will not start.

  FIG. 47 is a flowchart showing the effect symbol variation start process (step S801) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 101 first reads a variation pattern command from the variation pattern command storage area (step S8001). Next, the CPU 101 for effect control displays the display result (stop) of the effect symbol according to the variation pattern command read in step S8001 and the data stored in the display result specifying command storage area (that is, the received display result specifying command). (Design) is determined (step S8002). That is, when the CPU 101 for effect control executes the process of step S8002, the display result of the variable display of the identification information (stop of the effect symbol) according to the variable display pattern (variation pattern) determined by the variable display pattern determination means. A display result determining means for determining (design) is realized. If the pseudo-ream is designated by the variation pattern command, the effect control CPU 101 determines that the chance stop symbol (for example, “223” or “445”) is used as the temporary stop symbol in the pseudo-ream in step S8002. The combination of the jackpot symbol that is not reachable and the symbol that is shifted by one symbol) is also determined. Further, the effect control CPU 101 stores data indicating the determined effect stop symbol in the effect symbol display result storage area. In step S8002, the effect control CPU 101 may determine whether or not it is a big hit based on the received variation pattern command, and may determine the stop symbol of the effect symbol based only on the variation pattern command. .

  FIG. 48 is an explanatory diagram showing an example of the stop symbol of the effect symbol in the effect display device 9. In the example shown in FIG. 48, when the received display result designation command indicates “ordinary big hit” (when the received display result designation command is the display result 2 designation command), the effect control CPU 101 stops. A combination of effect symbols in which three symbols are arranged in the same even number as symbols is determined. When the received display result designation command indicates “probable big hit” (when the received display result designation command is a display result 3 designation command), the effect control CPU 101 uses 3 symbols as stop symbols. A combination of performance symbols arranged with the same odd number of symbols is determined.

  Further, when the received display result designation command indicates “suddenly probable big hit” or “small hit” (when the received display result designation command is a display result 4 designation command or a display result 5 designation command), The effect control CPU 101 determines a combination of effect symbols such as “135” as the stop symbol. In the case of “out of” (when the received display result designation command is a display result 1 designation command), a combination of effect symbols other than the above is determined. However, when a reach effect is involved, a combination of effect symbols in which two left and right symbols are aligned is determined. The combination of the three symbols derived and displayed on the effect display device 9 is the “stop symbol” of the effect symbol.

  The effect control CPU 101 extracts, for example, a random number for determining the stop symbol, and uses the stop symbol determination table in which the data indicating the combination of effect symbols and numerical values are associated with each other to generate the stop symbol of the effect symbol. decide. That is, the stop symbol is determined by selecting data indicating the combination of effect symbols corresponding to the numerical value matching the extracted random number.

  In addition, as for the effect symbols, a stop symbol reminiscent of a big hit (a combination of symbols in which the left, middle and right are all the same symbols) is called a big hit symbol. Further, in this embodiment, when the probability variation big hit is made, the left middle right is stopped and displayed with the odd number symbols aligned, so that the odd number symbol is likely to become the probability variation big hit. Such a symbol reminiscent of a probable big hit is called a probable symbol. On the other hand, in this embodiment, when the normal big hit, the left middle right is stopped and displayed with the even symbols aligned, so it is recalled that the even symbols are not probable big hits (normally big hits). . Such a symbol reminiscent of a probable big hit is called a non-probable symbol. In addition, a stop symbol that recalls a loss is called a loss symbol.

  Next, the effect control CPU 101 uses the effect display device 9 to display a notice effect (a notice effect other than the hold notice effect. For example, a step-up notice effect, a mini-character notice effect, a movable object notice effect, an effect blade role, etc.) The notice effect setting process for determining whether to execute the object notice effect or setting the effect mode of the notice effect is executed (step S8003).

  Next, when executing the variation pattern and the notice effect, the effect control CPU 101 selects a process table corresponding to the notice effect (step S8004). Then, the process timer in the process data 1 of the selected process table is started (step S8005).

  FIG. 49 is an explanatory diagram of a configuration example of the process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 according to the process data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. In the display control execution data, data indicating each variation aspect constituting the variation aspect during the variable display time (variation time) of the variable display of the effect symbols is described. Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the effect design in the variation mode set in the display control execution data for the time set in the process timer set value.

  The process table shown in FIG. 49 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern. If it is determined to execute the notice effect, the effect control CPU 101 selects a process table corresponding to the notice effect in step S8004.

  In addition, in the process table used when effect control is executed for a variation pattern with reach effect, the left symbol is stopped when a predetermined time has elapsed from the start of the variation, and the right symbol is stopped when a predetermined time further elapses. Process data indicating that it is to be displayed is set. In addition, instead of setting the symbols to be stopped and displayed in the process table, an image for displaying the symbols is synthesized and generated according to the determined stop symbol, the temporary stop symbol in the pseudo-ream and the sliding effect. May be.

  In addition, the CPU 101 for effect control, according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1), effects device (effect display device 9 as an effect component, effect component as Control of the various lamps and the speaker 27) as an effect part is executed (step S8006). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27.

  In this embodiment, the effect control CPU 101 performs control so that the effect symbol is variably displayed by the change pattern corresponding to the change pattern command on a one-to-one basis. The variation pattern to be used may be selected from a plurality of types of variation patterns corresponding to.

  Next, the effect control CPU 101 sets a value corresponding to the variation time specified by the variation pattern command in the variation time timer (step S8007).

  Then, the effect control CPU 101 sets the value of the effect control process flag to a value corresponding to the effect symbol changing process (step S802) (step S8008).

  FIG. 50 is a flowchart showing the processing during effect design variation (step S802) in the effect control process. In the effect symbol changing process, the effect control CPU 101 subtracts 1 from the value of the process timer (step S8101) and subtracts 1 from the value of the change time timer (step S8102). When the process timer times out (step S8103), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8104). Further, the control state for the effect device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8105). In this embodiment, by executing the process of step S8105, the movable member 78 is moved by driving the motor 86 when the movable object notice effect is executed, or the effect blade effect notice effect is produced. When performing the above, an effect of moving the effect blades 79a and 79b by driving the motor 87 is performed.

  Next, the production control CPU 101 confirms whether or not the hold display non-display flag is set (step S8106). If the on-hold display non-display flag is not set, the effect control CPU 101 confirms whether or not the start timing of the super reach effect has come (step S8107). Whether or not it is the start timing of the super reach effect can be specifically determined by confirming the value of the variation time timer set in step S8007 of the effect symbol variation start process.

  If it is the start timing of the super reach effect, the effect control CPU 101 sets the hold display non-display flag (step S8108), and the current first hold storage display unit 9a and second hold storage display unit 9b. Is stored in the hold display save area provided in the RAM (step S8109). Next, the production control CPU 101 erases the first hold memory display unit 9a and the second hold memory display unit 9b, and puts the first hold display and the second hold display into a non-display state (step S8110). Then, control goes to a step S8114.

