JP5096532B2 - Game machine - Google Patents

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JP5096532B2
JP5096532B2 JP2010167928A JP2010167928A JP5096532B2 JP 5096532 B2 JP5096532 B2 JP 5096532B2 JP 2010167928 A JP2010167928 A JP 2010167928A JP 2010167928 A JP2010167928 A JP 2010167928A JP 5096532 B2 JP5096532 B2 JP 5096532B2
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effect
game
symbol
command
determined
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JP2012024448A (en
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貴之 天野
綾 伊藤
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine that performs a variation effect by an effect display device based on a predetermined condition.

  As a conventional gaming machine, a game machine having a main control board that controls the progress of a game and an effect control board that controls an effect in an effect display device based on a command transmitted from the main control board is known. Yes. This gaming machine determines a variation pattern from a plurality of variation patterns prepared in advance based on a random number generated when a game ball enters the start winning opening in the main control board, The effect display device is controlled by determining a change effect such as a character or a story displayed on the effect display device based on the change pattern determined on the main control board.

JP 2010-022695 A

  In the gaming machine, as a variation effect, for example, when a game ball enters the start prize opening, three effect symbols (numbers) displayed on the effect display device are displayed in a variable manner, and the variation display of the center effect symbol is displayed. In the same way (for example, “7”), the effect symbols on both the left and right sides are stopped and displayed to reach a reach state. Reach production.

  Further, in the reach effect, a notice effect such as a serif notice effect in which a character emits a serif, a character notice effect in which a character is displayed, and a story notice effect in which a predetermined story is displayed after reaching a reach state are performed. Since the probability of a big hit depends on the contents of the lines displayed on the effect display device, the type of characters appearing, the contents of the story, etc., this notice effect will be a big hit for the player depending on the contents of the reach effect It is possible to increase the sense of expectation.

  In the gaming machine, the reach display time is the same for each reach effect by enabling multiple types of reach effects with different reach effects, different reach states, different timings for advance notices, different types of notice effects, etc. The mode is not continued, and the interest of the player is improved. However, in the gaming machine, in order to be able to execute a plurality of types of reach effects, it is necessary to store a command to be transmitted to the effect control board for each variation pattern in the storage device of the main control board. For this reason, in order to increase the variation pattern of the reach effect, it is necessary to increase the capacity of the storage device of the main control board for storing the command to be transmitted to the effect control board, and the design of the main control board is also complicated. Therefore, it is difficult to increase the variation pattern in the conventional main control board.

  An object of the present invention is to provide a gaming machine that can increase the variation pattern of reach production without increasing the capacity of the storage device.

The invention according to claim 1, a main control unit for controlling the progress of the game and gaming machine and a performance control unit for controlling the effect of the effect display device based on the command transmitted from the main control unit in the main control unit on the basis of the establishment of starting conditions, and the game benefits determining means for determining a game benefits to impart to the player, the first variable time based on the determination of the game benefits determining means a first determining means for determining a, for the first variation time determined by said first determining means, second determining means for determining a second variable time for interrupt at a predetermined interrupt timing, the The symbol variation time determining means for determining the symbol variation time based on the variation time determined by the first determining means and the second determining means and a predetermined interrupt timing, and the symbol display in the symbol display means And after the symbol variation time determined by the symbol variation time determination means has elapsed, the symbol display control means for stopping and displaying the symbol indicating the profit determined by the gaming profit determination means, and the first determination means the first change time information including first command indicating a first variable time determined by, and, second variable time information including second command indicating a second change time determined by said second determining means the anda change command transmission means for transmitting to said performance control unit in a predetermined order, the performance control unit, any commands in the first command and the second command transmitted by said change command transmitting means When the symbol is variably displayed by the symbol display control means based on the first command and the second command, the effect display is performed. A variation effect control means for controlling a variation effect in the position, wherein the variation effect control means is a first variation effect associated with the first variation time and a second variation effect associated with the second variation time. The first storage stored in the effect storage means based on the first variation time information included in the first command transmitted by the variation command transmission means. And controlling the second variation effect stored in the effect storage means on the basis of the second variation time information included in the second command at a predetermined interrupt timing. Features.

  According to the present invention, it is possible to increase the types of variation patterns such as the timing of changing to the reach state without increasing the capacity of the storage device and the display mode of variation effects, etc., without increasing the manufacturing cost, It is possible to improve the interest of the player.

It is a front view of a gaming machine. It is a perspective view of the back side of a gaming machine. It is a block diagram of a gaming machine. It is a figure which shows a big hit determination table and a hit determination table. It is a figure which shows a symbol determination table. It is a figure which shows a big hit end time setting data table. It is a figure which shows the special electric accessory operating mode determination table. It is a figure which shows the open mode determination table for long hits, the open mode determination table for short hits, and the open mode determination table for small hits. It is a figure which shows the fluctuation pattern determination table for normal game states (for low probability game states). It is a figure which shows the interruption timing and interruption frequency determination table. It is a figure which shows the fluctuation pattern command corresponding to a fluctuation pattern. It is a figure which shows the interruption pattern command corresponding to the content of interruption. It is a figure which shows the interrupt timing command corresponding to an interrupt timing. It is a figure which shows the interruption frequency command corresponding to the interruption frequency. It is a figure which shows the main process in a main control board. It is a figure which shows the timer interruption process in a main control board. It is a figure which shows the input control process in a main control board. It is a figure which shows the 1st start port detection switch input process in a main control board. It is a figure which shows the prior determination process in a main control board. It is a figure which shows the gate detection switch input process in a main control board. It is a figure which shows the special figure special electric control process in a main control board. It is a figure which shows the special symbol memory | storage determination process in a main control board. It is a figure which shows the jackpot determination process in the main control board. It is a figure which shows the variation pattern determination process in a main control board. It is a figure which shows the special symbol fluctuation | variation process in a main control board. It is a figure which shows the special symbol stop process in a main control board. It is a figure which shows the jackpot game process in a main control board. It is a figure which shows the small hit game process in a main control board. It is a figure which shows the special game completion | finish process in a main control board. It is a figure which shows the common figure normal electric power control process in a main control board. It is a figure which shows the normal symbol fluctuation | variation process in a main control board. It is a figure which shows the normal electric accessory control process in a main control board. It is a figure which shows the main process in an effect control board. It is a figure which shows the timer interruption process in an effect control board. It is a figure which shows the command analysis process 1 in an effect control board. It is a figure which shows the command analysis process 2 in an effect control board. It is a figure which shows the pending | holding display mode determination process in an effect control board. It is a figure which shows the change effect pattern determination process in an effect control board. It is a figure which shows the fluctuation | variation effect of a liquid crystal display device in case a fluctuation | variation content is reach A (lack). It is a figure which shows the fluctuation | variation effect of a liquid crystal display device in case a fluctuation | variation content is reach B (hit). It is a figure which shows the fluctuation | variation effect of a liquid crystal display device when reach 1 (lose) interrupts once with respect to reach A (lose). It is a figure which shows the fluctuation | variation effect of a liquid crystal display device when the fluctuation | variation content is reach A (lack) and reach 1 (lack) twice. It is a figure which shows the liquid crystal display device in the case of displaying a reserved symbol specially. It is a figure which shows the combination of a random value and the content of determination.

Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
FIG. 1 is a front view showing an example of the gaming machine of the present invention, FIG. 2 is a perspective view of the back side of the gaming machine, and FIG. 3 is a block diagram showing the internal configuration of the control means.

The gaming machine 1 has a gaming board 2 held by the outer frame 100. The game board 2 is provided with a game area 6 in which game balls roll and flow down, and the game area 6 is covered with a glass frame 110.
An operation handle 3 is rotatably provided on the glass frame 110. When the player touches the operation handle 3, the touch sensor 3 b in the operation handle 3 detects that the player has touched the operation handle 3 and transmits a touch signal to the firing control board 106. When the firing control board 106 receives a touch signal from the touch sensor 3b, the firing control board 106 permits energization of the firing solenoid 4a. When the rotation angle of the operation handle 3 is changed, the gear directly connected to the operation handle 3 rotates and the knob of the firing volume 3a connected to the gear rotates. A voltage corresponding to the detection angle of the firing volume 3a is applied to a firing solenoid 4a provided in the game ball launching mechanism. When a voltage is applied to the firing solenoid 4a, the firing solenoid 4a operates according to the applied voltage, and a game ball is launched with a strength according to the rotation angle of the operation handle 3.

  The game ball fired as described above rises between the rails 5a and 5b and reaches the upper position of the game board 2, and then the first entry area 6c or the second entry area depending on the strength of the launch. 6d is entered, and the left hit game area 6a or the right hit game area 6b falls. Specifically, in a front view of the gaming machine 1, a first entry area 6c is provided on the left side of the center in the width direction of the game area 6, and a second entry area 6d is provided on the right side of the center. . Accordingly, when the rotation angle of the operation handle 3 is smaller than the predetermined angle, the game ball enters the first entry area 6c, and when the rotation angle of the operation handle 3 is larger than the predetermined angle, the game ball Will enter the second entry area 6d.

  A plurality of general winning ports 7 are provided in the left-handed game area 6a. Each of these general winning ports 7 is provided with a general winning port detecting switch 7a. When this general winning port detecting switch 7a detects the entering of a game ball, a predetermined winning ball (for example, 10 game balls) is provided. Will be paid out.

  Further, a lower start position of the left-handed game area 6 a is provided with a first start port 9 through which a game ball can be inserted, similar to the general winning port 7. A second start port 10 is provided at a lower position of the right-handed game area 6b. The second starting port 10 has a pair of movable pieces 10b, a first mode in which the pair of movable pieces 10b is maintained in a closed state, and a second mode in which the pair of movable pieces 10b are in an open state. It is controlled to move according to the mode. When the second starting port 10 is controlled in the first mode, it is impossible or difficult to receive the game ball due to the obstacle 10d positioned right above the second starting port 10. On the other hand, when the second starting port 10 is controlled to the second mode, the pair of movable pieces 10b function as a tray, and it is easy to enter the game ball into the second starting port 10. That is, when the second start port 10 is in the first mode, there is almost no opportunity for entering a game ball, and when the second start port 10 is in the second mode, the opportunity for entering a game ball is increased.

  The first start port 9 and the second start port 10 are provided with a first start port detection switch 9a and a second start port detection switch 10a for detecting the entrance of a game ball, respectively. When the game ball is detected, a lottery for acquiring a right to execute a jackpot game, which will be described later (hereinafter referred to as a “hit lottery”), is performed. Also, when the detection switches 9a and 10a detect the entry of a game ball, a predetermined prize ball (for example, 3 game balls) is paid out.

On the other hand, a big winning opening 25 is provided below the right-handed game area 6b (just below the second start opening 10). The special winning opening 25 is normally kept closed by the special winning opening / closing door 25b, and it is impossible to enter a game ball. On the other hand, when a special game, which will be described later, is started, the special prize opening / closing door 25b is opened, and the special prize opening / closing door 25b functions as a tray for guiding the game ball into the special winning opening 25, Game balls can enter. In addition, since the width of the area where the game ball flows down in the right-handed game area 6b is formed to be approximately the same as the horizontal width of the special winning opening 25, when the special winning opening / closing door 25b is opened, the right-handed game Most of the game balls that have entered the area 6b will enter the big winning opening 25. Therefore, when a special game is started, it is possible to obtain a large number of prize balls in a short time by launching game balls into the right-handed game area 6b.
The above-described special winning opening 25 is provided with a special winning opening detection switch 25a. When this special winning opening detection switch 25a detects the entry of a game ball, a predetermined winning ball (for example, nine) Game balls).

  Further, in the right-handed game area 6b, a normal symbol gate 8 is provided on the right side of the second starting port 10 so as to pass the game ball. The normal symbol gate 8 is provided with a gate detection switch 8a for detecting the passage of the game ball. When the gate detection switch 8a detects the passage of the game ball, the normal symbol lottery described later is performed.

  At the bottom of the game area 6, the left-handed game area 6 a and the right-handed game area 6 b are joined, and any of the general winning port 7, the first starting port 9, the second starting port 10, and the big winning port 25 A discharge port 12 is provided for discharging game balls that have not entered.

  In the present embodiment, the game balls that have entered the first entry area 6c due to the arrangement of each prize opening and the board surface configuration such as nails are game balls only in either the general prize opening 7 or the first start opening 9. Can be entered, and a game ball does not enter the normal design gate 8 or a game ball does not enter the second start opening 10 or the big winning opening 25. On the other hand, the game ball that has entered the second entry area 6d normally enters the symbol gate 8, or enters the second start opening 10 or the big winning opening 25. A game ball does not enter the winning opening 7 and the first start opening 9.

In addition, the game board 2 is provided with an effect device for performing various effects.
Specifically, a liquid crystal display device 13 composed of a liquid crystal display or the like is provided at a substantially central portion of the game area 6. An illumination device 16 is provided, and an effect button 17 is provided on the left side of the operation handle 3.

  The liquid crystal display device 13 displays an image while the game is not being performed or displays an image according to the progress of the game. In particular, when a game ball enters the first start port 9 or the second start port 10, the effect symbol 30 for notifying the player of the lottery result is displayed in a variable manner. The effect symbol 30 is, for example, scrolling and displaying three numbers, and stopping the scrolling after a predetermined time has elapsed, and displaying a specific symbol (number) in an array. As a result, while the symbols are being scrolled, the player is given an impression that the lottery is currently being performed, and the player is notified of the lottery result by the symbols displayed when the scrolling is stopped. By displaying various images, characters, and the like during the variation display of the effect symbol 30, a high expectation that the player may win a big hit is given to the player.

  In addition, the effect lighting device 16 includes a plurality of lights, and performs various effects while changing the light irradiation direction and emission color of each light.

  Further, an effect button 17 that can be pressed by the player is provided on the left side of the operation handle 3. For example, the effect button 17 is effective only when a message for operating the effect button 17 is displayed on the liquid crystal display device 13. The effect button 17 is provided with an effect button detection switch 17a. When the effect button detection switch 17a detects the player's operation, a further effect is executed according to this operation.

  Further, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 18 (see FIG. 3) formed of a speaker, and in addition to the above-described effect devices, a sound effect is also performed. ing.

  Below the game area 6, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, A normal symbol hold indicator 24 and a right-handed notification indicator 26 are provided.

  The first special symbol display device 19 notifies a jackpot lottery result performed when a game ball enters the first starting port 9, and is composed of 7-segment LEDs. In other words, a plurality of special symbols corresponding to the jackpot lottery result are provided, and the lottery result is notified to the player by displaying the special symbol corresponding to the jackpot lottery result on the first special symbol display device 19. I am doing so. For example, “7” is displayed when the jackpot is won, and “−” is displayed when the player wins. “7” and “−” displayed in this way are special symbols, but these special symbols are not displayed immediately, but are displayed in a stopped state after being displayed for a predetermined time. .

  More specifically, when a game ball enters the first starting port 9, a jackpot lottery will be performed. However, the jackpot lottery result is not immediately notified to the player, and a predetermined time is passed. The player is notified when it has passed. When a predetermined time has elapsed, a special symbol corresponding to the jackpot lottery result is stopped and displayed so that the player is notified of the lottery result. The second special symbol display device 20 is for informing a lottery winning result that is made when a game ball enters the second starting port 10, and the display mode is the above-mentioned first display mode. This is the same as the special symbol display mode in the special symbol display device 19.

  Further, the normal symbol display device 21 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 8. As will be described in detail later, when the winning symbol is won by the normal symbol lottery, the normal symbol display device 21 is turned on, and then the second start port 10 is controlled to the second mode for a predetermined time. Note that this normal symbol also does not immediately notify the lottery result when the game ball passes through the normal symbol gate 8, but the normal symbol display device 21 blinks until a predetermined time elapses. Is displayed in a variable manner.

  Furthermore, when a game ball enters the first start port 9 or the second start port 10 during special symbol fluctuation display or during special games described later, a certain condition must be met. The right to win a jackpot is reserved. More specifically, the right to win a jackpot where a game ball enters and is retained at the first start port 9 is retained as a first hold, and a game ball is retained and retained at the second start port 10. The jackpot lottery right is reserved as a second hold.