  If the hold display non-display flag is set (that is, if the first hold display and the second hold display are in the non-display state), whether or not the production control CPU 101 has reached the end time of the super reach production. Is confirmed (step S8111). Whether or not it is the end time of the super reach effect can be determined specifically by checking the value of the variation time timer set in step S8007 of the effect symbol variation start process.

  If it is the end timing of the super reach effect, the effect control CPU 101 resets the hold display non-display flag (step S8112) and, based on the stored content of the hold display save area, the first hold storage display unit. Control to display 9a and the second reserved storage display unit 9b again is performed (step S8113).

  In addition, there is a possibility that a new start prize may be generated during execution of the super reach effect, so there is a possibility that the first reserved memory number and the second reserved memory number are increased during the execution of the super reach effect. sell. Therefore, in step S8113, the effect control CPU 101 redisplays the first hold storage display unit 9a and the second hold storage display unit 9b in the display state at the start of super reach according to the stored contents of the hold display save area, and The first reserved memory number stored in the one reserved memory number storage area is confirmed, and if the first reserved memory number is increased, the first reserved memory display portion 9a is added by adding the first reserved display for the increase. Is redisplayed, the second reserved memory number stored in the second reserved memory number storage area is confirmed, and if the second reserved memory number is increased, the second reserved display corresponding to the increase is added to the second reserved memory number. 2 Redisplays the hold storage display unit 9b.

  Also, in this embodiment, when the gaming state is the normal state, the normal holding display that is not the specific holding display is displayed, and when the gaming state is the probability change state or the short time state, the specific holding display is displayed. Therefore, when the first hold display or the second hold display is added and redisplayed, if the hold display displayed at the start of super reach is the normal hold display, the normal hold first hold If the hold display that was displayed at the start of super reach is the specific hold display, the first hold display or the second hold display of the specific hold display is added and redisplayed. indicate.

  In addition, since the variable display is not started during execution of the super reach effect, and the hold memory is not consumed, the first hold display and the second hold display are displayed when the super reach effect is finished. There is no decline.

  Moreover, in this embodiment, although the process of step S8111-S8113 is performed, the case where the end timing of a super reach effect is judged and the 1st hold display and the 2nd hold display are redisplayed is shown. Usually, there is no time difference from the end of the super reach effect until the stop symbol of the effect symbol is derived and displayed. Therefore, the first hold display and the second hold are performed at the timing when the stop symbol of the effect symbol is derived and displayed. You may control to redisplay a display.

  Then, if the change time timer has timed out (step S8114), the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the effect symbol change stop process (step S803) (step S8115).

  FIG. 51 is a flowchart showing the effect symbol variation stop process (step S803) in the effect control process. In the effect symbol variation stop process, the effect control CPU 101 first checks whether or not a stop symbol display flag indicating that a stop symbol of the effect symbol is being displayed is set (step S8301). If the stop symbol display flag is set, the process proceeds to step S8305. In this embodiment, when a big hit symbol is displayed as the stop symbol of the effect symbol, a stop symbol display flag is set in step S8304. Then, the stop symbol display flag is reset when the fanfare effect is executed. Accordingly, the fact that the stop symbol display flag is set is a stage where the jackpot symbol is stopped and displayed but the fanfare effect is not yet executed, and therefore the processing of displaying the stop symbol of the effect symbol in step S8302 is executed. Instead, the process proceeds to step S8305.

  When the stop symbol display flag is not set, the effect control CPU 101 performs control to stop and display the determined stop symbol (offset symbol, jackpot symbol) (step S8302). When neither the big winning symbol nor the small winning symbol is displayed in the process of step S8302 (that is, when the lost symbol is displayed) (N in step S8303), the effect control CPU 101 proceeds to step S8316.

  When the big win symbol or the small hit symbol is stopped and displayed in the process of step S8302 (Y in step S8303), the effect control CPU 101 sets the stop symbol display flag (step S8304) and receives the big hit start designation command. It is checked whether a big hit start designation command reception flag indicating that a small hit / sudden probability sudden change big hit start designation command reception flag is set or not (step S8305). . When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the stop symbol display flag (step S8306), and responds to the fanfare effect. A process table is selected (step S8307). When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the set flag.

  Then, the production control CPU 101 starts the process timer by setting the process timer set value in the process timer (step S8308), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number) According to the data 1, the movable member control data 1), the production device (the production display device 9 as the production component, various lamps as the production component, the speaker 27 as the production component, and the movable member 78 as the production component and production. The blades 79a and 79b) are controlled (step S8309).

  Next, the production control CPU 101 sets the hold display non-display flag (step S8310), and the display contents of the current first hold storage display section 9a and the second hold storage display section 9b are provided in the RAM. Store in the hold display save area (step S8311). Next, the production control CPU 101 deletes the first hold memory display unit 9a and the second hold memory display unit 9b, and puts the first hold display and the second hold display into a non-display state (step S8312).

  Next, the effect control CPU 101 sets the hold image non-display flag (step S8313), erases the first hold image display unit 9e and the second hold image display unit 9f, and sets the first hold image and the second hold image. The image is not displayed (step S8314).

  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the jackpot display process (step S804) (step S8315).

  When it is determined that neither big hit nor small hit is made (N in step S8303), the effect control CPU 101 resets a predetermined flag (step S8316). For example, the effect control CPU 101 resets the first symbol variation designation command reception flag and the second symbol variation designation command reception flag. The effect control CPU 101 may reset the command reception flag immediately after being referred to in the effect control process or the fourth symbol process (for example, as shown in step S811 in FIG. 46, the variation pattern). The fluctuation pattern command reception flag may be reset immediately after confirming the command reception flag). However, for example, because the symbol variation designation command is referred to in both the effect control process and the fourth symbol process, as shown in this embodiment, the effect symbol variation stop process or the like at the end of the variation. It is desirable to reset at the end of the big hit or at the end of the big hit effect processing. Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S8317).

  FIG. 52 is a flowchart showing the jackpot end effect process (step S807) in the effect control process. In the jackpot end effect process, the effect control CPU 101 first subtracts 1 from the value of the effect period measurement timer for measuring the effect period of the ending effect executed at the end of the jackpot game (step S971). The effect period measurement timer is set based on the fact that all rounds of the jackpot game are completed in the post-round processing (see step S806). Next, the production control CPU 101 confirms whether or not the production period measurement timer has timed out (step S972).

  When the production period measurement timer has not timed out (N in step S972), the production control CPU 101 subtracts 1 from the value of the process timer (step S973), and produces the production according to the contents of the process data (i = 1 to n). Processing for controlling the devices (the effect display device 9, the speaker 27, etc.) is executed (step S974). For example, an effect of displaying that the big hit ends or displaying a predetermined character is executed.

  Then, the effect control CPU 101 checks whether or not the process timer has timed out (step S975), and if the process timer has timed out, switches the process data (step S976). Then, the process timer set value in the next process data is set in the process timer and the process timer is started (step S977).

  If the effect period measurement timer has timed out (Y in step S972), the effect control CPU 101 resets the hold display non-display flag (step S978) and, based on the stored contents of the hold display save area, Control is performed to display the first hold memory display unit 9a and the second hold memory display unit 9b again (step S979).

  In addition, since there is a possibility that a new start winning will occur during the big hit game, there is a possibility that the first reserved memory number and the second reserved memory number are increased during the big hit game. Therefore, in step S979, the effect control CPU 101 redisplays the first hold memory display unit 9a and the second hold memory display unit 9b in the display state at the start of the big hit game according to the stored contents of the hold display save area, and The first reserved memory number stored in the one reserved memory number storage area is confirmed, and if the first reserved memory number is increased, the first reserved memory display portion 9a is added by adding the first reserved display for the increase. Is redisplayed, the second reserved memory number stored in the second reserved memory number storage area is confirmed, and if the second reserved memory number is increased, the second reserved display corresponding to the increase is added to the second reserved memory number. 2 Redisplays the hold storage display unit 9b.

  Also, in this embodiment, when the gaming state is the normal state, the normal holding display that is not the specific holding display is displayed, and when the gaming state is the probability change state or the short time state, the specific holding display is displayed. Therefore, when the first hold display or the second hold display is added and redisplayed, if the hold display displayed at the start of the big hit game is the normal hold display, the first hold in the normal mode If the hold display displayed at the start of the big hit game is the specific hold display, the first hold display or the second hold display of the specific hold display is added and re-displayed. indicate.

  In addition, since the variable display is not started during the big hit game and the hold memory is not consumed, the first hold display and the second hold display decrease when the big hit game ends. Absent.

  Next, the effect control CPU 101 resets the pending image non-display flag (step S980). Next, the production control CPU 101 confirms the value of the first reserved memory number stored in the first reserved memory number storage area, and in the first reserved image display unit 9e, the first corresponding to the current first reserved memory number. By performing control to display the hold image (step S981), the first hold image is displayed again. Further, the production control CPU 101 confirms the value of the second reserved memory number stored in the second reserved memory number storage area, and in the second reserved image display unit 9f, the second corresponding to the current second reserved memory number. By performing control to display the hold image (step S982), the second hold image is displayed again.

  As already explained, there is a possibility that a new start prize may occur during the big hit game, so there is a possibility that the first reserved memory number and the second reserved memory number are increased during the big hit game. sell. Therefore, in steps S981 and S982, there are cases where the first reserved image and the second reserved image showing values increased from before the big hit game starts. However, as already described, since the variable display is not started during the big hit game, and the hold memory is not consumed, the first hold image showing a value that is smaller than before the big hit game is started. Or the second reserved image is not displayed.

  Next, the production control CPU 101 resets a predetermined flag (step S983). For example, the effect control CPU 101 resets command reception flags such as a first symbol variation designation command reception flag and a second symbol variation designation command reception flag. Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S984).

  Next, the display mode of the hold display and the hold image will be described. 53 to 55 are explanatory diagrams illustrating specific examples of display modes of the hold display and the hold image. Among these, FIG. 53 shows a specific example of the display mode of the hold display and the hold image when the effect symbol variation display is not executed. FIG. 54 shows a specific example of the display mode of the hold display and the hold image when the super reach effect is executed during the execution display of the effect symbols. FIG. 55 shows a specific example of the display mode of the hold display and the hold image when the big hit game is executed. In addition, in FIGS. 53-55, the aspect of an effect screen changes in order of (1) (2) (3) ....

  First, with reference to FIG. 53, a specific example of the display mode of the hold display and the hold image when the effect symbol variation display is not executed will be described. As shown in FIG. 53 (1), when both the first reserved memory number and the second reserved memory number are 0, and no new start winning occurs during the variation display of the effect symbol, FIG. As shown in (2), when the variation display of the effect symbol is finished, a rectangular area is displayed until a customer waiting demonstration designation command is transmitted 30 seconds after the last variation display is finished. The first on-hold storage display unit 9a and the second on-hold storage display unit 9b that are empty are displayed, and the first on-hold image display unit 9e displays the first on-hold indicating the number “0”. An image is displayed, and the second reserved image indicating the number “0” is displayed on the second reserved image display portion 9f.

  Next, when the customer waiting demonstration designation command is transmitted after 30 seconds have elapsed (see step S812), the customer waiting demonstration display is started on the effect display device 9 as shown in FIG. S813), the first hold storage display unit 9a and the second hold storage display unit 9b are erased, and the first hold display and the second hold display are not displayed (see step S815). However, as shown in FIG. 53 (3), the display of the first hold image and the second hold image is continued even after 30 seconds have elapsed and the customer waiting demonstration display is started.

  In the example shown in FIG. 53 (3), the case of displaying the manufacturer logo is shown as a specific example of the customer waiting demonstration display. However, the present invention is not limited to this mode. Alternatively, a predetermined video may be displayed.

  Next, with reference to FIG. 54, a specific example of the display mode of the hold display and the hold image when the super reach effect is executed during the execution of the variable display of the effect symbol will be described. In the example shown in FIG. 54 (1), it is assumed that the effect symbol variation display is being executed, the first reserved memory number is 2, and the second reserved memory number is 0. Then, as shown in FIG. 54 (1), the first hold storage display unit 9a is displayed in a state including two first hold displays based on the first hold storage number being 2, It is assumed that the first hold image display unit 9e displays a first hold image indicating the number “2”. Further, as shown in FIG. 54 (1), based on the fact that the second reserved memory number is 0, the empty second reserved memory display unit 9b is displayed only by displaying the rectangular area. In addition, it is assumed that the second reserved image indicating the number “0” is displayed on the second reserved image display unit 9f.

  Next, as shown in FIG. 54 (2), first the symbol “7” is stopped and displayed as the left effect symbol, and as shown in FIG. 54 (3), the right effect symbol is the same as the left effect symbol. It is assumed that the symbol “7” is stopped and displayed and the reach state is reached. Next, when the start timing of the super reach effect is reached, as shown in FIG. 54 (4), for example, an effect such as causing a character to appear in the effect display device 9 is executed, thereby developing into a super reach effect. In the example shown in FIG. 54 (4), a case is shown in which the variation display of the effect symbol is reduced and displayed on the upper right side of the effect display device 9 during execution of the super reach effect.

  As shown in FIG. 54 (4), during execution of the super reach effect, the first hold memory display unit 9a and the second hold memory display unit 9b are erased, and the first hold display and the second hold display are not displayed. A state is entered (see step S8110). However, as shown in FIG. 54 (4), the display of the first reserved image and the second reserved image is continued even during execution of the super reach effect. Next, when the super reach effect is ended, as shown in FIG. 54 (5), the first hold memory display unit 9a and the second hold memory display unit 9b are displayed again, and the first hold display and the second hold display are displayed. It is displayed again (see step S8113). Then, as shown in FIG. 54 (5), the stop symbol of the effect symbol is derived and displayed, and the variable display ends.

  In this embodiment, as shown in FIG. 54 (4), the case where the first hold display and the second hold display are set in the non-display state and completely invisible during execution of the super reach effect is shown. However, it is not limited to such an embodiment. For example, it is difficult to visually recognize a part of the first reserved storage display unit 9a and the second reserved storage display unit 9b in a non-display state or a part of the region hidden by a movable member. There may be.