  For both of these holds, the upper limit reserve number is set to four, and the reserved number is displayed on the first special symbol hold indicator 22 and the second special symbol hold indicator 23, respectively. When there is one first hold, the LED on the left side of the first special symbol hold indicator 22 lights up, and when there are two first holds, the two LEDs on the first special symbol hold indicator 22 Lights up. Further, when there are three first holds, the LED on the left side of the first special symbol hold indicator 22 blinks and the right LED is lit. When there are four first holds, the first special symbol hold The two LEDs on the display 22 flash. In addition, the second special symbol hold indicator 23 displays the number of the second reserved reserves as described above.

  The upper limit reserved number of normal symbols is also set to four, and the reserved number of normal symbols is displayed in the same manner as the first special symbol hold indicator 22 and the second special symbol hold indicator 23. Displayed on the device 24.

  Then, the right-handed notification indicator 26 is better when the game ball is fired aiming at the second entry area 6d in the course of the game, that is, when the game ball has entered the right-handed game area 6b. Lights when good. That is, when the right-handed notification display 26 is turned off, the player is informed that the game ball should enter the left-handed game area 6a. When the right-handed notification display 26 is turned on, the right-handed game area 6b is turned on. The player is notified that the game ball should be entered.

Here, the glass frame 110 supports a glass plate (not shown) that covers the game area 6 so as to be visible in front of the game board 2 (player side). The glass plate is detachably fixed to the glass frame 110.
The glass frame 110 is connected to the outer frame 100 via a hinge mechanism 111 on one end side in the left-right direction (for example, the left side facing the gaming machine), and the other end in the left-right direction using the hinge mechanism part 111 as a fulcrum. The side (for example, the right side facing the gaming machine) can be rotated in a direction to release it from the outer frame 100. The glass frame 110 covers the game board 2 together with the glass plate 111, and can be opened like a door with the hinge mechanism 111 as a fulcrum to open the inner part of the outer frame 100 including the game board 2. On the other end side of the glass frame 110, a lock mechanism for fixing the other end side of the glass frame 110 to the outer frame 100 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 110 is also provided with a door opening switch 33 (see FIG. 3) for detecting whether or not the glass frame 110 is opened from the outer frame 100.

  On the back surface of the gaming machine 1, a main control board 101, an effect control board 102, a payout control board 103, a power supply board 107, a game information output terminal board 108, and the like are provided. Further, the power supply board 107 is provided with a power plug 50 for supplying power to the gaming machine and a power switch (not shown).

(Internal structure of control means)
Next, control means for controlling the progress of the game will be described using the block diagram of the gaming machine shown in FIG.

  The main control board 101 controls the basic operation of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or outputs the result of the arithmetic processing. In response, a command is transmitted to another board. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.

  A general winning opening detection switch 7a, a gate detection switch 8a, a first starting opening detection switch 9a, a second starting opening detection switch 10a, and a large winning opening detection switch 25a are connected to the input side of the main control board 101. The game ball detection signal is input to the main control board 101.

Further, on the output side of the main control board 101, a start port opening / closing solenoid 10c for opening / closing the pair of movable pieces 10b of the second start port 10 and a large winning port opening / closing solenoid 25c for opening / closing the large winning port opening / closing door 25b. And are connected.
Further, on the output side of the main control board 101, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator. 23, a normal symbol hold display 24, and a right-handed notification display 26 are connected, and various signals are output through the output port.
Further, the main control board 101 outputs an external information signal necessary for managing a gaming machine in a hall computer or the like of a gaming store to the gaming information output terminal board 108.

The main ROM 101b of the main control board 101 stores game control programs, data necessary for various games, and tables.
For example, a jackpot determination table (see FIG. 4A and FIG. 4B) referred to when determining whether or not a special symbol variation stop result is a jackpot, a normal symbol variation stop result is a hit. A hit determination table (see FIG. 4C) referred to when determining whether or not to perform, a symbol determination table (see FIG. 5) for determining a special symbol stop symbol, and data in the special symbol and the game state buffer Jackpot end setting data table (see FIG. 6) for determining the gaming state based on the above, a special electric accessory operating mode determination table (see FIG. 7) for determining the opening / closing conditions of the big winning opening, opening for long hits A mode determination table (see FIG. 8A), a short hit release mode determination table (see FIG. 8B), a small hit release mode determination table (see FIG. 8C), and a special symbol variation pattern Decide Variation pattern determination table (see FIG. 9) and the like are stored in the main ROM 101b. Specific examples of these various tables will be described later with reference to FIGS.
Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.

The main RAM 101c of the main control board 101 has a plurality of storage areas.
For example, the main RAM 101c includes a normal symbol hold number (G) storage area, a normal symbol hold storage area, a first special symbol hold number (U1) storage area, a second special symbol hold number (U2) storage area, and a determination storage area. , First special symbol storage area, second special symbol storage area, high probability game count (X) storage area, time-short game count (J) storage area, round game count (R) storage area, release count (K) storage area In addition, a winning prize opening number (C) storage area, a game state storage area, a game state buffer, a stop symbol data storage area, an effect transmission data storage area, and the like are provided. The game state storage area includes a short-time game flag storage area, a high-probability game flag storage area, a special-purpose special electric processing data storage area, and a general-purpose normal electric processing data storage area. Note that the above-described storage area is merely an example, and many other storage areas are provided.

  The game information output terminal board 108 is a board for outputting an external information signal generated in the main control board 101 to a hall computer or the like of the game shop. The game information output terminal board 108 is connected to the main control board 101 by wiring and is provided with a connector for connecting to a hall computer or the like of a game store.

  The power supply board 107 is provided with a backup power supply composed of a capacitor, monitors the power supply voltage supplied to the gaming machine, and outputs a power interruption detection signal to the main control board 101 when the power supply voltage falls below a predetermined value. . More specifically, when the power interruption detection signal becomes high level, the main CPU 101a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 101a becomes inactive state. The backup power source is not limited to a capacitor, and may be a battery, for example, or a capacitor and a battery may be used in combination.

  The effect control board 102 mainly controls each effect such as during game play or standby. The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c, and is connected to the main control board 101 so as to be communicable in one direction from the main control board 101 to the effect control board 102. . The sub CPU 102a reads out a program stored in the sub ROM 102b based on a command transmitted from the main control board 101 or an input signal from the effect button detection switch 17a and the timer and performs arithmetic processing. Based on the above, the corresponding data is transmitted to the lamp control board 104 or the image control board 105. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.

The sub ROM 102b of the effect control board 102 stores an effect control program, data necessary for various games, and a table.
For example, a variation effect pattern determination table (not shown) for determining an effect pattern based on a variation pattern command received from the main control board, and an effect symbol pattern determination table for determining a combination of effect symbols 30 to be stopped and displayed ( Etc.) are stored in the sub ROM 102b. Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.

The sub RAM 102c of the effect control board 102 has a plurality of storage areas.
The sub RAM 102c includes a command reception buffer, a gaming state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, a determination storage area (0th storage area), a first reservation storage area, and a second reservation storage area. Etc. are provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.

  In the present embodiment, the effect control board 102 is mounted with an RTC (real time clock) 102d for outputting the current time. The sub CPU 102a inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 102d, and executes various processes based on the current date and time. The RTC 102d is normally operated by power from the gaming machine when power is supplied to the gaming machine, and is powered by power supplied from a backup power source mounted on the power supply board 107 when the gaming machine is powered off. Operate. Therefore, the RTC 102d can count the current date and time even when the gaming machine is turned off. Note that the RTC 102d may be provided with a battery on the effect control board 102 and operated by the battery.

The payout control board 103 performs game ball launch control and prize ball payout control. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c, and is connected to the main control board 101 so as to be capable of two-way communication. The payout CPU 103a reads out the program stored in the payout ROM 103b based on the input signals from the payout ball counting switch 32, the door opening switch 33, and the timer that detect whether or not the game ball has been paid out, and performs arithmetic processing. At the same time, corresponding data is transmitted to the main control board 101 based on the processing. The payout control board 103 is connected to a payout motor 31 of a prize ball payout device for paying out a predetermined number of prize balls from the game ball storage unit to the player. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the payout number designation command transmitted from the main control board 101, performs arithmetic processing, and controls the payout motor 31 of the prize ball payout device to execute a predetermined prize. Pay the ball to the player. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.
Also, it is confirmed whether a game ball lending device (card unit) (not shown) is connected to the payout control board 103, and if the game ball lending device (card unit) is connected, the game control ball 106 is caused to fire a game ball. Send launch control data to allow that.

When the launch control board 106 receives the launch control data from the payout control board 103, the launch control board 106 permits the launch. Then, the touch signal from the touch sensor 3b and the input signal from the launch volume 3a are read out, the energization of the launch solenoid 4a is controlled, and the game ball is launched.
Here, the rotational speed of the firing solenoid 4a is set to about 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided on the firing control board 106. Accordingly, the number of game balls to be fired in one minute is about 99.9 (pieces / minute) because one ball is fired every time the firing solenoid rotates. That is, the game ball is fired about every 0.6 seconds.

  The lamp control board 104 controls lighting of the effect lighting device 16 provided on the game board 2 and controls driving of the motor for changing the light irradiation direction. In addition, energization control is performed on a drive source such as a solenoid or a motor that operates the effect accessory device. The lamp control board 104 is connected to the effect control board 102, and performs the above-described controls based on data transmitted from the effect control board 102.

  The image control board 105 includes an image CPU, an image ROM, an image RAM, and a VRAM (not shown) for performing image display control of the liquid crystal display device 13, and an audio CPU, an audio ROM, and an audio RAM. The image control board 105 is connected to the effect control board 102 so as to be capable of bidirectional communication, and the liquid crystal display device 13 and the audio output device 18 are connected to the output side thereof.

The image ROM stores a large number of image data such as effect symbols 30 and backgrounds displayed on the liquid crystal display device 13, and the image CPU reads a predetermined program based on a command transmitted from the effect control board 102. At the same time, predetermined image data is read from the image ROM to the VRAM, and display control in the liquid crystal display device 13 is performed. The image CPU executes various image processing such as background image display processing, effect symbol display processing, and character image display processing on the liquid crystal display device 13, but the background image, effect symbol image, and character image are displayed on the liquid crystal display. The image is superimposed on the display screen of the device 13.
That is, the effect design image and the character image are displayed so as to be seen in front of the background image. At this time, if the background image and the design image overlap at the same position, the design image is preferentially stored in the VRAM by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. .

  The audio ROM stores a large amount of audio data output from the audio output device 18, and the audio CPU reads out a predetermined program based on a command transmitted from the effect control board 102 and Audio output control in the output device 18 is performed.

  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.

FIG. 4A and FIG. 4B are diagrams illustrating a jackpot determination table that is referred to when determining whether or not the special symbol variation stop result is a jackpot. FIG. 4A is a jackpot determination table referred to in the first special symbol display device 19, and FIG. 4B is a jackpot determination table referred to in the second special symbol display device 20. In the tables of FIG. 4A and FIG. 4B, the big hit probability is the same although the winning probability for the small hit is different.
Specifically, the jackpot determination table is composed of a low-probability random number determination table and a high-probability random number determination table, and refers to the gaming state to select the low-probability random-number determination table or the high-probability random-number determination table. Based on the selected table and the extracted random number value for determining the special symbol, it is determined whether it is “big hit”, “small hit” or “lost”.

For example, according to the low probability random number determination table in the first special symbol display device 19 shown in FIG. 4A, two special symbol determination random numbers “7” and “317” are determined to be big hits. . On the other hand, according to the high probability random number determination table, “7”, “37”, “67”, “97”, “127”, “157”, “187”, “217”, “247”, “277” , “317”, “337”, “367”, “397”, “427”, “457”, “487”, “517”, “547”, “577” 20 special symbol determination random numbers Is determined to be a big hit. Further, regardless of whether the low probability random number determination table or the high probability random number determination table is used, the special symbol determination random number values are “50”, “100”, “150”, and “200”. If it is a random number value for symbol determination, it is determined as “small hit”. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the special symbol determination random number is 0 to 598, the probability of being determined to be a big hit at a low probability is 1 / 299.5, and the probability of being determined to be a big hit at a high probability is 10 times. It is 1 / 29.95. In addition, the probability determined to be a small hit is 1 / 149.75 for both low and high probabilities.

FIG. 4C is a diagram showing a hit determination table that is referred to when determining whether or not the stop result of the normal symbol variation is determined to be a win.
Specifically, the hit determination table is composed of a random time determination table in the non-short gaming state and a random number determination table in the short time gaming state, and refers to the gaming state, and in the non-short gaming state random number determination table or in the short time gaming state A random number determination table is selected, and based on the selected table and the extracted random number value for winning determination, it is determined whether it is “winning” or “lost”.
For example, according to the non-time-short game state random number determination table shown in FIG. 4C, it is determined that one hit determination random number value “0” is a hit. On the other hand, according to the short game state random number determination table at this time, ten hit determination random numbers from “0” to “9” are determined to be winning. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the winning determination random value is 0 to 10, the probability of being determined to be a big hit in the non-short game state is 1/11, and the probability of being determined to be a big hit in the short time gaming state is 10 times. It is 10/11.

FIG. 5 is a diagram showing a symbol determination table for determining a special symbol stop symbol.
FIG. 5A is a symbol determination table for determining a stop symbol at the time of a big hit, and FIG. 5B is a symbol determination table for determining a stop symbol at a small hit, FIG. Is a symbol determination table for determining a stop symbol at the time of losing. More specifically, the symbol determination table is also configured for each special symbol display device, and includes a symbol determination table for the first special symbol display device and a symbol determination table for the second special symbol display device.

The special symbol type (stop symbol data) is determined by the symbol determination table on the basis of the extracted jackpot symbol random value or small symbol random number value. For example, in the case of jackpot, the jackpot symbol random number value is referred to, and if the jackpot symbol random number value is “30”, “01” (first special symbol 1) is determined as stop symbol data. Further, the random number value for the small hit symbol is referred to at the time of the small hit, and if the random number value for the small hit symbol is “50”, “08” (special symbol B for small bonus) is determined as the stop symbol data. Furthermore, when it is lost, “00” (special symbol 0) is determined as stop symbol data without referring to the random number value.
Then, at the time of starting the change of the special symbol, an effect designating command is generated as special symbol information based on the determined special symbol type (stop symbol data). Here, the effect designating command is composed of 1-byte data, and 1-byte MODE for identifying the control command classification and 1-byte indicating the content (function) of the executed control command. DATA. The same applies to a first effect command and a start winning designation command which will be described later.

  As will be described later, the game state after the jackpot (see FIG. 6) and jackpot mode (see FIG. 7) are determined by the type of special symbol (stop symbol data), so the type of special symbol is a jackpot It can be said that the game state after the end and the jackpot mode are determined.

FIG. 6 is a jackpot end setting data table for determining the gaming state after the jackpot ends. According to the jackpot end setting data table shown in FIG. 6, based on the type of special symbol (stop symbol data) and the gaming state at the time of jackpot winning stored in the gaming state buffer, the setting of the high probability gaming flag, the number of high probability games Setting of (X), setting of a short time game flag, and setting of the number of short time games (J) are performed.
It should be noted that “00H” in the gaming state buffer indicating the gaming state at the time of winning the big win indicates gaming state information in which neither the short-time gaming flag nor the high probability gaming flag is set, and “01H” indicates that the short-time gaming flag is set. Although the high probability game flag is not set, the game state information is set. “02H” is the game state information in which the short-time game flag is set but the high probability game flag is not set. "" Indicates game state information in which both the short-time game flag and the high probability game flag are set.

FIG. 7 is a special electric accessory operating mode determination table for determining the opening / closing conditions of the special winning opening 25. Based on the special symbol type (stop symbol data), the table of FIG. 7 determines the number of round games played in the jackpot game and the open mode table of the big prize opening 25.
In the present embodiment, the tables determined by the first special symbol display device 19 and the second special symbol display device 20 are different from each other, but this is only an example. What kind of table is determined may be appropriately set.

FIG. 8 is an opening mode determination table showing the details of the opening mode table of the big prize opening determined in FIG. 7, FIG. 8 (a) is an opening mode determination table for long wins, and FIG. FIG. 8 (c) is a small hit use release mode determination table.
Specifically, the number of round games (R), the number of times of opening (K) of the special winning opening 25 during the round, the opening time, and the closing time are stored in association with each other.

  When the long hit release mode determination table shown in FIG. 8 (a) is determined, each of the 1st to 10th round games is opened once. At this time, the maximum opening time of the big prize opening 25 is set to 29.500 seconds, and the pause time between each round (the closing time of the big prize opening 25) is set to 2.000 seconds.

  When the short-hit opening mode determination table shown in FIG. 8B is determined, each of the 1st to 10th round games is opened once. At this time, the maximum opening time of the big prize opening 25 is set to 0.052 seconds, and the pause time between each round (the closing time of the big prize opening 25) is set to 2.000 seconds.

  When the small-hit opening mode determination table shown in FIG. 8C is determined, a small-hit game in which the big winning opening 25 repeats opening for 0.052 seconds and closing for 2.000 seconds is executed. Since this small hit game is regarded as one game in which the big winning opening 25 continuously opens and closes 10 times, it is controlled without using the concept of “round game” in the long win game or the short win game. However, the open / close mode of the special winning opening 25 is substantially the same as that of the short win game. Thereby, the pleasure which makes a player guess whether it is a small hit or a short win can be provided. However, if the opening / closing mode is approximated to the extent that it is impossible or difficult to discriminate whether the player is a small hit or short hit even if the opening time and closing time are not set exactly the same, the same as above The fun of gaming can be improved.

  In addition, the opening time (0.052 seconds) of “short hit” or “small hit” is shorter than the time (about 0.6 seconds) at which one game ball is fired as described above. Even if the open / close door 25b is opened, it is difficult to win the big winning opening 25, and the "short win" or "small hit" opening mode can be said to be an "unfavorable opening mode". On the other hand, since the “long hit” release time (29.5 seconds) is longer than the time (about 0.6 seconds) at which one game ball is fired, it can be said to be an “advantageous release mode”.

FIG. 9 is a diagram showing a variation pattern determination table for determining a variation pattern of a special symbol, which is mainly for a normal gaming state (for a low probability gaming state) referred to in a normal gaming state (at a low probability gaming state). ) Variation pattern determination table. Specifically, according to the variation pattern determination table, the type of special symbol display device, special symbol judgment random number value (winning winning or defeating), jackpot symbol random number (bonus symbol), presence or absence of short-time gaming state, special symbol A variation pattern is determined based on the number of holds, the reach determination random value, and the first effect random value, and whether or not an interrupt process is performed on the determined change pattern based on the second effect random value The content of the interrupt pattern for processing is determined.
In addition, since it is configured to always reach when a big hit or a small hit, it is configured not to refer to the reach determination random value for a big hit or a small hit.

  FIG. 10 is an interrupt timing and interrupt count determination table when interrupt processing is performed for a variation pattern in the normal gaming state (low probability gaming state). Specifically, the interrupt timing and interrupt count determination table is used to start interrupt processing for the determined variation pattern based on one third rendering random number value, and interrupt processing for the determined variation pattern. The number of times is determined.

  Further, even if the same random number or the like is referred to in the variation pattern determination table for the normal gaming state (for the low probability gaming state) and the variation pattern determination table for the high probability gaming state shown in FIG. Is configured to be determined. Therefore, it is possible to distinguish between a variation pattern determined for a high probability gaming state and a variation pattern determined for a low probability gaming state depending on the type of variation pattern.

  Similarly, the fluctuation pattern determination table for the normal gaming state (for the low probability gaming state) and the variation pattern determination table for the specific gaming period (for the low probability gaming state) shown in FIG. Even if numerical values are referred to, different variation patterns are determined. Therefore, according to the type of the variation pattern, it is possible to distinguish whether it is a normal gaming state or a specific gaming period after a small hit. On the other hand, the same variation pattern can be determined in the variation pattern determination table for the high probability gaming state and the variation pattern determination table for the specific gaming period (for the low probability gaming state). Therefore, it becomes impossible to distinguish between the low probability gaming state and the high probability gaming state depending on the type of the variation pattern.

  As a feature of the variation pattern determination table shown in FIG. 9, the special symbol variation time is set to be short when the gaming state is the short-time gaming state when the jackpot determination result is lost. For example, when the jackpot determination result is a loss and the number of reserved balls is 2, if the game is in a short-time game state, the variation pattern 8 (shortened variation) with a variation time of 5000 ms with a probability of 95% based on the random number value for reach determination However, in the non-time-saving gaming state, a variation pattern in which the variation time exceeds 5000 ms is determined. In this manner, the variation time is set to be short when the time-saving gaming state is entered.

  In addition, as a feature of the variation pattern determination table shown in FIG. 9, when the determination result is a big hit compared to the case where the big hit determination result is a loss, the variation time of the special symbol reach effect is set to be longer. ing. For example, when the jackpot determination result is a loss and in a non-time-saving gaming state, the variation pattern 6 having a reach effect variation time of 60000 ms is determined with a probability of 80% based on the first effect random number value. When the result is a big hit, the fluctuation pattern 2 having a fluctuation time of reach production of 90000 ms is determined with a probability of 70%. As described above, when the determination result is a big hit, the variation time of the reach effect is set longer than that in the case of losing.

  The “reach” in the present embodiment means that after a part of the combination of the effect symbols 30 for notifying the transition to the special game is stopped and displayed, the remaining part of the effect symbols 30 continues to be displayed in a variable manner. Say what you do. For example, when the combination of the three-digit effect symbol 30 of “777” is set as the combination of the effect symbols 30 for notifying that the game will shift to the jackpot game, the two effect symbols 30 are stopped and displayed at “7”. The state where the remaining effect symbols 30 are performing variable display.

  Here, the variation pattern is determined at the start of the variation of the special symbol, and the variation pattern command shown in FIG. 11 is generated based on the determined variation pattern. FIG. 11 shows that 160 variation pattern commands from 00H to 9FH are generated. For example, if the determined variation pattern is reach B (winning), a variation pattern command of 03H is generated, and if it is reach A (losing), a variation pattern command of 9EH is generated.

  Also, the interrupt pattern is determined at the start of the variation of the special symbol, and the interrupt pattern command shown in FIG. 12 is generated based on the determined interrupt pattern. In FIG. 11, an interrupt pattern command related to eleven interrupt processes from E0H to EAH is generated when the first starting port 9 wins, and an interrupt related to eleven interrupt processes from F0H to FAH is generated when the second starting port 10 wins. A pattern command is generated. For example, when the interrupt pattern determined at the time of winning the first start port 9 is reach 3 (winning), an E3H interrupt pattern command is generated. For example, when the interrupt pattern determined at the time of winning the second starting port 10 is reach 2 (losing), an interrupt pattern command of F6H is generated. Further, if there is no interrupt when the first starting port 9 is won, an E0H interrupt pattern command is generated.

  Further, the interrupt timing is also determined at the start of the variation of the special symbol, and the interrupt timing command shown in FIG. 13 is generated based on the determined interrupt timing. FIG. 13 shows that five interrupt timing commands are generated. For example, when the back calculation time from the determined variation end time is 5000 ms, an interrupt timing command of 00H is generated, and when the back calculation time is 20000 ms, an interrupt timing command of 03H is generated.

  The number of interrupts is also determined at the start of special symbol fluctuation, and the interrupt number command shown in FIG. 14 is generated based on the determined number of interrupts. FIG. 14 shows that three types of interrupt number commands are generated. For example, if the determined number of interrupts is one, an interrupt count command of 00H is generated, if it is twice, an interrupt count command of 01H is generated, and if it is three, an interrupt count command of 02H is generated. Generated.

(Description of gaming state)
Next, the gaming state when the game progresses will be described. In the present embodiment, the game progresses in any one of the “low probability gaming state”, “high probability gaming state”, “time / short gaming state”, and “non-time / short gaming state”. However, while the game is in progress, if the game state is “low probability game state” or “high probability game state”, it is always “time-short game state” or “non-time-short game state”. In other words, when it is “low probability gaming state” and “short-time gaming state”, “low probability gaming state” and “non-short-time gaming state”, and “high probability gaming state” There are a case of “time saving gaming state” and a case of “high probability gaming state” and “non-time saving gaming state”.
Further, in the case of the “low probability gaming state” and the “non-short-time gaming state”, there are a specific game period after the small hit and a non-specific game period after the small hit. In the case of the “low probability gaming state” and the “non-short game state”, when the game period is not the specific game period after the end of the small hit, it is referred to as a “normal gaming state”.

In the present embodiment, the “low probability gaming state” means that in the jackpot lottery performed on the condition that a game ball has entered the first starting port 9 or the second starting port 10, the winning probability of the jackpot is 1 / The game state set to 299.5. The jackpot winning here is to acquire a right to execute a “long win game” or a “short win game” which will be described later.
On the other hand, the “high probability gaming state” means a gaming state in which the jackpot winning probability is set to 1 / 29.95. Therefore, in the “high probability gaming state”, it is easier to acquire the right to execute “game per long” or “game per short” than in the “low probability gaming state”.

  In the present embodiment, the “non-temporary gaming state” means that in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 8, the time required for the lottery is set as long as 29 seconds, and The game state in which the opening control time of the second starting port 10 when winning is won is set to be as short as 0.2 seconds. That is, when a game ball passes through the normal symbol gate 8, a normal symbol lottery is performed, and the lottery result is determined 29 seconds after the lottery is started. If the lottery result is a win, then the second start port 10 is controlled to the second mode for about 0.2 seconds.

On the other hand, the “short-time gaming state” means that the time required for the normal symbol lottery is 3 seconds, which is shorter than the “non-short-time gaming state”, and the second starting point when winning in the win A game state in which the release control time of 10 is set to 3.5 seconds, which is longer than the “non-short game state”. Furthermore, in the “non-short game state”, the probability of winning in the normal symbol lottery is set to 1/11, and in the “short time game state”, the probability of winning in the normal symbol lottery is set to 10/11. Is set.
Therefore, in the “short-time gaming state”, the second starting port 10 is more easily controlled to the second mode as long as the game ball passes through the normal symbol gate 8 than in the “non-short-time gaming state”. Thereby, in the “short-time gaming state”, the player can advance the game without consuming the game ball.
Note that the probability of winning in the normal symbol lottery may be set so that it does not change in any of the “non-short-time gaming state” and the “time-short gaming state”.

  Moreover, in this embodiment, the normal symbol gate 8 for opening the 2nd starting port 10 and the 2nd starting port 10 is provided in the right-handed game area 6b (refer FIG. 1). Therefore, in the “short-time gaming state”, the player can advantageously advance the game by hitting right so as to make the game ball enter the second entry area 6d. On the other hand, in the “non-short game state”, it is difficult for the game ball to enter the second starting port 10 even if the game ball enters the normal symbol gate 8. Therefore, the player can proceed with the game more advantageously by performing an operation of causing the game ball to enter the first entry area 6c and aiming at the first start port 9.

  In the present embodiment, the “specific game period after the end of the small hit” refers to the variation pattern determination table that can determine the same effect as the high probability game state in order to have an expectation that the state is a high probability game state. Refers to the playing period.

  Next, the progress of the game in the gaming machine 1 will be described using a flowchart.

(Main processing of main control board)
The main process of the main control board 101 will be described with reference to FIG.

  When power is supplied from the power supply board 107, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.

(Step S10)
First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a reads a startup program from the main ROM in response to power-on, initializes a flag stored in the main RAM, and stores various commands on the effect control board 102 for transmission data for effect. Processing to store in the area is performed.

(Step S20)
In step S20, the main CPU 101a performs an effect random number update process for updating the reach determination random value, the first effect random number, the second effect random value, and the third effect random value.

(Step S30)
In step S30, the main CPU 101a updates the special symbol determination initial value random number, the big hit symbol initial value random number, and the small hit symbol initial value random number. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.

(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG.

  A clock pulse is generated every predetermined period (4 milliseconds, hereinafter referred to as “4 ms”) by the reset clock pulse generation circuit provided on the main control board 101, so that the timer interrupt processing described below is executed. Is done.

(Step S100)
First, in step S100, the main CPU 101a saves the information stored in the register of the main CPU 101a to the stack area.

(Step S110)
In step S110, the main CPU 101a updates the special symbol time counter, updates the special game timer counter such as the opening time of the special electric accessory, updates the normal symbol time counter, and updates the normal power release time counter. A time control process for updating various timer counters is performed. Specifically, a process of subtracting 1 from a special symbol time counter, a special game timer counter, a normal symbol time counter, and a general electricity open time counter is performed.

(Step S120)
In step S120, the main CPU 101a performs a random number update process for the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, and the hit determination random number value.
Specifically, each random number counter is incremented by 1, and the random number counter is updated. When the addition result exceeds the maximum value in the random number range, the random number counter is reset to 0. When the random number counter makes one round, the random number is updated from the initial random number value at that time.

(Step S130)
In step S130, the main CPU 101a performs an initial value random number update process of adding one to the special symbol determination initial value random number counter, the big hit symbol initial value random number counter, and the small hit symbol initial value random number counter to update the random number counter. .

(Step S200)
In step S200, the main CPU 101a performs input control processing.
In this process, the main CPU 101a has input to each of the general winning opening detection switch 7a, the gate detection switch 8a, the first starting opening detection switch 9a, the second starting opening detection switch 10a, and the big winning opening detection switch 25a. Input processing for determining whether or not. Specifically, this will be described later with reference to FIGS.

(Step S300)
In step S300, the main CPU 101a performs a special figure special power control process for controlling special symbols and special electric accessories. Details will be described later with reference to FIGS.

(Step S400)
In step S400, the main CPU 101a performs a normal / normal power control process for controlling the normal symbol and the normal electric accessory. Details will be described later with reference to FIGS.

(Step S500)
In step S500, the main CPU 101a performs a payout control process.
In this process, the main CPU 101a checks whether or not a game ball has won the big winning opening 25, the first starting opening 9, the second starting opening 10, and the general winning opening 7, and if there is a winning, Is sent to the payout control board 103.
More specifically, the general winning award winning ball counter, the large winning award winning ball counter, and the starting winning award ball counter updated in FIG. 17 to be described later are checked, and a payout number designation command corresponding to each winning award is issued. Transmit to the payout control board 103. Thereafter, predetermined data is subtracted from the prize ball counter corresponding to the sent out number designation command and updated.

(Step S600)
In step S600, the main CPU 101a performs data creation processing of external information data, start opening / closing solenoid data, special winning opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, and a storage number designation command.

(Step S700)
In step S700, the main CPU 101a performs output control processing. In this process, a port output process is performed for outputting signals of the external information data, the start opening / closing solenoid data, and the special winning opening opening / closing solenoid data created in S600. Further, in order to turn on the LEDs of the special symbol display devices 19 and 20 and the normal symbol display device 21, a display device output process for outputting the special symbol display device data and the normal symbol display device data created in S600 is performed. . Further, command transmission processing for transmitting a command set in the effect transmission data storage area of the main RAM 101c is also performed.

(Step S800)
In step S800, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.

  The input control process of the main control board 101 will be described with reference to FIG.

(Step S210)
First, in step S210, the main CPU 101a determines whether or not a detection signal is input from the general winning opening detection switch 7a, that is, whether or not a game ball has entered the general winning opening 7. When the main CPU 101a receives a detection signal from the general winning opening detection switch 7a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.

(Step S220)
In step S220, the main CPU 101a determines whether or not the detection signal from the big prize opening detection switch 25a has been inputted, that is, whether or not the game ball has entered the big prize opening 25. When the main CPU 101a receives a detection signal from the big prize opening detection switch 25a, the main CPU 101a adds and updates predetermined data to the big prize mouth prize ball counter used for the prize ball and wins the big prize mouth 25. The winning prize entrance counter (C) for counting the number of game balls played is added and updated.

(Step S230)
In step S230, the main CPU 101a determines whether or not the detection signal from the first start port detection switch 9a has been input, that is, whether or not the game ball has entered the first start port 9 and determines the jackpot. Predetermined data to perform is set. Details will be described later with reference to FIG.

(Step S240)
In step S240, the main CPU 101a determines whether or not a detection signal from the second start port detection switch 10a has been input, that is, whether or not a game ball has entered the second start port 10. When the main CPU 101a receives a detection signal from the second start port detection switch 10a, the main CPU 101a performs the same process as in step S230. However, in this second start port detection switch input process, “1” is added to the second special symbol hold number (U2) storage area, and the extracted special symbol determination random number value, jackpot symbol random number value, small hit value The random number value for symbols and the random number value for reach determination are stored in the second special symbol storage area. That is, the first start port detection switch input process and the second start port detection switch input process are different from each other only in the storage area for storing various data, and all other processes are the same.

(Step S250)
In step S250, the main CPU 101a determines whether the gate detection switch 8a has input a signal, that is, whether the game ball has passed through the normal symbol gate 8. This gate detection switch input process will be described later with reference to FIG.