  Next, with reference to FIG. 55, a specific example of the display mode of the hold display and the hold image when the big hit game is executed will be described. In the example shown in FIG. 55 (1), it is assumed that the reach state is generated during the execution of the variation display of the effect symbols, the first reserved memory number is 1, and the second reserved memory number is 2. Then, as shown in FIG. 55 (1), based on the fact that the first reserved memory number is 1, the first reserved memory display unit 9a is displayed in a state including one first reserved display, It is assumed that a first hold image indicating a number “1” is displayed on the first hold image display unit 9e. Further, as shown in FIG. 55 (1), based on the fact that the second reserved memory number is 2, the second reserved memory display portion 9b is displayed in a state including two second reserved displays, It is assumed that the second reserved image display unit 9f displays a second reserved image indicating the number “2”.

  Next, as shown in FIG. 55 (2), it is assumed that the left, middle and right effect symbols are stopped and displayed with the same symbol (in this example, symbol “7”), and the jackpot symbol is derived and displayed. In this case, as shown in FIG. 55 (3), when the big hit game is started, the first hold memory display unit 9a and the second hold memory display unit 9b are erased, and the first hold display and the second hold display. Is in a non-display state (see step S8312). Further, as shown in FIG. 55 (3), the first reserved image display unit 9e and the second reserved image display unit 9f are erased, and the first reserved image and the second reserved image are also not displayed (step S8314). reference). Then, as shown in FIGS. 55 (4) and 55 (5), the first hold display and the second hold display are not displayed and the first hold image and the second hold image are not displayed until the big hit game is finished. State continues.

  Next, when the big hit game is finished, as shown in FIG. 55 (6), the first hold memory display unit 9a and the second hold memory display unit 9b are displayed again, and the first hold display and the second hold display are again displayed. Is displayed (see step S979). As shown in FIG. 55 (6), the first reserved image display unit 9e and the second reserved image display unit 9f are displayed again, and the first reserved image and the second reserved image are displayed again (step S981). , S982). Then, as shown in FIG. 55 (6), the next reserved memory is consumed, and the next effect symbol variation display is started.

  In this embodiment, the first hold display and the second hold display are set to the non-display state and the first hold image and the second hold image are also set to the non-display state during the big hit game. For example, the first hold image and the second hold image may be continuously displayed while only the first hold display and the second hold display are not displayed.

  Next, a specific example of the specific hold display displayed in this embodiment will be described. FIG. 56 is an explanatory diagram for describing a specific example of specific hold display. Among these, FIG. 56 (A) shows a specific example of the normal specific hold display. FIG. 56B shows a specific example of the prefetch specific hold display.

  When it is decided not to execute the hold notice effect and the normal specific hold display is displayed, as shown in FIG. 56 (A), the hold display is displayed in a white triangular display inside a white round display. The specific hold display is displayed in such a manner. Then, as shown in FIG. 56 (A), the operation display is performed in such a manner that it rotates once counterclockwise at a cycle of 1 second. On the other hand, when it is decided to execute the hold notice effect and the prefetch specific hold display is displayed, as shown in FIG. 56 (B), the hold display is displayed in a red triangle inside a white round display. The specific hold display is displayed in the manner of displaying in. Then, as shown in FIG. 56 (B), the operation display is performed in such a manner as to rotate once counterclockwise with a period of 1 second.

  In this embodiment, as specific examples of the normal specific hold display and the prefetch specific hold display, as shown in FIG. 56, the hold display has the same shape and the display color is different (in this example, the specific hold display is in progress). However, the display colors are not limited to those shown in this embodiment. For example, the normal specific hold display and the prefetch specific hold display may have different hold display shapes (for example, a round display and a rectangular display). In addition, for example, the normal specific hold display and the prefetch specific hold display may have different operation display modes (for example, rotating operation and swinging operation). Thus, what is necessary is just to be able to recognize that it is a specific hold display different from the hold display in the normal mode and to recognize that it is a different type in the specific hold display.

  Next, the display mode of the appearance effect and the specific hold display in this embodiment will be described. 57 and 58 are explanatory diagrams for explaining specific examples of display modes of appearance effects and specific hold display. Among these, FIG. 57 shows a specific example of the display mode of the appearance effect and the specific hold display in the probability variation state (high probability / high base state). FIG. 58 shows a specific example of a display mode of the appearance effect and the specific hold display in the short time state (low probability / high base state). In FIGS. 57 and 58, the aspect of the effect screen changes in the order of (A), (B), and (C).

  First, with reference to FIG. 57, the appearance aspect and the display mode of the specific hold display in the probability variation state (high probability / high base state) will be described. As shown in FIG. 57 (A), when two specific hold displays (in FIG. 57, normal specific hold display) are displayed on the second hold storage display unit 9b, It is assumed that a start winning to the second start winning opening 14 has newly occurred. In this case, at the timing shown in FIG. 57B, the operation positions of the two specific hold displays being displayed are not the predetermined reference operation positions (in this example, one of the triangles of the triangle display during the specific hold display). Since the vertex is not in the upward direction) (see N in step S6015), the appearance effect is not immediately started, and the start of the appearance effect is awaited.

  Next, as shown in FIG. 57C, the operation position of the specific hold display being displayed becomes a predetermined reference operation position (in this example, one vertex of the triangle of the triangle display during the specific hold display is directed upward. (Refer to Y of step S6028), the execution of the appearance effect accompanied by the operation display of the hold display is started (see step S6030), and is synchronized with the operation display of the specific hold display already being executed. While displaying the hold display, the appearance effect is executed in such a manner that the density gradually changes from a low density state to a high density state.

  Then, when the effect period of the appearance effect ends (see Y in step S6041) and the hold display is displayed at the maximum density, the appearance effect is executed as shown in FIG. 57 (D). Display of the specific hold display is started at the position (see step S6056)

  As a result of the display as shown in FIG. 57, the density is gradually changed from a low density to a high density while displaying the hold display in synchronization with the operation display of the specific hold display already being executed. The effect that the specific hold display is displayed in such a manner is executed, and the operation display of the new specific hold display is started in synchronization with the operation display of the specific hold display being displayed from the execution of the appearance effect. The effect is performed.

  Next, with reference to FIG. 58, a description will be given of the appearance effect and the display mode of the specific hold display in the short time state (low probability / high base state). As shown in FIG. 58 (A), when two specific hold displays (in FIG. 58, normal specific hold display) are displayed in the second hold storage display section 9b, as shown in FIG. 58 (B). It is assumed that a start winning to the second start winning opening 14 has newly occurred. In this case, at the timing shown in FIG. 58 (B), the execution of the appearance effect without the operation display of the hold display is started (see step S6006), and the hold display without the operation display gradually increases from the low density to the density. The appearance effect is executed in such a manner that the state changes to a dark state.