  The first start port detection switch input process of the main control board 101 will be described with reference to FIG.

(Step S230-1)
First, in step S230-1, the main CPU 101a determines whether or not a detection signal from the first start port detection switch 9a has been input.
When the detection signal from the first start port detection switch 9a is input, the process proceeds to step S230-2. When the detection signal from the first start port detection switch 9a is not input, the first start port The detection switch input process is terminated.

(Step S230-2)
In step S230-2, the main CPU 101a performs a process of adding predetermined data to the starting opening prize ball counter used for the prize ball and updating it.

(Step S230-3)
In step S230-3, the main CPU 101a determines whether or not the number of reservations set in the first special symbol reservation number (U1) storage area is less than four. If the number of reserves set in the first special symbol hold count (U1) storage area is less than 4, the process proceeds to step S230-4 and set in the first special symbol hold count (U1) storage area. When the number of held holds is not less than 4, the first start port detection switch input process is terminated.

(Step S230-4)
In step S230-4, the main CPU 101a adds “1” to the first special symbol hold count (U1) storage area and stores it.

(Step S230-5)
In step S230-5, the main CPU 101a obtains a special symbol determination random number, searches for an empty storage unit in order from the first storage unit in the first special symbol storage area, and stores the free memory. The random number value for special symbol determination acquired in the section is stored.

(Step S230-6)
In step S230-6, the main CPU 101a obtains the jackpot symbol random number value, and searches for a vacant storage unit in order from the first storage unit in the first special symbol storage area. The random number value for the jackpot symbol acquired in is stored.

(Step S230-7)
In step S230-7, the main CPU 101a obtains a random number value for a small hit symbol, searches for a free storage unit in order from the first storage unit in the first special symbol storage area, and stores the free storage. The random number value for the small hit symbol obtained in the part is stored.

(Step S230-8)
In step S230-8, the main CPU 101a acquires a random number for reach determination, searches for an empty storage unit in order from the first storage unit in the first special symbol storage area, and stores an empty storage unit. The obtained random number for reach determination is stored.

(Step S230-9)
In step S230-9, the main CPU 101a acquires a random number value for first effect, searches for a free storage unit in order from the first storage unit in the first special symbol storage area, and stores a free storage. The first effect random number value acquired in the section is stored.

(Step S230-10)
In step S230-10, the main CPU 101a acquires a random number value for second effect, searches for an empty storage unit in order from the first storage unit in the first special symbol storage area, and stores an empty storage. The second effect random number value acquired in the section is stored.

(Step S230-11)
In step S230-11, the main CPU 101a acquires a random number value for third effect, searches for an empty storage unit in order from the first storage unit in the first special symbol storage area, and stores an empty storage. The third effect random value acquired in the section is stored.

(Step S231)
In step S231, the main CPU 101a performs a pre-determination process for determining each random number value acquired in steps S230-5 to S230-11 based on a table corresponding to the current gaming state. The detection switch input process is terminated. This prior determination process is performed in the same manner as the jackpot determination process and the variation pattern determination process described later. This prior determination process will be described later with reference to FIG.

  The prior determination process of the main control board 101 will be described with reference to FIG.

(Step S231-1)
First, in step S231-1, the main CPU 101a determines whether or not the high probability game flag is turned on in the high probability game flag storage area. The case where the high probability gaming flag is ON is a case where the current gaming state is a high probability gaming state. If the high probability game flag is ON, the process proceeds to step S231-2. If the high probability game flag is not ON, the process proceeds to step S231-3.

(Step S231-2)
In step S231-2, when the main CPU 101a determines that the current gaming state is the high probability gaming state, the main CPU 101a selects the “high probability random number determination table”.

(Step S231-3)
In step S231-3, when the main CPU 101a determines that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a selects the “low probability random number determination table”.

(Step S231-4)
In step S231-4, the main CPU 101a uses the special symbol determination random number value written in the determination storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6, which will be described later, as described in step S231-2 or The determination is made based on the “high probability random number determination table” or “low probability random number determination table” selected in step S231-3.

(Step S231-5)
In step S231-5, the main CPU 101a determines whether or not it is a loss as a result of the jackpot determination in step S231-4. If it is determined to be lost, the process proceeds to step S231-6. If it is not determined to be lost, the process proceeds to step S231-8.

(Step S231-6)
In step S231-6, the main CPU 101a determines the reach determination random value based on the “high probability random number determination table” or the “low probability random number determination table”.

(Step S231-7)
In step S231-7, the main CPU 101a determines whether or not it is reach as a result of the determination of the reach random number value in step S231-6. If it is determined as reach, the process proceeds to step S231-10. If it is not determined as reach, the process proceeds to step S231-12.

(Step S231-8)
In step S231-8, the main CPU 101a determines whether or not it is a big hit if it is not determined to be lost in step S231-5. If it is determined that the jackpot is determined, the process proceeds to step S231-9. If it is not determined that the jackpot is determined, the process proceeds to step S231-10.

(Step S231-9)
In step S231-9, the main CPU 101a determines the jackpot symbol random number value and determines the type of special symbol (stop symbol data).

(Step S231-10)
In step S231-10, the main CPU 101a determines the second effect random number value based on the “high probability random number determination table” or the “low probability random number determination table”.

(Step S231-11)
In step S231-11, the main CPU 101a determines whether or not there is an interrupt as a result of the determination of the second rendering random number in step S231-10. If it is not determined that there is an interrupt, the process proceeds to step S231-12, and if it is determined that there is an interrupt, the process proceeds to step S231-13.

(Step S231-12)
In step S231-12, if the main CPU 101a does not determine that there is an interrupt in step S231-11, the main CPU 101a sets a normal start winning designation command in the effect transmission data storage area.

(Step S231-13)
In step S231-13, if it is determined in step S231-11 that there is an interrupt, the main CPU 101a sets an interrupt start winning designation command in the effect transmission data storage area.

  The gate detection switch input process of the main control board 101 will be described with reference to FIG.

(Step S250-1)
First, the main CPU 101a determines whether or not a detection signal from the gate detection switch 8a has been input.
If the detection signal from the gate detection switch 8a has been input, the process proceeds to step S250-2. If the detection signal from the gate detection switch 8a has not been input, the gate detection switch input process ends.

(Step S250-2)
If it is determined in step S250-1 that the detection signal from the gate detection switch 8a has been input, the main CPU 101a determines whether or not the normal symbol holding number (G) is less than four. In the present embodiment, when the game ball passes through the normal symbol gate 8, the normal symbol variation display is performed, and the upper limit reserved number of the right of the regular symbol variation display is set to "4". If it is determined that the normal symbol hold count (G) is less than 4, the process proceeds to step S250-3, and if it is determined that the normal symbol hold count (G) is not less than 4 (4). The gate detection switch input process is terminated.

(Step S250-3)
If it is determined in step S250-2 that the normal symbol hold count (G) is less than 4, the main CPU 101a displays the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area. ) And a value obtained by adding “1” is stored as a new normal symbol holding number (G).

(Step S250-4)
Next, the main CPU 101a extracts one hit determination random number value from a random number range (for example, 0 to 10) prepared in advance, and stores the extracted random number value in the normal symbol holding storage area.

  With reference to FIG. 21, the special figure special electric power control process of the main control board 101 will be described.

(Step S301)
First, in step S301, the value of the special figure special electricity processing data is loaded, the branch address is referred to from the special figure special electric treatment data loaded in step S302, and if the special figure special electric treatment data = 0, the special symbol memory determination process (step The process proceeds to S310). If the special symbol special power processing data = 1, the process proceeds to the special symbol variation processing (step S320). If the special symbol special power processing data = 2, the special symbol stop processing (step S330) is performed. If special figure special electric processing data = 3, the process moves to the big hit game process (step S340), and if special figure special electric process data = 4, the process moves to the small hit game process (step S350). If special electric processing data = 5, the processing is shifted to a special game end processing (step S360). Details will be described later with reference to FIGS.

  The special symbol memory determination process of the main control board 101 will be described with reference to FIG.

(Step S310-1)
In step S <b> 310-1, the main CPU 101 a determines whether or not a special symbol variation display is being performed. If the special symbol variation display is in progress (special symbol time counter ≠ 0), the special symbol storage determination process is terminated. If the special symbol variation display is not in progress (special symbol time counter = 0), step 310 is performed. The process is moved to -2.

(Step S310-2)
In step S310-2, when the special symbol is not changing, the main CPU 101a determines whether or not the second special symbol hold count (U2) storage area is 1 or more. If the second special symbol hold count (U2) storage area is not 1 or more, the process proceeds to step S310-4, and it is determined that the second special symbol hold count (U2) storage area is "1" or more. In step S310-3, the process proceeds.
Thus, the second special symbol storage area is processed with priority over the first special symbol storage area.

(Step S310-3)
In step S310-3, the main CPU 101a subtracts “1” from the value stored in the second special symbol hold count (U2) storage area and stores it.

(Step S310-4)
In step S310-4, the main CPU 101a determines whether or not the first special symbol hold count (U1) storage area is 1 or more. If the first special symbol holding number (U1) storage area is not 1 or more, the process proceeds to step S317, and if it is determined that the first special symbol holding number (U1) storage area is "1" or more. The process moves to step S310-5.

(Step S310-5)
In step S310-5, the main CPU 101a subtracts “1” from the value stored in the first special symbol hold count (U1) storage area and stores it.

(Step S310-6)
In step S310-6, the main CPU 101a determines a predetermined random number value (special number stored in a special symbol reservation storage area corresponding to the special symbol reservation number (U) storage area subtracted in steps S310-2 to S310-5. Design determination random number value, jackpot symbol random number value, small hit symbol random number value, reach determination random value, first effect random value, second effect random value, third effect random value) and start winning designation Performs command shift processing. Specifically, a predetermined random number value and a start winning designation command stored in the first storage unit to the fourth storage unit in the first special symbol storage area or the second special symbol storage area are stored in the previous storage unit. Shift to. Here, the predetermined random number value and the start winning designation command stored in the first storage unit are shifted to the determination storage area (the 0th storage unit). At this time, the predetermined random number value and the start winning designation command stored in the first storage unit are written in the determination storage area (0th storage section) and already written in the determination storage area (0th storage section). The stored data will be deleted from the special symbol reserved storage area. Thereby, the predetermined random number value and the start winning designation command used in the previous game are deleted. After the shift, the start winning designation command MODE is processed so as to correspond to the storage area after the shift.

  For example, after shifting the start winning designation command and the predetermined random number value in the second storage unit of the first special symbol holding storage area to the first storage unit of the first special symbol holding storage area, The MODE “A2H” is processed into “A1H”. Similarly, after the start winning designation command and the predetermined random number value in the third storage unit of the first special symbol holding storage area are shifted to the second storage unit, the MODE “A3H” of the starting winning designation command is changed to “A2H”. And the start winning designation command and the predetermined random number value in the fourth storage section of the first special symbol holding storage area are shifted to the third storage section, and then the start winning designation command MODE “A4H” Is processed into “A3H”. Similarly, when the second special symbol reserved storage area is shifted from the first storage unit to the third storage unit, “B2H” becomes “B1H”, “B3H” becomes “B2H”, “B4H” becomes “ B3H ". Here, after shifting the data in the fourth storage unit, blank data is set in the new fourth storage area, and the data in the fourth storage area is cleared.

(Step S311)
In step S311, the main CPU 101a writes the data (special symbol determination random number value, jackpot symbol random number value, small hit value written in the determination symbol storage area (the 0th storage unit) of the special symbol reservation storage area in step S310-6 above. The jackpot determination process is executed based on the design random number. Details will be described later with reference to FIG.

(Step S312)
In step S312, the main CPU 101a performs a variation pattern determination process for determining a variation pattern. This variation pattern determination process will be described later with reference to FIG.

(Step S313)
In step S313, the main CPU 101a confirms the gaming state at the start of the change, and sets a gaming state designation command corresponding to the current gaming state in the effect transmission data storage area.

(Step S314)
In step S314, the main CPU 101a starts the special symbol variation display on the special symbol display devices 19 and 20. That is, the special symbol variation display data is set in the processing area. Thereby, when the information written in the processing area relates to the first hold (U1), the special symbol display device 19 blinks, and when the information relates to the second hold (U2), the special symbol display device 20 blinks. Will be allowed to.

(Step S315)
In step S315, the main CPU 101a sets 00H to the demonstration determination flag. That is, the demonstration determination flag is cleared. Note that the demonstration determination flag = “00H” indicates that the special symbol is currently being displayed or that a special game is being displayed. On the other hand, when neither the special symbol variation display nor the special game is displayed, the demonstration determination flag “01H” is stored. If the demonstration determination flag = “01H” is stored, a demonstration designation command is set in step S319-3, which will be described later, and it is transmitted to the effect control board 102 that neither special symbol variation display nor special game is being played. .

(Step S316)
In step S316, the main CPU 101a sets the special symbol special electric processing data = 1, shifts the processing to the special symbol variation processing shown in FIG. 25, and ends the special symbol memory determination processing.

(Step S317)
If it is determined in step S310-4 that the first hold (U1) is “0”, that is, if neither the first hold (U1) nor the second hold (U2) is reserved, The main CPU 101a determines whether 01H is set in the demonstration determination flag. If 01H is set in the demo determination flag, the special symbol memory determination process is terminated. If 01H is not set in the demo determination flag, the process proceeds to step S318.

(Step S318)
In step S318, the main CPU 101a sets 01H to the demo determination flag so that the demo designation command is not set many times in step S319 described later.

(Step S319)
In step S319, the main CPU 101a sets a demonstration designation command in the effect transmission data storage area, and ends the special symbol memory determination process.

  The jackpot determination process will be described with reference to FIG.

(Step S311-1)
First, in step S311-1, the main CPU 101a determines whether or not the high probability game flag is turned on in the high probability game flag storage area. The case where the high probability gaming flag is ON is a case where the current gaming state is a high probability gaming state. If the high probability game flag is ON, the process proceeds to step S311-2. If the high probability game flag is not ON, the process proceeds to step S311-3.

(Step S311-2)
In step S311-2, when the main CPU 101a determines that the current gaming state is the high probability gaming state, the main CPU 101a selects the “high probability random number determination table”.

(Step S311-3)
In step S311-2, when determining that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a selects the “low probability random number determination table”.

(Step S311-4)
In step S311-4, the main CPU 101a uses the special symbol determination random number value written in the determination storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6 as the step S311-2 or step S311-4. The determination is made based on the “high probability random number determination table” or “low probability random number determination table” selected in S311-3.
More specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the jackpot determination table for the first special symbol display device of FIG. When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, refer to the jackpot determination table for the second special symbol display device in FIG. 4B. Then, based on the special symbol determination random number value, it is determined whether it is “big hit”, “small hit”, or “lost”.

(Step S311-5)
In step S <b> 311-5, the main CPU 101 a determines whether or not the jackpot determination is made as a result of the jackpot determination in step S <b> 311-4. If it is determined that the jackpot is determined, the process proceeds to step S311-6. If it is not determined that the jackpot is determined, the process proceeds to step S311-9.

(Step S311-6)
In step S311-6, the main CPU 101a determines the jackpot symbol random number value written in the determination symbol storage area (the 0th storage unit) of the special symbol reservation storage area in step S310-6, and determines the special symbol type ( Stop symbol data) is determined, and a jackpot symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the symbol determination table for the first special symbol display device (see FIG. 5A). ), When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, the symbol determination table for the second special symbol display device (see FIG. 5A). ), Stop symbol data indicating the type of the special symbol to be stopped is determined based on the jackpot symbol random number value, and the determined stop symbol data is set in the stop symbol data storage area.
Note that the determined special symbol is used to determine “big hit” or “small hit” in the special symbol stop process of FIG. 26 as will be described later, as well as the big hit game process of FIG. 27 and the small hit of FIG. It is also used to determine the operating mode of the big prize opening in the game process, and is also used to determine the game state after the jackpot in the special game end process of FIG.

(Step S311-7)
In step S <b> 311-7, the main CPU 101 a generates an effect designating command corresponding to the special symbol for jackpot in order to transmit data corresponding to the special symbol to the effect control board 102, and stores it in the effect transmission data storage area. set.

(Step S311-8)
In step S311-8, the main CPU 101a determines the game state at the time of winning the big win from the information set in the game state storage area (time-short game flag storage area, high probability game flag storage area), and the game state at the time of the big win Is set in the game state buffer. Specifically, if both the short-time game flag and the high-probability game flag are not set, 00H is set. If the short-time game flag is not set but the high-probability game flag is set, 01H is set. If the short-time game flag is set but the high-probability game flag is not set, 02H is set. If both the short-time game flag and the high-probability game flag are set, 03H is set.
In this way, apart from the game state storage area (time-short game flag storage area, high-probability game flag storage area), the game state at the time of winning the jackpot is set in the game state buffer. Since the high-probability game flag and the short-time game flag in the state storage area (time-short game flag storage area, high-probability game flag storage area) are reset, after the jackpot ends, based on the game state at the time of winning the jackpot This is because the game state storage area cannot be referred to when determining the game state at the time of the big hit. As described above, by providing a game state buffer for storing game information indicating the game state at the time of winning the big hit, apart from the game state storage area, it is possible to refer to the game information in the game state buffer after the end of the big win Based on the gaming state at the time of winning the jackpot, it is possible to newly set a gaming state after the jackpot (such as a short-time gaming state and a short-time number of times).

(Step S311-9)
If it is not determined in step S311-5 that the game is a big win, the main CPU 101a determines whether or not the game is determined to be a big win. If it is determined to be a small hit, the process proceeds to step S311-10. If it is not determined to be a small hit, the process proceeds to step S311-12.

(Step S311-10)
In step S 311-10, the main CPU 101 a determines the random number value for the small hit symbol written in the determination storage area (the 0th storage unit) of the special symbol holding storage area in step S 310-6 and determines the type of the special symbol. And a small hit symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, with reference to the symbol determination table of FIG. 5B, stop symbol data indicating the type of special symbol is determined based on the random number value for the small hit symbol, and the determined stop symbol data is used as the stop symbol. Set in the data storage area. In the present embodiment, “small hit A” and “small hit B” are provided as the types of “small hit”. However, regardless of which “small hit” is won, the contents of the small hit game executed thereafter are exactly the same, and the “small hit A” and “small hit B” have special symbol display devices 19, Only the special symbol stopped and displayed at 20 is different.

(Step S311-11)
In step S3111-11, the main CPU 101a generates an effect symbol designation command corresponding to the special symbol for small hits in order to transmit data corresponding to the special symbol to the effect control board 102, and transmits an effect transmission data storage area. And the process proceeds to step S311-8.

(Step S311-12)
In step S3112, the main CPU 101a refers to the symbol determination table of FIG. 5C to determine a special symbol for losing, and sets the determined stop symbol data for losing in the stopped symbol data storage area.

(Step S311-13)
In step S311-13, the main CPU 101a generates an effect designating command corresponding to the special symbol for losing in order to transmit the data corresponding to the special symbol to the effect control board 102, and sets it in the effect transmission data storage area. Then, the jackpot determination process ends.

  The variation pattern determination process will be described with reference to FIG.

(Step S312-1)
In step S312-1, the main CPU 101a determines whether or not the stop symbol data stored in the stop symbol data storage area is lost. If the symbol is determined to be a lost symbol, the process proceeds to step S312-2. If the symbol is not determined to be a lost symbol, the process proceeds to step S312-3.

(Step S312-2)
In step S312-2, the main CPU 101a refers to the variation pattern determination table and determines whether or not a reach effect is to be performed based on the reach determination random value.

(Step S312-3)
In step S312-2, the main CPU 101a determines the current gaming state stored in the gaming state storage area of the main RAM 101c, the determination result of the jackpot determination process in step S311 above, and the determination result of the reach random number value in step S312-2 above. Set the variation pattern determination table based on

(Step S312-4)
In step S312-4, the main CPU 101a refers to the variation pattern determination table set in step S312-3, and determines which variation pattern is to be performed for the reach effect based on the first effect random number value. .
Specifically, for example, in the normal gaming state (low probability gaming state), when the determination result of the jackpot determination process is “big winning”, the variation pattern determination table for the normal gaming state (for low probability gaming state) in FIG. , When the jackpot symbol random number value is 0 to 69 and the first effect random number value is 0 to 29, the variation pattern is determined as the variation pattern 1 for performing the variation effect of reach A (winning). When the first effect random number is 30 to 99, the change pattern is determined to be the change pattern 2 that performs the change effect of reach B (winning).

(Step S312-5)
In step S <b> 312-5, the main CPU 101 a refers to the variation pattern determination table, and determines whether or not to interrupt the variation pattern based on the second effect random number value, and determines the interrupt pattern when performing the interrupt. To do.
Specifically, for example, in the normal gaming state (low probability gaming state), the determination result of the jackpot determination process is “big hit”, the jackpot symbol random value is 0 to 69, and the first effect random number is 30 to 99 Sometimes, the variation pattern table for the normal gaming state (for the low probability gaming state) in FIG. 9 is referred to, and when the second effect random value is 0 to 29, it is determined that there is no interruption. Further, when the second effect random number value is 30 to 59, it is determined that there is a reach 3 (win) interruption, and when the second effect random number value is 60 to 99, it is determined that there is a reach 4 (win) interrupt.

(Step S312-6)
In step S312-6, the main CPU 101a performs determination or interruption without performing the interrupt determined in step S312-5 and the lower order command including the variation pattern command corresponding to the variation pattern determined in step S312-4. A first effect command including an upper command including an interrupt pattern command corresponding to the interrupt pattern is set in the effect transmission data storage area.
The upper command of the first effect command is associated with an interrupt pattern command (E0H to EAH) for winning at the first start port 9 and an interrupt pattern command (F0H to FAH) for winning at the second start port 10. ing. In addition, variation pattern commands (00H to 9FH) are associated with the lower commands of the first effect command. The lower command is associated with a larger number of commands than the number of commands associated with the upper command.
Specifically, for example, when the fluctuation pattern is determined to be reach A (winning) in step S312-4 and in step S312-5, it is determined that there is no interruption, the fluctuation corresponding to reach A (winning). E002H, which is a first effect command composed of pattern command 02H and interrupt pattern command E0H corresponding to no interrupt, is set in the effect transmission data storage area. Further, for example, when the variation pattern is determined to be reach B (winning) and the interrupt pattern is determined to be reach 3 (winning), the variation pattern command 03H corresponding to reach B (winning) and reach 3 (winning) are determined. E003H, which is a first effect command consisting of E3H, which is an interrupt pattern command corresponding to “win”, is set in the effect electric data storage area.

(Step S312-7)
In step S312, the main CPU 101a proceeds to step S312-8 when it is determined to interrupt in step S312-6, and proceeds to step S312 when it is determined not to interrupt. Move processing to -10.

(Step S312-8)
In step S312-8, the main CPU 101a refers to the interrupt timing and interrupt count determination table, and determines the interrupt timing and interrupt count when interrupting based on the third effect random number value.
Specifically, for example, in the normal gaming state (low probability gaming state), the determination result of the jackpot determination process is “big hit”, the jackpot symbol random value is 0 to 69, the first effect random number is 30 to 99, When the second effect random number is 30 to 59, the interrupt timing determination table of FIG. 10 is referred to. When the third effect random number is 0 (interrupt timing 5000 ms, interrupt count 1), reach B (win) It is determined that reach 3 (winning) is interrupted at the time when the backward calculation is performed for 5 seconds from the end time. Also, for example, when the third effect random number value is 5 (interrupt timing 10000 ms, interrupt count is 2), the first reach 3 (win) is interrupted when back-calculated for 10 seconds from the end time of reach B (win) It is determined that the second reach 3 (win) interrupts at the point of time when 10 seconds are calculated backward from the end time of the first reach 3 (win). Further, for example, when the third rendering random number is 10 (interrupt timing 15000 ms, interrupt count 3 times), the first reach 3 (per hit) is interrupted at the time of back calculation for 15 seconds from the end time of reach B (per win). The second reach 3 (hits) is interrupted at the time of 15 seconds from the end time of the first reach 3 (hits), and three times at the time of the back calculation of 15 seconds from the end time of the second reach 3 (hits). It is determined that the reach 3 (hit) of the surface is interrupted.

(Step S312-9)
In step S312-9, the main CPU 101a determines a lower command including an interrupt timing command corresponding to the timing of performing the interrupt processing determined in step S312-8, and an upper command including an interrupt count command corresponding to the interrupt count. The second effect command consisting of is set in the effect transmission data storage area.
The upper command of the second effect command is associated with an interrupt count command (00H to 02H). In addition, an interrupt timing command (00H to 03H) is associated with the lower order command of the second effect command. The lower command is associated with a larger number of commands than the number of commands associated with the upper command.
Specifically, for example, in step S312-8, when it is determined that reach 3 (win) is interrupted at the time when 5000 ms is calculated backward from the end time of reach B (win) and the number of interrupts is 2 times, A second effect command 0100H consisting of an interrupt timing command 00H corresponding to the interrupt timing 5000 ms and an interrupt count command 01H corresponding to one interrupt count is set in the effect transmission data storage area. In addition, when reach 20,000 ms is calculated backward from the end time of reach B (per hit), reach 3 (per hit) interrupts, and when it is determined that the number of interrupts is three, it is an interrupt timing command corresponding to the interrupt timing 20000 ms. A second effect command 0203H consisting of 03H and an interrupt count command 02H corresponding to an interrupt count of 3 is set in the effect transmission data storage area.
The first effect command and the second effect command set in the effect transmission data storage area in step S312-6 are transmitted to the effect control board 102 in step S700 in one routine process.

(Step S312-10)
In step S312-10, the main CPU 101a sets the fluctuation time of the fluctuation pattern in the special symbol time counter, and ends the fluctuation pattern determination process. The special symbol time counter is subtracted every 4 ms in S110.
Specifically, for example, in the normal gaming state (low probability gaming state), the determination result of the jackpot determination process is “big hit”, the jackpot symbol random value is 0 to 69, and the first effect random number is 30 to 99 ( When the second effect random number is 0 to 29 (no interruption), the fluctuation time of the fluctuation pattern is set to 90 seconds, which is the fluctuation time of reach B (hit).
Further, in the normal gaming state (low probability gaming state), the determination result of the jackpot determination process is “big jackpot”, the jackpot symbol random value is 0 to 69, and the first effect random number is 30 to 99 (reach B (win)) ), When the second effect random number value is 30 to 59 (reach 3 (per win)) and the third effect random number value is 3 (reverse calculation time 20 seconds, interrupt count once), the variation time of reach B (per win) 100 seconds which is a time obtained by adding 30 seconds which is the interrupt variation time of reach 3 (per) to the time (70 seconds) obtained by subtracting 20 seconds which is the reverse calculation time from 90 seconds which is
Furthermore, in the normal gaming state (low probability gaming state), the determination result of the jackpot determination process is “big jackpot”, the jackpot symbol random value is 0 to 69, and the first effect random number is 30 to 99 (reach B (win)) ) When the second effect random number is 30 to 59 (reach 3 (win)) and the third effect random number is 5 (back calculation time 20 seconds, interrupt count 2 times), the reach B (win) variation time 30 seconds, which is the first 3 reach times (100 seconds), is added to the time obtained by subtracting 20 seconds, which is the reverse calculation time, from 90 seconds (100 seconds) (100 seconds), and the first reach 3 ( 110 seconds, which is the time obtained by subtracting 20 seconds, which is the reverse calculation time, from 100 seconds, which is the fluctuation end time of 80 hits, and 30 seconds, which is the interrupt variation time of the second reach 3 (win). Set.

  The special symbol variation process will be described with reference to FIG.

(Step S320-1)
In step S320-1, the main CPU 101a determines whether or not the variation time set in step S316 has elapsed (special symbol time counter = 0). As a result, if it is determined that the variation time has not elapsed, the special symbol variation process is terminated and the next subroutine is executed.

(Step S320-2)
When it is determined that the time set in step S320-1 has elapsed, the main CPU 101a performs steps S311-6, S311-10, and the like in a routine process (big hit determination process) before the special symbol variation process. The special symbol set in S311-12 is stopped and displayed on the special symbol display devices 19 and 20. As a result, the jackpot determination result is notified to the player.

(Step S320-3)
In step S320-3, the main CPU 101a sets a symbol determination command in the effect transmission data storage area.

(Step S320-4)
In step S320-4, when the main CPU 101a starts the special symbol stop display as described above, the main CPU 101a sets the symbol stop time (1 second = 1500 counter) in the special symbol time counter. The special symbol time counter is decremented by -1 every 4 ms in S110.

(Step S320-5)
In step S320-5, the main CPU 101a sets 2 to the special symbol special electric processing data, shifts the processing to the special symbol stop processing shown in FIG. 26, and ends the special symbol variation processing.

  The special symbol stop process will be described with reference to FIG.

(Step S330-1)
In step S330-1, the main CPU 101a determines whether or not the symbol stop time set in step S320-4 has elapsed (special symbol time counter = 0). As a result, when it is determined that the symbol stop time has not elapsed, the special symbol stop process is terminated and the next subroutine is executed.

(Step S330-2)
In step S330-2, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. The case where the flag is turned on in the time-short game flag storage area is a case where the current game state is the time-short game state. If the flag is turned on in the time-saving game flag storage area, the process proceeds to step S330-3. If the flag is turned off in the time-short game flag storage area, the process moves to step S330-4.

(Step S330-3)
In step S330-3, the main CPU 101a performs a time-saving game end determination process. Specifically, “1” is subtracted from (J) stored in the short-time game count (J) storage area and stored as a new remaining variation count (J), and the stored short-time game count (J) ) Is “0”, and if the number of short-time games (J) = 0, the flag stored in the short-time game flag storage area is cleared (OFF). On the other hand, if the number of short-time games (J) is not 0, the flag stored in the short-time game flag storage area remains ON, and the process proceeds to step S330-4.
In step S330-3, when the number of time-saving games (J) = 0 and the flag of the time-saving game flag storage area is turned off, that is, when switching from the time-saving gaming state to the non-time-saving gaming state, the main CPU 101a Controls to turn off the lighted right-hand notification display 26.

(Step S330-4)
In step S330-4, the main CPU 101a determines whether or not a flag is turned on in the high probability game flag storage area. The case where the flag is turned on in the high probability game flag storage area is a case where the current gaming state is a high probability gaming state. If the flag is turned on in the high probability game flag storage area, the process proceeds to step S330-5. If the flag is turned off in the high probability game flag storage area, the process proceeds to step S330-6. Move.

(Step S330-5)
In step S330-5, the main CPU 101a performs a high probability game end determination process. Specifically, “1” is subtracted from (X) stored in the high-probability game count (X) storage area and stored as a new high-probability game count (X). It is determined whether or not the number of times (X) is “0”. If it is determined that the number of times of high probability games (X) = 0, the flag stored in the high probability game flag storage area is cleared. (OFF). On the other hand, if it is determined that the number of high-probability games (X) = 0 is not satisfied, the process proceeds to step S330-6.

(Step S330-6)
In step S330-6, the main CPU 101a confirms the current gaming state and sets a gaming state designation command in the effect transmission data storage area.

(Step S330-7)
In step S330-7, the main CPU 101a determines whether or not it is a big hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a jackpot symbol (stop symbol data = 01 to 06?). If it is determined that the jackpot symbol is determined, the process proceeds to step S330-11. If the symbol is not determined to be a jackpot symbol, the process proceeds to step S330-8.

(Step S330-8)
In step S330-8, the main CPU 101a determines whether or not it is a small hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a small hit symbol (stop symbol data = 07 to 10?). If it is determined that the symbol is a small hit symbol, the process proceeds to step S330-9. If it is not determined to be a small symbol, the process proceeds to step S330-10.

(Step S330-9)
In step S330-9, the main CPU 101a sets 4 in the special figure special electricity processing data, and moves the process to step S330-13.

(Step S330-10)
When it is determined in step S330-8 that the symbol is not a small hit symbol, the main CPU 101a sets 0 to the special symbol special electric processing data and shifts the processing to the special symbol memory determination processing shown in FIG.

(Step S330-11)
If the main CPU 101a determines in step S330-7 that the symbol is a jackpot symbol, the main CPU 101a sets 3 in the special chart special power processing data, and shifts the processing to the jackpot game processing shown in FIG.

(Step S330-12)
In step S330-12, the main CPU 101a resets the gaming state and the number of working hours. Specifically, the data in the high probability game flag storage area, the high probability game count (X) storage area, the short time game flag storage area, and the short time game count (J) storage area are cleared.

(Step S330-13)
In step S330-13, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and produces an opening command corresponding to these types. Set in the transmission data storage area.