  Next, the effect period of the appearance effect ends (see Y in step S6041), and as shown in FIG. 58 (C), when the hold display is displayed at the maximum density, it is shown in FIG. 58 (C). At the timing, the operation positions of the two specific hold displays being displayed are not the predetermined reference operation positions (in this example, one of the triangles of the triangle display during the specific hold display is not in the upward direction) ) (See N in step S6045), the display of the specific hold display is not immediately started, and the display of the specific hold display is awaited.

  Next, as shown in FIG. 58D, the operation position of the specific hold display being displayed becomes a predetermined reference operation position (in this example, one vertex of the triangle of the triangle display during the specific hold display is directed upward. When it is in a state of facing (see Y of step S6060), the display of the specific hold display is started (see step S6062), and the operation display of the hold display is started.

  When the display of the mode as shown in FIG. 58 is performed, the density of the hold display without the operation display gradually changes from the light state to the dark state, and after the change to the maximum density, the specific hold display is displayed. An effect that the operation display is started is executed, and after the appearance effect is executed, an effect that the operation display of the new specific hold display is started in synchronization with the operation display of the specific hold display being displayed is performed. Executed.

  In the example shown in FIG. 57 and FIG. 58, the case where only the normal specific hold display is displayed as the specific hold display is shown. Just by replacing the hold display with the pre-read specific hold display, the appearance effect and the specific hold display are displayed in the same display mode.

  In this embodiment, as shown in FIGS. 57 and 58, when an appearance effect or a specific hold display is displayed, it is necessary to wait until the operation display of the specific hold display being displayed is synchronized. Although the case where the appearance effect or the specific hold display is displayed in the mode of starting the operation display is shown, for example, the hold is digested at that timing, the hold display is shifted, and the specific hold display being displayed is deleted. In such a case, the appearance effect may be started or the display of the specific hold display may be started in an aspect accompanied by the operation display without waiting for the synchronization timing.

  In addition, when a so-called blackout effect is performed in such a manner that the display screen of the effect display device 9 becomes completely dark, and the hold display may disappear from the screen, synchronization is achieved. Without waiting until the timing, the appearance effect may be started or the display of the specific hold display may be started in the form accompanied by the operation display after the end of the blackout effect. In this case, for example, after the blackout effect is finished, all the specific hold displays may be displayed in synchronization with the operation display of all the specific hold displays by redoing the operation display from a predetermined reference operation position. .

  Further, in this embodiment, as shown in FIGS. 57 and 58, the operation display itself is not started until the synchronization is achieved (in this example, the timing when the predetermined reference operation position is reached), and the synchronization is achieved. The case where the operation mode of the specific hold display is displayed in synchronization by starting the operation display at the timing is shown, but it is not limited to such a mode, regardless of whether or not the timing can be synchronized, for example, The display of the specific hold display accompanied by the operation display may be started from the timing of starting winning. Then, for example, when the new specific hold display is displayed at an operation speed different from that of the already displayed specific hold display, the timing at which the operation display of the specific hold display already displayed is caught up or caught up From this, the operation speed of the specific hold display is synchronized and displayed by changing to the same operation speed as the specific hold display already displayed (this timing may be during execution of the appearance effect or after execution). May be. In addition, for example, a new specific hold display is displayed in operation while being out of synchronization with the already displayed specific hold display, and the new specific hold display is displayed at a specific timing (for example, the shift timing of the hold display). The operation display may be synchronized with the operation display of the specific hold display already displayed.

  As described above, according to the present embodiment, the hold display corresponding to each of the hold memories (in this example, the first hold display and the second hold storage display section 9b in the first hold storage display section 9a). 2nd hold display) and a hold image that is different from the hold display corresponding to the hold storage (in this example, the first hold image in the first hold image display unit 9e, the second hold image display unit 9f (Second reserved image) is displayed. If there is no hold storage, a hold image corresponding to the case where there is no hold storage is displayed (in this example, an image of “0” is displayed as the first hold image or the second hold image). Therefore, the number of reserved memories can be recognized even when there is no reserved memory.

  In addition, it is conceivable that the reserved image is erased when there is no reserved memory. However, with such a configuration, it is determined whether or not the number of reserved memories is 0, and the reserved image is held according to the determination result. Processing to display or hide an image has to be performed, which increases the processing load related to display control of a reserved image. On the other hand, in this embodiment, when there is no reserved memory, the image of “0” is displayed, and in terms of processing, the reserved image is uniformly displayed regardless of the presence or absence of the reserved memory. This reduces the processing burden associated with the display control of held images.

  Further, in this embodiment, the case where the image of “0” is uniformly displayed as the hold image when there is no hold storage is shown. However, the present invention is not limited to such a mode, for example, the hold image according to the gaming state. As “0” image may be displayed and the reserved image may be deleted. For example, generally, if the gaming state is a high base state, the stored memory is less likely to be interrupted. Therefore, the player is more interested in the number of reserved memories in the low base state. Therefore, when there is no reserved memory, if the gaming state is in the low base state, an image of “0” is displayed as the reserved image to make it easy to recognize the number of reserved memories, and if the gaming state is in the high base state, the reserved image May be deleted. On the other hand, when there is no pending storage, if the gaming state is the high base state, an image of “0” is displayed as the pending image, and if the gaming state is the low base state, the pending image is erased. Also good.

  In addition, according to this embodiment, the hold display becomes difficult or impossible to view during execution of the predetermined effect (in this example, the super reach effect), while the hold image is being executed of the predetermined effect. Even it is visible. Therefore, it is possible to prevent the execution of the predetermined effect from being hindered by the hold display, and to make the hold memory number recognizable.

  In this embodiment, the case where the predetermined effect is a super reach effect that is an effect suggesting that the specific effect is a specific game state (big hit) is shown, but the present invention is not limited to such an aspect. For example, when a plurality of gaming machines are configured to be able to execute a simultaneous effect, the first hold image and the second hold are not displayed while the first hold display and the second hold display are hidden during the execution of the simultaneous effect. The image may be displayed continuously. Further, for example, when the mission effect is configured to be executable, the first hold image and the second hold image are continued while the first hold display and the second hold display are not displayed during the execution of the mission effect. May be displayed. During the execution of an effect that the player wants to pay attention to, the first on-hold display and the second on-hold display are set in a non-display state so as not to disturb the effect, while the first on-hold image and the second on-hold image are displayed. May be continuously displayed so that the number of reserved memories can be recognized.

  Further, according to this embodiment, the hold display is displayed in a different display mode according to the degree of expectation for the specific gaming state (in this example, the big hit) (in this example, when the specific hold display is displayed) In addition, as shown in FIG. 43, execution of the hold notice effect is determined at a different rate according to the determination result at the time of winning, and the normal specific hold display or the pre-read specific hold display shown in FIG. 56 is displayed according to the presence or absence of the hold notice effect. To do). Therefore, the expectation with respect to becoming a specific gaming state can be enhanced by the display mode of the hold display.

  Note that the display mode of the hold display is not limited to that shown in this embodiment, and for example, the display color of the hold display is changed or the shape is changed according to the determination result at the time of winning. Various aspects are possible. Further, for example, the hold display may be configured to be changed in a plurality of stages, not only when the hold display is changed only once.