(Step S330-14)
In step S330-14, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and specially sets the opening time according to these types. Set to the game timer counter. The special game timer counter is subtracted every 4 ms in step S110. When this process ends, the special symbol stop process ends.

  The jackpot game process will be described with reference to FIG.

(Step S340-1)
First, in step S340-1, the main CPU 101a determines whether or not it is currently opening. For example, if “0” is stored in the round game count (R) storage area, it is currently open, so it is determined whether the round game count (R) storage area is currently open. If it is determined that the current opening is being performed, the process proceeds to step S340-2. If it is determined that the current opening is not currently performed, the process proceeds to S340-6.

(Step S340-2)
In step S340-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter set in step S330-16 has become “0”. If the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the jackpot game process is terminated, and if the opening time has elapsed, the process proceeds to step S340-3.

(Step S340-3)
In step S340-3, the main CPU 101a performs a jackpot start setting process.
In the jackpot start setting process, first, an open mode determination table corresponding to the jackpot type is determined according to the stop symbol data. Specifically, as shown in FIG. 7, according to the stop symbol data, the release mode determination table for 1 per length (FIG. 8 (a)), the release mode determination table for 2 per length (FIG. 8 (b)). One of the open mode determination table for 3 per long (FIG. 8 (c)) and the open mode determination table for short (FIG. 8 (b)) are determined and set.
Next, “1” is added to the current round game number (R) stored in the round game number (R) storage area and stored. In step S340-3, nothing is stored in the round game number (R) storage area. That is, since no round game has been performed yet, “1” is stored in the round game count (R) storage area.

(Step S340-4)
In step S340-4, the main CPU 101a performs a special prize opening process. In this special winning opening opening process, the energization start data of the special winning opening / closing solenoid 25c is set, and the current round game number (R) and the number of open times (with reference to the table set in step S340-3) Based on K), the opening time of the special winning opening 25 is set in the special game timer counter.

(Step S340-5)
In step S340-5, the main CPU 101a determines whether or not K = 1, and if K = 1, in order to transmit information on the number of round games to the effect control board 102, the number of round games In response to (R), a special winning opening (R) round designation command is set in the effect transmission data storage area. For example, at the start of the first round game of jackpot, since the number of round games (R) is set to “1” and K = 1, the winning prize opening 1 round designation command is transmitted to the transmission data for production Set in the storage area. On the other hand, if K = 1 is not set, the jackpot game process is terminated without setting the big winning opening (R) round designation command in the effect transmission data storage area. In other words, the case where K = 1 means the start of a round, and therefore, the winning prize opening (R) round designation command is transmitted only at the start of the round.
In the present embodiment, as shown in FIG. 8, since the number of times of opening of the big prize opening is set to one per round game, the big winning opening is always designated in the step S340-5 (R) round designation. A command is set. However, if it is decided to open the grand prize opening 25 a plurality of times per round game, a special prize opening (R) round designation command is transmitted only when K = 1 as described above. It becomes.

(Step S340-6)
In step S340-6, the main CPU 101a determines whether or not it is currently ending. Ending here refers to processing after all preset round games have been completed. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-19. If it is determined that the current ending is not currently performed, the process proceeds to step S340-7.

(Step S340-7)
In step S340-7, the main CPU 101a determines whether or not the special winning opening 25 is being closed. If it is determined that the special prize opening 25 is closed, the process proceeds to step S340-8. If it is determined that the special prize opening 25 is not closed, the process proceeds to step S340-9.

(Step S340-8)
In step S340-8, the main CPU 101a determines whether the closing time set in step S340-10 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, if the closing time has not elapsed, the jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S340-4.

(Step S340-9)
In step S340-9, the main CPU 101a determines whether or not an “opening end condition” for ending the opening of the special winning opening 25 is satisfied.
This “opening end condition” is that the value of the winning prize entrance counter (C) has reached the maximum number (for example, 9) or that the maximum opening time has elapsed (special game timer counter = 0) Is applicable).
If it is determined that the “opening end condition” is satisfied, the process proceeds to step S340-10. If it is determined that the “opening end condition” is not satisfied, the jackpot game process is ended.

(Step S340-10)
In step S340-10, the main CPU 101a performs a special winning opening closing process.
In the special winning opening closing process, in order to close the special winning opening 25, the energization stop data of the special winning opening / closing solenoid 25c is set, and the release mode determination table determined in step 340-3 (see FIG. 8). Referring to FIG. 4, the closing time of the special winning opening 25 is set in the special game timer counter based on the current round game number (R) and the number of times open (K). As a result, the special winning opening 25 is closed.

(Step S340-11)
In step S340-11, the main CPU 101a determines whether or not one round has been completed. Specifically, in one round, the number of times of opening (K) is the maximum number of times of opening, or the value of the winning prize entrance counter (C) reaches the maximum number (for example, 9). Therefore, it is determined whether or not such a condition is satisfied.
If it is determined that one round is completed, the process proceeds to step S340-12. If it is determined that one round is not completed, the jackpot game process is terminated.

(Step S340-12)
In step S340-12, the main CPU 101a sets 0 in the number-of-openings (K) storage area and sets 0 in the number-of-stakes (C) storage area. That is, the number-of-openings (K) storage area and the number of balls received in the big prize opening (C) storage area are cleared.

(Step S340-13)
In step S340-13, the main CPU 101a determines whether or not the round game number (R) stored in the round game number (R) storage area is the maximum. If the round game number (R) is the maximum, the process proceeds to step S340-16, and if the round game number (R) is not the maximum, the process proceeds to step S340-14.

(Step S340-14)
In step S340-14, the main CPU 101a sets a round end designation command in the effect transmission data storage area according to the number of round games (R) in order to transmit the end information of the round game to the effect control board 102.

(Step S340-15)
Next, the main CPU 101a adds “1” to the current round game number (R) stored in the round game number (R) storage area and stores the result.

(Step S340-16)
On the other hand, if it is determined in step S340-13 that the round game number (R) is the maximum, the main CPU 101a resets the round game number (R) stored in the round game number (R) storage area. To do.

(Step S340-17)
Next, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and transmits an ending command according to the type of big hit to the effect control board 102. Therefore, it is set in the transmission data storage area for production.

(Step S340-18)
In step S340-18, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and determines the ending time according to the type of big hit as a special game timer counter Set to.

(Step S340-19)
In step S340-19, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S340-20 and passes the ending time. If it is determined that it is not, the jackpot game process is terminated as it is.

(Step S340-20)
Next, the main CPU 101a sets 5 in the special figure special electric processing data, and shifts the processing to the special game end process shown in FIG.

  Next, the small hit game processing will be described with reference to FIG.

(Step S350-1)
First, in step S350-1, the main CPU 101a determines whether or not it is currently open. If it is determined that the current opening is being performed, the process proceeds to step S350-2. If it is determined that the current opening is not currently performed, the process proceeds to S350-5.

(Step S350-2)
In step S350-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the small hit game process is terminated, and if the opening time has elapsed, the process proceeds to step S350-3.

(Step S350-3)
In step S350-3, the main CPU 101a performs a small hitting start setting process.
The small hitting start setting process determines an opening mode determination table corresponding to the small hitting type according to the stop symbol data.
Specifically, as shown in FIG. 7, the small hit release mode determination table (FIG. 8C) is determined according to the stop symbol data.

(Step S350-4)
In step S350-4, the main CPU 101a performs a special winning opening opening process.
In the special winning opening opening process, first, “1” is added to the number of times of opening (K) stored in the number of times of opening (K) storage area and stored. In addition, energization start data of the special prize opening / closing solenoid 25c is set to open the special prize opening / closing door 25b, and the opening mode determination table (see FIG. 8) determined in step 350-3 is referred to. Based on the number of times of opening (K), the opening time of the special winning opening 25 is set in the special game timer counter.

(Step S350-5)
In step S350-5, the main CPU 101a determines whether or not it is currently ending. Ending here refers to processing after the game of the preset number of times of opening (K) has been completed. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S350-14. If it is determined that the current ending is not currently performed, the process proceeds to step S350-6.

(Step S350-6)
In step S350-6, the main CPU 101a determines whether or not the special winning opening 25 is being closed. If it is determined that the special prize opening 25 is closed, the process proceeds to step S350-7. If it is determined that the special prize opening 25 is not closed, the process proceeds to step S350-8.

(Step S350-7)
In step S350-7, the main CPU 101a determines whether or not the closing time set in step S350-9 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, if the closing time has not elapsed, the small hit game process is terminated, and if the closing time has elapsed, the process proceeds to step S350-4.

(Step S350-8)
In step S350-8, the main CPU 101a determines whether or not an “opening end condition” for ending the opening of the special winning opening 25 is satisfied.
This “opening end condition” is that the value of the winning prize entrance counter (C) has reached the maximum number (for example, 9), or that the opening time of one winning prize opening 25 has elapsed (special game) The timer counter = 0)).
If it is determined that the “opening end condition” is satisfied, the process proceeds to step S350-9. If it is determined that the “opening end condition” is not satisfied, the small hit game process is ended.

(Step S350-9)
In step S350-9, the main CPU 101a performs a special winning opening closing process.
In the special winning opening closing process, the energization stop data of the special winning opening / closing solenoid 25c is set in order to close the special winning opening / closing door 25b, and the open mode determination table determined in the above step 350-3 (see FIG. 8). ), The closing time of the special winning opening 25 is set in the special game timer counter based on the current number of times of opening (K). As a result, the special winning opening 25 is closed.

(Step S350-10)
In step S350-10, the main CPU 101a determines whether or not the small hit end condition is satisfied. The condition for ending the small hit is that the number of times of opening (K) becomes the maximum number of times of opening, or the value of the big winning opening entrance counter (C) reaches the maximum number (for example, 9).
If it is determined that the small hit end condition is satisfied, the process proceeds to step S350-11. If it is determined that the small hit end condition is not satisfied, the small hit game process is ended.

(Step S350-11)
In step S350-11, the main CPU 101a sets 0 in the number-of-openings (K) storage area and sets 0 in the number-of-stakes (C) storage area. That is, the number-of-openings (K) storage area and the number of balls received in the big prize opening (C) storage area are cleared.

(Step S350-12)
In step S350-12, the main CPU 101a sets an ending command corresponding to the type of small hits in the effect transmission data storage area in order to transmit to the effect control board 102 in accordance with the stop symbol data.

(Step S350-13)
In step S350-13, the main CPU 101a sets the ending time corresponding to the small hit type in the special game timer counter according to the stop symbol data.

(Step S350-14)
In step S350-14, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S350-15 and passes the ending time. If it is determined that the game has not been made, the small hit game process is terminated.

(Step S350-15)
In step S350-15, the main CPU 101a sets 5 in the special figure special electric processing data, and moves the process to a special game end process shown in FIG. 29 described later.

  The special game end process will be described with reference to FIG.

(Step S360-1)
In step S360-1, the main CPU 101a loads the stop symbol data set in the stop symbol data storage area and the game information in the game state buffer.

(Step S360-2)
In step S360-2, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, the main CPU 101a increases Processing for determining whether or not to set a high probability game flag in the probability game flag storage area is performed. For example, if the stop symbol data is “02”, a high probability flag is set (turned ON) in the high probability game flag storage area.

(Step S360-3)
In step S360-3, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, the high probability game count (X) A predetermined number of times is set in the storage area. For example, if the stop symbol data is “02”, 75 is set in the high probability game count (X) storage area.

(Step S360-4)
In step S360-4, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and stores the short-time game flag based on the stop symbol data loaded in S360-1 and the game information in the game state buffer. Processing to determine whether or not to set a flag in the area is performed. For example, when the stop symbol data is “01”, a flag is set (turned ON) in the time-saving game flag storage area (see FIG. 6).
When the flag is set in the short-time game flag storage area, at the same time, the main CPU 101a lights up the right-handed notification display 26.

(Step S360-5)
In step S360-5, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, J) A predetermined number of times is set in the storage area. For example, when the stop symbol data is “01”, 70 times is set in the time-saving game number (J) storage area.

(Step S360-6)
In step S360-6, the main CPU 101a confirms the gaming state and sets a gaming state designation command in the effect transmission data storage area.

(Step S360-7)
In step S360-7, the main CPU 101a sets 0 to the special symbol special electric processing data, and shifts the processing to the special symbol storage determination processing shown in FIG.

  With reference to FIG. 30, the ordinary power control process will be described.

(Step S401) (Step S402)
First, in step S401, the value of the ordinary map electric power processing data is loaded, and the branch address is referenced from the loaded ordinary electric power processing data in step S402. The process is moved to (Step S410), and if the ordinary power / general power process data = 1, the process is moved to the ordinary electric accessory control process (Step S420). Details will be described later with reference to FIGS. 31 and 32.

  The normal symbol variation process will be described with reference to FIG.

(Step S410-1)
In step S410-1, the main CPU 101a determines whether or not the normal symbol variation display is being performed. If the normal symbol variation display is being performed, the process proceeds to step S410-13, and if the normal symbol variation display is not being performed, the process proceeds to step S410-2.

(Step S410-2)
In step S410-2, the main CPU 101a determines whether or not the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area is 1 or more when the normal symbol fluctuation display is not being performed. To do. When the number of holds (G) is “0”, the normal symbol variation display is not performed, so the normal symbol variation process is terminated.

(Step S410-3)
In step S410-3, if the main CPU 101a determines in step S410-2 that the normal symbol hold count (G) is equal to or greater than “1”, it is stored in the special symbol hold count (G) storage area. A new hold number (G) obtained by subtracting “1” from the stored value (G) is stored.

(Step S410-4)
In step S410-4, the main CPU 101a performs a shift process on the data stored in the normal symbol storage area. Specifically, each data stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit. At this time, the data stored in the previous storage unit is written into a predetermined processing area and is erased from the normal symbol holding storage area.

(Step S410-5)
In step S410-5, the main CPU 101a determines the winning random number stored in the normal symbol holding storage area. When a plurality of winning random numbers are stored, the winning random numbers are read in the stored order.
Specifically, with reference to the hit determination table shown in FIG. 4C, it is determined whether or not the extracted hit determination random number value is checked against the above table. For example, according to the above table, one hit determination random value of “0” out of the hit random numbers “0” to “10” is determined to be a hit in the non-short-time gaming state, and the short-time gaming state For example, ten hit determination random numbers from “0” to “9” out of the hit random numbers from “0” to “10” are determined to be wins, and the other random numbers are determined to be lost.

(Step S410-6) (Step S410-7) (Step S410-8)
In step S410-6, the main CPU 101a refers to the result of the determination of the winning random number in step S410-5. If it is determined that the winning is determined, the winning symbol is set in step S410-7 and it is determined that the game is lost. If it is, a lost symbol is set in step S410-8.
Here, the winning symbol is a symbol in which the LED is finally turned on in the normal symbol display device 21, and the lost symbol is a symbol in which the LED is finally turned off without being turned on. The winning symbol set is to store a command to turn on the LED in the normal symbol display device 21 in a predetermined storage area, and the lost symbol set is a command to turn off the LED in the normal symbol display device 21. Is stored in a predetermined storage area.

(Step S410-9)
In step S410-9, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. When the flag is turned on in the short-time game flag storage area, the game state is in the short-time game state, and when the flag is not turned on, the game state is in the non-short-time game state. Is the time.

(Step S410-10) (Step S410-11)
If the main CPU 101a determines that the flag is ON in the short-time game flag storage area, in step S410-10, the main CPU 101a sets a counter corresponding to 3 seconds to the normal symbol time counter, and the short-time game flag storage area If it is determined that the flag is not turned on, a counter corresponding to 29 seconds is set in the normal symbol time counter in step S410-11. By the process of step S410-10 or step S410-11, the time for displaying the normal symbol variation is determined. The normal symbol time counter is subtracted every 4 ms in step S110.

(Step S410-12)
In step S410-12, the main CPU 101a starts normal symbol fluctuation display on the normal symbol display device 21. The normal symbol variation display is to flash the LED at a predetermined interval in the normal symbol display device 21 and give the player an impression as if it is currently being drawn. This normal symbol variation display is continuously performed for the time set in step S410-10 or step S410-11. When this process ends, the normal symbol variation process ends.

(Step S410-13)
In step S410-13, if the main CPU 101a determines in step S410-1 that the normal symbol variation display is being performed, the main CPU 101a determines whether or not the set variation time has elapsed. That is, the normal symbol time counter is subtracted every 4 ms, and it is determined whether the set normal symbol time counter is zero. As a result, if it is determined that the set variation time has not elapsed, it is necessary to continue the variation display as it is, so that the normal symbol variation process is terminated and the next subroutine is executed.