  Further, according to this embodiment, on the basis of the start of variable display of identification information, it is determined whether or not a specific gaming state (in this example, a big hit) is to be made, and before that determination, a holding storage means ( In this example, it is determined whether or not the specific gaming state is entered based on the on-hold storage stored in the first on-hold storage buffer and the second on-hold storage buffer (in this example, determination at the time of winning). Therefore, it can be determined before the start of variable display of the identification information whether or not the specific gaming state is entered.

  Further, according to this embodiment, during the display of the customer waiting demonstration display, the hold image corresponding to the case where there is no hold storage is displayed (in this example, as shown in FIG. 53 (3), the customer waiting demonstration). Even after the display is started, the display of the first hold image and the second hold image is continued). Therefore, the player can recognize the number of reserved memories during the display of the customer waiting demonstration display.

  In this embodiment, the case where the first hold image and the second hold image are continuously displayed after the start of the customer waiting demonstration display is shown. However, the customer waiting demonstration display after the last change display is finished. The first hold image and the second hold image are continuously displayed only until the start of the image (30 seconds in this example), and after the customer waiting demonstration display is started, the first hold image and the second hold image are displayed. The image may be erased.

  When the game machine is provided with an accessory such as a movable member, the first reserved image display unit 9e and the second reserved image display unit 9f overlap with the movable member even when the movable member is movable. It is desirable that it is provided at a position where it does not. FIG. 59 is an explanatory diagram showing a modification of the display mode of the hold display and the hold image when the movable member is provided. In the modification shown in FIG. 59, the movable members 50 and 51 simulating the shape of the gate are provided on the left and right of the effect display device 9, and the movable members 50 and 51 are not movable as shown in FIG. When the movable members 50 and 51 start moving from the state, the movable members 50 and 51 are moved from the left and right so as to overlap the display area of the effect display device 9 as shown in FIG. As shown in FIG. 59 (3), when the movable members 50 and 51 are completely moved, the first reserved storage display portion 9a and the second reserved storage display portion 9b are completely covered. The first hold display and the second hold display become invisible (or may become difficult to see), whereas the first hold image display unit 9e and the second hold image display unit 9f are movable members 50. , 51 are provided at positions that do not overlap with each other, and even when the movable members 50, 51 are movable, the first reserved image and the second reserved image can be visually recognized.

  According to the modification shown in FIG. 59, the movable member (movable members 50 and 51 in this example) is provided at a position overlapping the display area of the effect display device 9, and the movable member is movable. Also, the hold image is displayed at a position not overlapping with the movable member. Therefore, it is possible to recognize the reserved storage number even when the movable member is movable.

  In the modification shown in FIG. 59, the movable members 50 and 51 are not necessarily overlapped with the display screen of the effect display device 9 in a non-movable state (standby state), and are not limited to the display screen. It may be an overlapping one.

  In the modification shown in FIG. 59, the first reserved image display unit 9e and the second reserved image display unit 9f are provided in an area that does not overlap with the movable range of the movable members 50 and 51 in the first place. It is not limited to this aspect. For example, when the movable member moves, the first reserved image display unit 9e and the second reserved image display unit 9f are moved to a region that does not overlap the movable range of the movable member, so that the first reserved image and The second reserved image may be visible.

  Further, according to this embodiment, at least a specific effect (in this example, an appearance effect) associated with the display of the hold display after the game ball has passed through the start area (in this example, the second start winning opening 14). Run. In addition, as a hold display in a predetermined game state (in this example, a probability change state (high probability / high base state), a short time state (low probability / high base state)), a specific hold display (book) In the example, the specific hold display shown in FIG. 56 can be displayed. Then, when the new specific hold display is displayed based on the fact that the game ball has passed through the start area during the display of the specific hold display, the specific display being displayed is being performed during the execution of the specific effect or after the execution of the specific effect. The operation display of the new specific hold display is synchronized with the operation display of the hold display. For this reason, since the operation display of the specific hold display is synchronized, it is possible to ensure the appearance of the hold display when the specific hold display is configured to be displayable. That is, when a plurality of specific hold displays are displayed at the same time, if the operation display of these specific hold displays is not uniform, the hold display does not look good, and the effect of using the specific hold display is reduced. However, in this embodiment, the appearance of the hold display is secured by synchronizing the operation display of the specific hold display, and the production effect using the specific hold display is reduced. Is preventing.

  In addition, according to this embodiment, in a predetermined production mode (in this example, a probability variation production mode (production mode for displaying a background screen with a red background color), a time reduction production mode (displaying a background screen with a green background color) In the production mode)), it is possible to display a specific hold display (in this example, a specific hold display shown in FIG. 56) that displays an operation at a predetermined cycle. Then, when the new specific hold display is displayed based on the fact that the game ball has passed through the start area during the display of the specific hold display, the specific display being displayed is being performed during the execution of the specific effect or after the execution of the specific effect. The operation display of the new specific hold display is synchronized with the operation display of the hold display. For this reason, since the operation display of the specific hold display is synchronized, it is possible to ensure the appearance of the hold display when the specific hold display is configured to be displayable.

  Further, according to this embodiment, it is possible to display the specific hold display (in this example, the prefetch specific hold display shown in FIG. 56B) that displays the operation at a predetermined cycle as the hold notice effect. . Then, when the new specific hold display is displayed based on the fact that the game ball has passed through the start area during the display of the specific hold display, the specific display being displayed is being performed during the execution of the specific effect or after the execution of the specific effect. The operation display of the new specific hold display is synchronized with the operation display of the hold display. For this reason, since the operation display of the specific hold display is synchronized, it is possible to ensure the appearance of the hold display when the specific hold display is configured to be displayable.

  Further, according to this embodiment, as the specific hold display, the first specific hold display (in this example, the normal specific hold display shown in FIG. 56A) and the first specific hold display have display modes. Different second specific hold displays (in this example, the prefetch specific hold display shown in FIG. 56B) can be displayed simultaneously. Then, the operation display of the first specific hold display and the operation display of the second specific hold display are synchronized. Therefore, since the operation display of the specific hold display having a different display mode is also synchronized, the appearance of the hold display can be ensured when the specific hold display is configured to be displayable.

  In this embodiment, a predetermined gaming state (in this example, a probability variation state (high probability / high base state), a short time state (low probability / high base state)), or a predetermined performance mode (present In the example, in the case of the probability changing effect mode (the effect mode for displaying the background screen of the red background color) and the time reduction effect mode (the effect mode for displaying the background screen of the green background color)) Although the case where the specific hold display is displayed is shown, it is not always necessary to display the specific hold display for all the hold memories, and the specific hold display may be displayed only for some hold memories. Good. For example, when a new starting prize occurs when the gaming state is a probable change state (high probability / high base state) or a short time state (low probability / high base state), a specific hold display is made by a lottery process using random numbers. If it is determined that the specific hold display is to be displayed, the specific hold display is displayed with an appearance effect, and if it is determined not to be the specific hold display, the normal mode hold display is displayed. May be. Even if the specific hold display and the normal hold display are mixed and displayed, when multiple specific hold displays are displayed at least in part, the operation display of these specific hold displays As long as they are displayed synchronously.