(Step S410-14)
In step S410-14, when the main CPU 101a determines that the set fluctuation time has elapsed, the main CPU 101a stops the fluctuation of the normal symbol in the normal symbol display device 21. At this time, the normal symbol display device 21 stops and displays the normal symbol (winning symbol or lost symbol) set by the previous routine processing. As a result, the result of the normal symbol lottery is notified to the player.

(Step S410-15) (Step S410-16)
In step S410-15, the main CPU 101a determines whether or not the set normal symbol is a winning symbol. If the set normal symbol is a winning symbol, the main CPU 101a determines in step S410-16 that the normal symbol is normal. Fig. Ordinary power processing data = 1 is set, and the processing is shifted to the normal electric accessory control processing. If the set normal symbol is a lost symbol, the normal symbol variation processing is terminated as it is.

  The normal electric accessory control process will be described with reference to FIG.

(Step S420-1)
In step S420-1, the main CPU 101a determines whether or not the time-saving game flag is turned on in the time-saving game flag storage area.

(Step S420-2)
In step S420-2, if the main CPU 101a determines that the time-saving game flag is ON in the time-saving game flag storage area, that is, if the current gaming state is the time-saving gaming state, the main power release time counter Set a counter corresponding to 3.5 seconds.

(Step S420-3)
In step S420-3, when the main CPU 101a determines that the time-saving game flag is not turned on in the time-saving game flag storage area, the main CPU 101a sets a counter corresponding to 0.2 seconds to the public power open time counter.

(Step S420-4)
In step S420-4, the main CPU 101a starts energizing the start port opening / closing solenoid 10c. Thereby, the 2nd starting port 10 will open and it will be controlled by the 2nd mode.

(Step S420-5)
In step S420-5, the main CPU 101a determines whether or not the set public power open time has elapsed. That is, the normal power open time counter is subtracted every 4 ms, and it is determined whether or not the set normal power open time counter = 0.

(Step S420-6)
In step S420-6, when it is determined that the set normal power release time has elapsed, the main CPU 101a stops energization of the start opening / closing solenoid 10c. As a result, the second starting port 10 returns to the first mode, and it becomes impossible or difficult to enter the game ball again, and the auxiliary game that has been executed ends.

(Step S420-7)
In step S420-7, the main CPU 101a sets the ordinary figure normal electricity processing data = 0 and shifts the processing to the ordinary symbol variation process of FIG. 31, and the ordinary electric accessory control process ends.

  Next, processing executed by the sub CPU 102a in the effect control board 102 will be described.

(Main processing of production control board 102)
The main process of the effect control board 102 will be described with reference to FIG.

(Step S1000)
In step S1000, the sub CPU 102a performs an initialization process. In this process, the sub CPU 102a reads the main processing program from the sub ROM 102b and initializes and sets a flag stored in the sub RAM 102c in response to power-on. If this process ends, the process moves to a step S1100.

(Step S1100)
In step S1100, the sub CPU 102a performs an effect random number update process. In this processing, the sub CPU 102a performs processing for updating various random numbers stored in the sub RAM 102c. Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.

(Timer interrupt processing of effect control board 102)
The timer interrupt process of the effect control board 102 will be described with reference to FIG.
Although not shown in the figure, a clock pulse is generated every predetermined period (2 milliseconds) by a reset clock pulse generation circuit provided in the effect control board 102, a timer interrupt processing program is read, and a timer of the effect control board is read. Interrupt processing is executed.

(Step S1400)
First, in step S1400, the sub CPU 102a saves the information stored in the register of the sub CPU 102a to the stack area.

(Step S1500)
In step S1500, the sub CPU 102a performs update processing of various timer counters used in the effect control board 102.

(Step S1600)
In step S1600, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing for analyzing a command stored in the reception buffer of the sub RAM 102c. A specific description of the command analysis processing will be described later with reference to FIGS. When the effect control board 102 receives the command transmitted from the main control board 101, a command reception interrupt process of the effect control board 102 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, the received command is analyzed in step S1600.

(Step S1750)
In step S 1750, the sub CPU 102 a checks the signal of the effect button detection switch 17 a and performs effect input control processing related to the effect button 17. Specifically, when the pressing operation of the effect button 17 is detected by the effect button detection switch 17a, the effect button input command is stored in the transmission buffer. When the effect button input command is stored in the transmission buffer, the effect button input command is transmitted to the image control board 105 in the next data output process, and the fact that the effect button 17 has been pressed is transmitted to the image control board 105. .

(Step S1800)
In step S1800, the sub CPU 102a transmits various data set in the transmission buffer of the sub RAM 102c to the image control board 105 and the lamp control board 104.

(Step S1900)
In step S1900, the sub CPU 102a restores the information saved in step S1400 to the register of the sub CPU 102a.

(Command analysis processing of production control board)
The command analysis processing of the effect control board 102 will be described with reference to FIGS. 35 and 36. Note that the command analysis process 2 in FIG. 36 is performed subsequent to the command analysis process 1 in FIG. 35, but here, mainly the special game effect-related commands, the variable effect-related commands, the winning-related commands, and the hold Processing when a related command is received will be described.

(Step S1601)
In step S1601, the sub CPU 102a checks whether there is a command in the reception buffer, and checks whether the command has been received.
If there is no command in the reception buffer, the sub CPU 102a ends the command analysis process, and if there is a command in the reception buffer, the sub CPU 102a moves the process to step S1610.

(Step S1610)
In step S1610, the sub CPU 102a checks whether or not the command stored in the reception buffer is a demo designation command. The demonstration designation command is set in step S319-3 of the main control board 101.
If the command stored in the reception buffer is a demonstration designation command, the sub CPU 102a moves the process to step S1611, and if not the demonstration designation command, moves the process to step S1620.

(Step S1611)
In step S1611, the sub CPU 102a performs a demonstration effect pattern determination process for determining a demonstration effect pattern.
Specifically, the demonstration effect pattern is determined, the determined demonstration effect pattern is set in the effect pattern storage area, and information on the determined demonstration effect pattern is transmitted to the image control board 105 and the lamp control board 104. The data based on the demonstration effect pattern is set in the transmission buffer of the sub RAM 102b.

(Step S1620)
In step S1620, the sub CPU 102a checks whether or not the command stored in the reception buffer is a start winning designation command. The start winning designation command is set in step S230-10 of the main control board 101.
If the command stored in the reception buffer is a start winning designation command, the sub CPU 102a moves the process to step S1621, and moves to step S1630 if it is not a starting winning designation command.

(Step S1621)
In step S1621, the sub CPU 102a analyzes the start winning designation command (hold increase command and hold pre-determination command), and transmits a hold display command to the image control board 105 and the lamp control board 104 to perform the hold display in a predetermined mode. A hold display mode determination process is performed. As a result, the liquid crystal display device 13 displays the current reserved number of the first hold (U1) and the second hold (U2). The hold display state determination process will be described later with reference to FIG.

(Step S1630)
In step S1630, the sub CPU 102a identifies whether or not the command stored in the reception buffer is a first effect command. Whether or not the command is the first effect command is identified by reading the upper command of the command stored in the reception buffer. The first effect command is set in step S312-6 of the main control board 101.
If the command stored in the reception buffer is the first effect command, the sub CPU 102a moves the process to step S1631, and moves the process to step S1640 if the command is not the first effect command.

(Step S1631)
In step S1631, the sub CPU 102a performs a variation effect pattern determination process for determining one variation effect pattern from a plurality of variation effect patterns based on the received first effect command. This variation effect pattern determination process will be described later with reference to FIG.

(Step S1632)
In step S1632, the sub CPU 102a shifts the hold display data stored in the first hold storage area and the second hold storage area and the data corresponding to the start winning designation command, and information on the hold display data after the shift Is transmitted to the image control board 105 and the lamp control board 104. This hold display mode update process is performed based on the first hold decrease command or the second hold decrease command.

(Step S1640)
In step S1640, the sub CPU 102a checks whether or not the command stored in the reception buffer is an effect designating command. The effect designating command is set in step S311-7, step S311-11, and step S311-13 of the main control board 101.
If the command stored in the reception buffer is an effect designating command, the sub CPU 102a moves the process to step S1641 and moves the process to step S1650 if it is not an effect designating command.

(Step S1641)
In step S1641, the sub CPU 102a performs an effect symbol determination process for determining an effect symbol 30 to be stopped and displayed on the effect display device 13, based on the contents of the received effect symbol designation command.
Specifically, the effect designating command is analyzed, the effect symbol data constituting the combination of the effect symbols 30 is determined according to the presence / absence of jackpot and the type of jackpot, and the determined effect symbol data is stored in the effect symbol storage area Set to.

(Step S1650)
In step S1650, the sub CPU 102a checks whether or not the command stored in the reception buffer is a symbol determination command. The symbol confirmation command is set in step S320-3 of the main control board 101.
If the command stored in the reception buffer is a symbol confirmation command, the sub CPU 102a moves the process to step S1651, and moves to step S1660 if it is not a symbol confirmation command.

(Step S1651)
In step S1651, the sub CPU 102a transmits data based on the effect symbol data determined in step S1641 to stop display of the effect symbol 30 and stop instruction data for stopping display of the effect symbol in the transmission buffer of the sub RAM 102b. The effect symbol stop display process to be set is performed.

(Step S1660)
In step S1660, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. The game state designation command is set in step S313 and step S330-6 of the main control board 101.
If the command stored in the reception buffer is a gaming state designation command, the sub CPU 102a moves the process to step S1661, and if not the gaming state designation command, moves the process to step S1670.

(Step S1661)
In step S1661, the sub CPU 102a sets the gaming state based on the received gaming state designation command in the gaming state storage area in the sub RAM 102c.

(Step S1670)
In step S1670, the sub CPU 102a checks whether or not the command stored in the reception buffer is an opening command. The opening command is set in step S330-13 of the main control board 101.
If the command stored in the reception buffer is an opening command, the sub CPU 102a moves the process to step S1671, and if not the opening command, moves the process to step S1680.

(Step S1671)
In step S1671, the sub CPU 102a performs a hit start effect pattern determination process for determining a hit start effect pattern.
Specifically, the hit start effect pattern is determined based on the opening command, the determined hit start effect pattern is set in the effect pattern storage area, and information on the determined hit start effect pattern is controlled by the image control board 105 and the lamp control. In order to transmit to the substrate 104, data based on the determined hit start effect pattern is set in the transmission buffer of the sub RAM 102b.

(Step S1680)
In step S1680, the sub CPU 102a checks whether or not the command stored in the reception buffer is a special winning opening opening designation command. The special winning opening opening designation command is set in step S340-5 of the main control board 101.
If the command stored in the reception buffer is a big prize opening release designation command, the sub CPU 102a moves the process to step S1681, and if it is not a big prize opening opening designation command, the sub CPU 102a moves the process to step S1690.

(Step S1681)
In step S1681, the sub CPU 102a performs an in-round effect pattern determination process for determining a jackpot effect pattern.
Specifically, the in-round effect pattern is determined for each round to be started, based on a special winning opening release designation command having information on how many round games start. Then, the determined effect pattern during the round is set in the effect pattern storage area, and information on the effect pattern is transmitted to the image control board 105 and the lamp control board 104, so that the corresponding data is set in the transmission buffer of the sub RAM 102b. .

(Step S1690)
In step S1690, the sub CPU 102a checks whether or not the command stored in the reception buffer is a round end designation command. The round end designation command is set in step S340-14 of the main control board 101.
If the command stored in the reception buffer is a round end designation command, the sub CPU 102a moves the process to step S1691, and if not a round end designation command, moves the process to step S1700.

(Step S1691)
In step S1691, the sub CPU 102a performs a pause effect pattern determination process for determining an effect pattern between rounds.

(Step S1700)
In step S1700, the sub CPU 102a checks whether or not the command stored in the reception buffer is an ending command. The ending command is set in steps S340-17 and S350-12 of the main control board 101.
If the command stored in the reception buffer is an ending command, the sub CPU 102a moves the process to step S1701, and ends the command analysis process if it is not an ending command.

(Step S1701)
In step S1701, the sub CPU 102a performs a hit end effect pattern determination process for determining a hit end effect pattern.
Specifically, a hit end effect pattern is determined based on the ending command, the determined hit end effect pattern is set in the effect pattern storage area, and information on the determined hit end effect pattern is controlled by the image control board 105 and lamp control. In order to transmit to the substrate 104, data based on the determined winning end effect pattern is set in the transmission buffer of the sub-RAM 102b.

  Next, the hold display mode determination process will be described with reference to FIG.

(Step S1621-1)
First, in step S1621-1, the sub CPU 102a determines whether or not the received command is an interrupt start winning designation command. If it is determined that the received command is an interrupt start winning designation command, the process proceeds to step S1621-2. If the received command is not determined to be an interrupt starting winning designation command, that is, the received command is a normal start winning designation command. If it is determined that there is, the process proceeds to step S1621-7. The interrupt start winning designation command is set in step S231-13 of the main control board 101 in FIG. 19 and the normal start winning designation command is set in step S231-12 of the main control board 101 in FIG.

(Step S1621-2)
In step S1621-2, the sub CPU 102a acquires the hold-display random number value updated in S1100.

(Step S1621-3)
In step S1621-3, the sub CPU 102a selects the hold display random value determination table stored in the sub ROM 102b.

(Step S1621-4)
In step S1621-4, the sub CPU 102a refers to the hold display random value determination table selected in step S1621-3, and changes the hold display mode based on the hold display random value acquired in step S1621-2. It is determined whether or not a special display is used.

(Step S1621-5)
In step S1621-5, if the determined display mode is determined to be special display, the sub CPU 102a proceeds to step S1621-6, and if not determined to be special display, the sub CPU 102a proceeds to step S1621-7. Move processing to.

(Step S1621-6)
In step S1621-6, if the display mode is special display in step S1621-5, the sub CPU 102a sets a hold special display command in the transmission data storage area, and ends the hold display mode determination process.

(Step S1621-7)
In step S1621-7, if the sub CPU 102a is not determined to be an interrupt command in step S1621-1 and the special display is not determined to be special display in step S1621-5, the sub CPU 102a sets a pending normal display command in the transmission data storage area. Then, the hold display mode determination process ends.

  Next, the variation effect pattern determination process will be described with reference to FIG. This variation effect pattern determination process is to determine a variation effect pattern indicating how to control various effect devices including the liquid crystal display device 13 during the special symbol variation display. This process is started upon reception of the first effect command set in step S312-6 (FIG. 24) in the special symbol memory determination process of the main control board 101.

(Step S1631-1)
First, in step S1631-1, the sub CPU 102a acquires the effect random number A updated in step S1100.

(Step S1631-2)
In step S1631-2, the sub CPU 102a determines the variation effect pattern based on the variation effect pattern determination table stored in the sub ROM 102b and the effect random number A acquired in step S1633-1. The variation effect pattern determination table is prepared for each variation pattern command corresponding to the lower command of the first effect command, and the variation effect pattern is associated with each effect random number A.

(Step S1631-3)
In step S1631-3, the sub CPU 102a determines whether or not the upper command of the first effect command is E0H or F0H. If the upper command of the first effect command is E0H or F0H, the process proceeds to step S1631-4 assuming that no interrupt processing is performed, and if the upper command of the first effect command is not E0H or F0H Then, the processing is shifted to step S1631-5 to perform the interrupt processing.

(Step S1631-4)
In step S1631-4, the sub CPU 102a transmits the variation effect pattern determined in step S1631-2 to the image control board 105 and the lamp control board 104 when the upper command is E0H or F0H in step S1631-3. Therefore, the variation effect pattern command is set in the transmission data storage area, and the variation effect pattern determination process is terminated.

(Step S1631-5)
In step S1631-5, if the upper command is not E0H or F0H in step S1631-3, the sub CPU 102a determines an interrupt effect pattern. The interrupt effect pattern determined here is higher than the first effect command set in step S312-6 with respect to the display mode associated with the variable effect pattern determined in step S1631-2. The display mode associated with the interrupt pattern determined based on the command is the interrupt count determined based on the upper command of the second effect command and the interrupt start timing determined based on the lower command in step S312-9. The display mode interrupted by is associated.