  In this embodiment, a predetermined gaming state (in this example, a probability variation state (high probability / high base state), a short time state (low probability / high base state)), or a predetermined performance mode (present In the example, the hold notice effect is executed only in the probability changing effect mode (the effect mode for displaying the background screen with the red background color) and the short time effect mode (the effect mode for displaying the background screen with the green background color). Although the case has been shown, the hold notice effect may be executed even in the normal state (low probability / low base state). In this case, for example, when displaying a hold display in a normal mode without a hold notice effect, a white round display is displayed as the hold display, but in a normal state (low probability / low base state). If it is decided to execute the hold notice effect at a certain time, the hold notice effect may be executed by displaying a red round display as a hold display in the normal mode with the hold notice effect. Anything can be recognized.

  In this embodiment, a predetermined gaming state (in this example, a probability variation state (high probability / high base state), a short time state (low probability / high base state)), or a predetermined performance mode (present In the example, a specific hold display is displayed when the mode is a certain variation production mode (production mode for displaying a background screen with a red background color) or a short-time production mode (production mode for displaying a background screen with a green background color). Although the configuration for displaying the specific hold display as the hold notice effect is shown, it is not always necessary to have all the configurations, and only one configuration may be provided. For example, a specific hold display can be displayed only when in a predetermined gaming state, a specific hold display can be displayed only in a predetermined production mode, or a specific hold display can be displayed only as a hold notice effect. May be configured to be displayable.

  Further, in this embodiment, the configuration in which the operation display of the new specific hold display is synchronized with the operation display of the specific hold display being displayed from the execution of the appearance effect, and the specific hold being displayed after the execution of the appearance effect is performed. Although the configuration in which the operation display of the new specific hold display is synchronized with the operation display of the display is shown, both of the configurations are not necessarily provided, and only one of the configurations may be provided. For example, from the execution of the appearance effect, it may be configured to have only a configuration for synchronizing the operation display of the new specific hold display with the operation display of the specific hold display being displayed. Only the configuration for synchronizing the operation display of the new specific hold display with the operation display of the specific hold display may be provided.

  Further, in this embodiment, when the probability change state (high probability / high base state: probability change effect mode), a new specific hold display is displayed in the operation display of the specific hold display being displayed from the execution of the appearance effect. When the action display is synchronized, and the state is in the short time state (low probability / high base state: short time effect mode), after the appearance effect is executed, the operation of the new specific hold display is added to the operation display of the specific hold display being displayed. Although the case where it is configured to synchronize the display is shown, conversely, when it is in the short-time state (low probability / high base state: short-time effect mode), from the execution of the appearance effect, the specific pending display being displayed The operation display of the new specific hold display is synchronized with the operation display, and when the probability change state (high probability / high base state: probability change effect mode), the operation of the specific hold display being displayed after the appearance effect is executed New to display It may be configured to synchronize the operation display of specific hold display.

  Further, in this embodiment, the case where the predetermined gaming state is a probability variation state (high probability / high base state) or a short time state (low probability / high base state) is shown, but what is shown in this embodiment It cannot be caught. For example, a specific hold display may be displayed when the predetermined gaming state is a high probability / low base state, or a specific hold display may be displayed when the predetermined game state is a low probability / low base state. You may comprise.

  Further, in this embodiment, the case where the predetermined effect mode is the probability change effect mode or the short-time effect mode is shown. However, the present invention is not limited to the one shown in this embodiment. You may comprise so that a hold display may be displayed. In addition, in a gaming machine capable of transitioning to a so-called probability variation latency mode in which it is impossible to recognize whether or not it is controlled to a probability variation state, a specific hold display is displayed when it is in the probability variation latency mode. Also good. Also, for example, in a gaming machine configured to be able to execute a mission effect (for example, an effect that presents an achievement condition such as “Let's reach within 5 minutes!”) By shifting to a so-called mission mode. A specific hold display may be displayed on the screen. Also, for example, regardless of the gaming state, the production mode is changed based on the fact that a predetermined time has been reached or a lottery process has been won (for example, the predetermined time has been reached or the lottery has been selected) In a game machine configured to change to a background screen of a mountain landscape or a background screen of a sea landscape based on winning of processing, a specific hold display is displayed in a specific production mode You may comprise. As such, the predetermined effect mode may be any mode that can recognize any mode change over at least a plurality of variable displays.

  In this embodiment, after performing the appearance effect, when performing control to synchronize the operation display of the new specific hold display with the operation display of the specific hold display being displayed, During the period until the operation display of the display is started, the hold display of the still image is displayed, and the operation display of the specific hold display being displayed is switched from the start of the next cycle of the operation display to the hold display of the moving image. The operation display of the new specific hold display may be synchronized.

  Further, in this embodiment, after the appearance effect is performed, the operation display of the new specific hold display is synchronized with the operation display of the specific hold display being displayed, as shown in this embodiment. Various timings are conceivable, not only when the timing can be synchronized (in this example, the timing at which a predetermined reference motion position is reached). For example, the operation display of the new specific hold display may be synchronized at the timing of shifting the next hold display after the appearance effect is finished. In addition, for example, in the case where the hold display is deleted during execution of a predetermined effect such as a super reach effect or a so-called blackout effect, after execution of a predetermined effect such as a super reach effect or a blackout effect. The operation display of the new specific hold display may be synchronized with the timing of restarting the hold display. Further, the control for synchronizing the operation display of the specific hold display at the timing of the shift of the hold display, the timing of resumption of the hold display after the execution of the super reach effect or the blackout effect is performed during the execution or execution of the appearance effect shown in FIG. It may be executed instead of the control to be synchronized later, or may be executed in addition to the control to be synchronized during or after the appearance effect shown in FIG.

  In the above embodiment, the display mode of the hold display may be changed at the timing of the hold memory shift after starting the display of the hold display at the time of starting winning. In this case, for example, when the display mode of the hold display is changed, the display mode of the hold display may be changed after executing the effect of the mode in which the character acts on the hold display.

  Further, in addition to the hold display, an active display region may be provided in which a predetermined display (so-called active hold display) corresponding to the currently displayed variable display is displayed. In addition, when the active hold display is configured to be displayable as described above, the display mode of the active hold display is changed after executing the effect that the character acts on the active hold display. Also good. Further, in this case, the action effect may be executed in a common effect mode depending on whether the display mode of the hold display is changed or the display mode of the active hold display is changed. An effect may be executed.

  In the above-described embodiment, in order to notify the effect control microcomputer 100 of the change pattern indicating the change mode such as the change time, the type of reach effect, the presence / absence of the pseudo-ream, etc., 1 is used when the change is started. Although an example in which one variation pattern command is transmitted has been shown, the variation pattern may be notified to the effect control microcomputer 100 by two or more commands. Specifically, in the case of notification by two commands, the game control microcomputer 560 uses the first command to indicate whether there is a pseudo-ream, a slip effect, etc. before reaching (so-called if not reach) A command indicating the variation time and variation mode before the second stop) is transmitted, and the second command has reached the reach such as the type of reach and presence / absence of re-lottery effect (if the reach is not reach, so-called first) You may make it transmit the command which shows the fluctuation | variation time and fluctuation | variation aspect (after 2 stop). In this case, the effect control microcomputer 100 may perform effect control in variable display based on the variable time derived from the combination of two commands. The game control microcomputer 560 notifies the change time by each of the two commands, and the effect control microcomputer 100 selects the specific change mode executed at each timing. It may be. When sending two commands, two commands may be sent within the same timer interrupt. After sending the first command, a certain period of time has passed (for example, the next timer interrupt). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be appropriately changed. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern command can be reduced.

  Further, in the above-described embodiment, “the ratio is different” is not limited to only those having different ratios such as A: B = 70%: 30% or A: B = 30%: 70%, This is a concept including a ratio that is different in a relationship of A: B = 100%: 0% (that is, one with 100% allocation and the other with 0% allocation).

  Further, in the above-described embodiment, for example, a case where a plurality of types of special symbols and production symbols “1” to “9” are variably displayed and the display result is derived and displayed is shown. It cannot be caught. For example, the symbol that is variably displayed and the symbol that is derived and displayed are not necessarily the same, and a symbol that is different from the symbol that is variably displayed may be derived and displayed. Further, it is not always necessary to variably display a plurality of types of symbols, and variable display may be executed using only one type of symbols. In this case, for example, variable display may be executed by alternately turning on and blinking one kind of symbol display. Even in this case, one type of symbol used for the variable display may be derived and displayed last, or a symbol different from the one type of symbol may be derived and displayed last. It may be a thing.

  In the above-described embodiment, the production control board 80, the audio output board 70, and the lamp driver board 35 are provided as the boards on which the circuit for controlling the production apparatus is mounted. You may mount on one board | substrate. Further, a first effect control board (display control board) on which a circuit for controlling the effect display device 9 and the like is mounted and a circuit for controlling other effect devices (lamps, LEDs, speakers 27, etc.) are mounted. You may make it provide two board | substrates with two production | presentation control boards.

  In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 transmits another command (for example, FIG. 3). The sound output board 70 and the lamp driver board 35 shown in FIG. 5 or the sound / lamp board having the function of the circuit mounted on the sound output board 70 and the function of the circuit mounted on the lamp driver board 35). A control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to sound control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command directly received from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in accordance with commands received from the board 35 or the sound / lamp board.

  In the above embodiment, a pachinko machine is taken as an example of the gaming machine. However, according to the present invention, a predetermined number of bets are set by inserting medals, and a plurality of types are set according to the operation of the operation lever by the player. When the symbol is rotated and the symbol is stopped according to the stop button operation by the player, if the combination of the stop symbol becomes a specific symbol combination, it applies to a slot machine in which a predetermined number of medals are paid out to the player It is also possible.

  Further, in the above-described embodiment, the game machine uses a game medium as an example. However, the game machine according to the present invention is not limited to a game machine that pays out a predetermined number of game media, and a game ball It is also possible to apply the present invention to an enclosed game machine that encloses a game medium such as a prize and gives a score when a prize granting condition is satisfied.

  Also, in the above embodiment, the gaming machine that is controlled to the probability variation state after the big hit game is based on the fact that the big hit type is a probable big hit or a normal big hit and the big hit type is determined to be a promiscuous big hit. It is not limited to such a gaming machine. For example, a special variable winning ball apparatus in which a predetermined probability changing area is provided (a certain variable winning ball apparatus may be provided in a single special variable winning ball apparatus, or a plurality of special variable winning balls may be provided. A probability variation area may be provided in a part of the device), and the probability variation is determined based on the fact that the game ball has passed through the probability variation area in the special variable winning ball device during the big hit game. The configuration described in the above embodiment can also be applied to a gaming machine that is controlled to a certain change state after the completion.

  The present invention is preferably applied to a gaming machine such as a pachinko gaming machine in which a player can play a predetermined game.

DESCRIPTION OF SYMBOLS 1 Pachinko machine 8a 1st special symbol display device 8b 2nd special symbol display device 9 Production display device 9a 1st reserved memory display part 9b 2nd reserved memory display part 9e 1st reserved image display part 9f 2nd reserved image display part 13 First start winning opening 14 Second starting winning opening 20 Special variable winning ball apparatus 31 Game control board (main board)
56 CPU
560 Game control microcomputer 80 Production control board 100 Production control microcomputer 101 Production control CPU
109 VDP

Claims (2)

  1. A gaming machine that is in a specific gaming state advantageous for a player when a specific display result is derived and displayed on variable display means for performing variable display of identification information based on the passing of the game medium through the starting area,
    Hold storage means for storing as variable storage a variable display that has not yet started even though the game medium has passed through the start area;
    A hold display control means for displaying a hold display corresponding to each hold storage stored in the hold storage means;
    A holding image display control means for displaying a holding image different from the holding display corresponding to the holding storage,
    The said hold image display control means displays the hold image corresponding to the case where there is no hold memory, when there is no hold memory.
  2. Pre-determining means for determining whether or not to enter a specific gaming state based on the start of variable display of identification information;
    The gaming machine according to claim 1, further comprising: a specific determination unit that determines whether or not the specific gaming state is set based on the hold storage stored in the hold storage unit before the determination by the prior determination unit.
JP2014159235A 2014-08-05 2014-08-05 Game machine Pending JP2016036352A (en)

Priority Applications (1)

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JP2016036352A true JP2016036352A (en) 2016-03-22

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Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010131108A (en) * 2008-12-03 2010-06-17 Ace Denken Co Ltd Game machine
JP5370877B1 (en) * 2012-07-31 2013-12-18 株式会社大都技研 Amusement stand
JP5466775B1 (en) * 2013-03-28 2014-04-09 株式会社大都技研 Amusement stand
JP2014087516A (en) * 2012-10-31 2014-05-15 Sophia Co Ltd Game machine
JP5507727B1 (en) * 2013-03-29 2014-05-28 株式会社大都技研 Amusement stand
JP2014104189A (en) * 2012-11-28 2014-06-09 Heiwa Corp Game machine

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010131108A (en) * 2008-12-03 2010-06-17 Ace Denken Co Ltd Game machine
JP5370877B1 (en) * 2012-07-31 2013-12-18 株式会社大都技研 Amusement stand
JP2014027986A (en) * 2012-07-31 2014-02-13 Daito Giken:Kk Game machine
JP2014087516A (en) * 2012-10-31 2014-05-15 Sophia Co Ltd Game machine
JP2014104189A (en) * 2012-11-28 2014-06-09 Heiwa Corp Game machine
JP5466775B1 (en) * 2013-03-28 2014-04-09 株式会社大都技研 Amusement stand
JP5507727B1 (en) * 2013-03-29 2014-05-28 株式会社大都技研 Amusement stand

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