(Step S1631-6)
In step S1631-6, the sub CPU 102a sets an interrupt effect pattern command in the transmission data storage area to transmit the interrupt effect pattern determined in step S1631-5 to the image control board 105 and the lamp control board 104. The effect pattern determination process ends.
When the change effect pattern command or the interrupt effect pattern command is transmitted to the image control board 105 and the lamp control board 104, the liquid crystal display device 13 and the effect lighting device 16 are based on the change effect pattern command or the interrupt effect pattern command. The audio output device 18 and the effect accessory device are controlled.

  Next, the interruption effect displayed on the liquid crystal display device 13 of the present invention will be described with reference to FIGS.

  FIG. 39 shows a display mode of the liquid crystal display device 13 for each elapsed time when the variation display of reach A (loss) (see the variation pattern determination table of FIG. 9) is performed on the liquid crystal display device 13.

  For example, when a game ball enters the first start port 9 or the second start port 10 without holding, the liquid crystal display device 13 has an effect symbol 30 as shown in FIGS. Is displayed. Then, the effect symbols 30 on both the left and right sides are stopped and displayed at “7” while the variation display of the center effect symbol 30 of the liquid crystal display device 13 is continued, and when 10 seconds have elapsed from the start of the variation display, FIG. As shown in FIG.

  Here, in the lower part of the liquid crystal display device 13, circular holding symbols (up to four) are lit in order from the left side, and enter the first start port 9 or the second start port 10. The number of held game balls held is displayed (in FIG. 39, the number of held balls is 3). Further, while the effect symbols 30 on both the left and right sides are stopped and displayed on the liquid crystal display device 13, the effect determined in step S1631-3 based on the variation pattern command transmitted from the effect control board 102 from the main control board 101. As shown in the figure, a serif notice effect in which a character emits a serif or a character notice effect in which a character is displayed is performed. The serif notice effect and the character notice effect are effects for notifying the player of the degree of expectation that will be developed to reach the player or the degree of expectation that will be developed to the jackpot depending on the contents of the displayed words and the type of character.

  Thereafter, when 15 seconds have elapsed from the start of the variable display, as shown in FIG. 39D, a predetermined story is displayed as an effect determined by the variable pattern command transmitted from the main control board 101 to the effect control board 102. The story notice will be performed. The story notice effect is an effect of notifying the player of the degree of expectation that will be a jackpot depending on the content of the displayed story.

  Finally, when 55 seconds have elapsed from the start of the fluctuation display, as shown in FIG. 39 (e), the fluctuation display of the center effect symbol 30 is stopped and displayed at “6” (other than “7”), and the fluctuation display starts. When the 60 seconds have elapsed, the reach effect of reach A (losing) is terminated.

  FIG. 40 shows a display mode of the liquid crystal display device 13 for each elapsed time when the variation display of reach B (winning) (see the variation pattern determination table of FIG. 9) is performed on the liquid crystal display device 13.

  For example, when a game ball enters the first start port 9 or the second start port 10 in a state where there is no hold, as shown in FIGS. 40 (a) and 40 (b), the liquid crystal display device 13 has an effect symbol 30. Is displayed. Then, while the variation effect of the central effect symbol 30 of the liquid crystal display device 13 is continued, both the left and right effect symbols 30 are stopped and displayed at “7”, and when 10 seconds have elapsed from the start of the variable display, FIG. As shown in FIG. In FIGS. 40 (a), (b), and (c), as in FIGS. 39 (a), (b), and (c), a serif notice effect and a character notice effect are performed.

  Thereafter, when 15 seconds have elapsed from the start of the fluctuation display, the story notice effect determined based on the fluctuation pattern command transmitted from the main control board 101 to the effect control board 102 is displayed as shown in FIG. The

When 55 seconds have elapsed from the start of the fluctuation display, as shown in FIG. 40 (e), the fluctuation display of the center effect symbol 30 is temporarily stopped at “6” (other than “7”).
Here, the reach effect B (winning) performs the same variation effect as the reach A (lost) from the start of the variable display until 58 seconds elapses.

  When 58 seconds have elapsed from the start of the variable display, the temporary stop display of the effect symbol 30 is canceled as shown in FIG. 40 (f), and as shown in FIG. 40 (g), the variable symbol display of the effect symbol 30 at the center is displayed. Is resumed, and a story notice effect with a content different from that shown in FIG. 40D is displayed.

  Finally, when 85 seconds have elapsed from the start of the variable display, as shown in FIG. 40 (f), the variable display of the center effect symbol 30 is stopped and displayed as “7”, and reach is reached when 90 seconds have elapsed since the start of the variable display. The variation effect of B (winning) is finished.

  FIG. 41 shows the liquid crystal display device 13 for each elapsed time when reach 1 (loss) (see the variation pattern determination table in FIG. 9) interrupts the liquid crystal display device 13 with respect to the fluctuation display of reach A (loss). The display mode is shown. Here, the reach 1 (lost) interrupt is performed 5 seconds after the end of the reach display of reach A (lack) (when 55 seconds have elapsed from the start of the change display), and the interrupt count is 1 time. is there.

  For example, when a game ball enters the first start port 9 or the second start port 10 in a state where there is no hold, the effect symbol 30 is displayed on the liquid crystal display device 13 as shown in FIGS. Is displayed. Then, the effect symbols 30 on both the left and right sides are stopped and displayed at “7” while the variation display of the center effect symbol 30 of the liquid crystal display device 13 is continued, and when 10 seconds have elapsed from the start of the variation display, FIG. As shown in FIG. Thereafter, when 15 seconds have elapsed from the start of the fluctuation display, as shown in FIG. 41 (d), the story notice effect determined based on the fluctuation pattern command transmitted from the main control board 101 to the effect control board 102 is displayed. The 41 (a), (b), (c), and (d), as in FIGS. 39 (a), (b), (c), and (d), a serif notice effect and a character notice effect are performed. .

  When 55 seconds have elapsed from the start of the variable display, reach 1 (lost) interrupt processing is performed for reach A (lost). Here, as shown in FIG. 41 (e), the change display of the center effect symbol 30 is displayed as a temporary stop at “6” (other than “7”), and reach A is 3 seconds after the start of the interrupt process. (Loose) The same variation effect as that in FIG. 39 (e) is performed.

  When 58 seconds have elapsed from the start of the variable display, the temporary stop display of the effect symbol 30 is canceled and the variable effect of the effect symbol 30 in the center is resumed as shown in FIG. As shown, a story notice effect is displayed.

  Finally, when 80 seconds have elapsed from the start of the variable display, as shown in FIG. 41 (h), the variable display of the center effect symbol 30 is stopped and displayed at “6” (other than “7”), and the variable display starts. The change effect of reach 1 (losing) ends when 85 seconds elapse.

  FIG. 42 shows a display mode of the liquid crystal display device 13 for each elapsed time when reach 1 (loss) (see the variation pattern determination table of FIG. 9) interrupts reach A (loss) in the liquid crystal display device 13. Is shown. Here, the reach 1 (losing) interrupt is performed at a time 5 seconds after the end time of reach A (losing) (when 55 seconds have elapsed from the start of the variable display), and the number of interrupts is two.

  For example, when a game ball enters the first start port 9 or the second start port 10 in a state where there is no hold, as shown in FIGS. 42 (a) and 42 (b), the liquid crystal display device 13 has an effect symbol 30. Is displayed. Then, the effect symbols 30 on both the left and right sides are stopped and displayed at “7” while the variation display of the center effect symbol 30 of the liquid crystal display device 13 is continued, and when 10 seconds have elapsed from the start of the variation display, FIG. As shown in FIG. Thereafter, when 15 seconds have elapsed since the start of the fluctuation display, as shown in FIG. 42 (d), the story notice effect determined based on the fluctuation pattern command transmitted from the main control board 101 to the effect control board 102 is displayed. The 42 (a), (b), (c), and (d), as in FIGS. 39 (a), (b), (c), and (d), a serif notice effect and a character notice effect are performed. .

  When 55 seconds have elapsed from the start of the variable display, the first interrupt processing of reach 1 (loss) is performed for reach A (loss). Here, as shown in FIG. 42 (e), the fluctuation display of the center effect symbol 30 is displayed as a temporary stop at “6” (other than “7”), and reach A is 3 seconds after the start of the interrupt process. (Loose) The same variation effect as that in FIG. 39 (e) is performed.

  When 58 seconds have elapsed from the start of the variable display, the temporary stop display of the effect symbol 30 is canceled and the variable effect of the effect symbol 30 in the center is resumed as shown in FIG. As shown, a story notice effect is displayed.

  When 80 seconds have elapsed from the start of the variable display, a second interrupt process for reach 1 (loss) is performed for reach 1 (loss). Here, as shown in FIG. 42 (h), the fluctuation display of the center effect symbol 30 is temporarily stopped and displayed at “6” (other than “7”) as in FIG. 42 (e).

  When 83 seconds have elapsed from the start of the variable display, the temporary stop display of the effect symbol 30 is canceled as shown in FIG. 42 (i), and as shown in FIG. 42 (j), the variable effect of the effect symbol 30 at the center is changed. Is resumed in the same manner as in FIG. 42 (f), and a story notice effect is displayed.

  Finally, when 105 seconds have elapsed from the start of the fluctuation display, as shown in FIG. 42 (k), the fluctuation display of the center effect symbol 30 is stopped and displayed at “6” (other than “7”), and the fluctuation display starts. When 110 seconds have elapsed, the variation effect of reach 1 (losing) is terminated.

  As described above, according to the gaming machine of the present embodiment, a display mode different from the display mode associated with the determined variation pattern is interrupted with respect to the display mode associated with the determined variation pattern. Whether to perform interrupt processing, the number of times interrupt processing is performed for the display mode associated with the variation pattern when performing interrupt processing, the interrupt pattern associated with the display mode to be interrupted in each interrupt processing, When the start time of each interrupt process is determined and a decision is made to perform interrupt processing multiple times for the determined variation pattern, it is associated with the determined variation pattern before the start time of interrupt processing. The display mode is displayed on the effect display device 13, and the display mode associated with the determined interrupt pattern is displayed on the effect display device 13 after the start time of each interrupt process. And so as to shown. As a result, it is possible to increase the types of variation patterns such as the timing of changing to the reach state and the display mode of variation effects without increasing the capacity of the storage device. It is possible to improve interest.

  Next, the hold display mode determination process shown in FIG. 37 will be described with reference to FIG. 43 in the case where the hold display mode is specially displayed on the liquid crystal display device 13. When a game ball enters the first start port 9 or the second start port 10 and an interrupt is determined, and when the display of the hold display is specially displayed, as shown in FIG. 43, the hold corresponding to the interrupt is held. The symbol (fourth from the left side in FIG. 43) is displayed in a mode different from other reserved symbols by changing the color of the reserved symbol. Note that the reserved symbols that are specially displayed are not limited to those that change the color, but may be changed from the reserved symbol corresponding to the interrupt, or the character may be reserved, and distinguished from other reserved symbols. What is necessary is just to display in a different aspect possible.

Further, in the present embodiment, when an interrupt is performed, the hold display mode is specially displayed with a predetermined probability. However, when an interrupt is performed, the special display may always be performed. Further, the effect when it is determined that an interruption is performed by the prior determination process is not limited to the special display as the hold display. For example, it may be suggested that an interruption is performed in the subsequent variation effect according to the above-described line notification effect or character notification effect. In this way, it becomes impossible to know at which timing of which variation effect is interrupted, so it is possible to give a long-term expectation to the player.
As in this embodiment, when an interrupt is performed, setting the probability of winning a jackpot higher than when no interrupt is performed improves the expectation for the interrupt effect, and the effect of the effect Can be further enhanced.

  In the present embodiment, whether or not to interrupt the variation pattern determined by the first effect random number value is determined by the second effect random value and whether or not to interrupt is determined. Although the timing to perform and the number of interruptions are determined by the third effect random number value, the present invention is not limited to this. The determination of whether or not to interrupt, the determination of the interrupt pattern, the timing of interrupting and the number of interrupts for the variation pattern determined by the first effect random number value are shown in FIG. You may carry out in combination with. In the present embodiment, it is determined by the combination of the patterns 12.

For example, whether or not to interrupt the variation pattern determined by the first effect random value as in pattern 1 is determined by the second effect random value, and the interrupt pattern is determined as the third effect random value. The interrupt timing may be determined by the fourth effect random number, and the interrupt count may be determined by the fifth effect random value.
Further, whether or not to interrupt the variation pattern determined by the first effect random value as in the pattern 16, the interrupt pattern, the interrupt timing, and the interrupt count are determined by the second effect random value. Also good.
The first effect command is generated from the variation pattern command and the interrupt pattern command regardless of which pattern is used to determine whether or not to perform an interrupt, the determination of the interrupt pattern, the timing of interrupting and the number of interrupts. In addition, a second effect command may be generated from the interrupt count command and the interrupt timing command.

  In this embodiment, as shown in the variation pattern determination table of FIG. 9, the variation pattern of the variation effect is determined by the first effect random value and the reach determination random value, but the present invention is not limited to this. Instead, the variation pattern of the variation effect may be determined only by the first effect random number value.

  In this embodiment, as shown in FIG. 24, when it is determined in step S312-5 that there is no interruption, the second effect command is not set in the effect transmission data storage area in step S312-9. Although what shown not transmitting the command for 2nd effects to the effect control board 102 was shown, it is not restricted to this. For example, a second effect command including information indicating that the number of interruption processes is 0 may be transmitted to the effect control board 102 together with the first effect command.

In the present embodiment, the main control board 101 that controls the basic operation of the game corresponds to the main control unit of the present invention.
In the present embodiment, the effect control board 102 that controls each effect such as during a game or during standby corresponds to the effect control unit of the present invention.
In the present embodiment, the special symbol determination random number value written in the determination storage area (the 0th storage unit) of the special symbol hold storage area of the main CPU 101a, such as step S231-4 and step S311-4, is set to “high”. The process of determining based on the “random probability determination table at probability” or the “random determination table at low probability” corresponds to the gaming profit determination means of the present invention.
In the present embodiment, the process of determining which variation pattern is to be performed for the reach effect based on the first effect random number value of the main CPU 101a, such as step S312-4, is the first determining means of the present invention. Equivalent to.
Further, in the present embodiment, based on the second rendering random number value of the main CPU 101a, a process for determining whether or not to interrupt the variation pattern determined in step S312-4, step S312-5, etc. A process of determining which interrupt pattern to perform when interrupt processing is performed on the variation pattern determined in step S312-4 based on the second rendering random number value of the main CPU 101a, step S312-8 The process of determining the interrupt timing and the number of interrupts when performing the interrupt determined in step S312-5 based on the third rendering random number value of the main CPU 101a corresponds to the second determining means of the present invention.
In the present embodiment, the process of determining the symbol variation time, such as step S312-10 , corresponds to the symbol variation time determining means of the present invention .
In the present embodiment, the process of stopping and displaying the special symbols set at steps S311-6, S311-10, and S311-12 of the main CPU 101a, such as step S320-2, on the special symbol display devices 19 and 20 is performed. It corresponds to the control means.
In the present embodiment, the process of transmitting the various information commands set in the effect transmission data storage area to the effect control board 102 in steps S312-6 and S312-9 of the main CPU 101a , such as step S700, is performed. This corresponds to the variable command transmission means of the invention.
Moreover, in this embodiment, the process which determines a fluctuation production pattern, such as step S1631-1 to step S1631-6, is equivalent to the fluctuation production control means of this invention.
In the present embodiment, the variation effect pattern determination table stored in the sub ROM 102b corresponds to the effect storage means of the present invention.

13 Liquid crystal display device 16 Illumination device for presentation 18 Audio output device 101 Main control board 101a Main CPU
101b Main ROM
101c Main RAM
102 Production control board 102a Sub CPU
102b Sub ROM
102c Sub RAM

Claims (1)

  1. A main control unit for controlling the progress of the game, and the effect control unit for controlling the effect of the effect display device based on the command transmitted from the main control unit, the gaming machine having a
    The main control unit
    A game profit determining means for determining a game profit to be given to the player based on the establishment of the start condition;
    A first determining means for determining a first variable time based on the determination of the game benefit determination means,
    For the first variable time determined by the first determining means, second determining means for determining a second variable time for interrupt at a predetermined interrupt timing,
    A symbol variation time determination unit that determines a symbol variation time based on the variation time determined by the first determination unit and the second determination unit and a predetermined interrupt timing;
    The symbol display control for stopping and displaying the symbol indicating the profit determined by the gaming profit determining unit after the symbol variation time determined by the symbol variation time determining unit elapses after the symbol display unit variably displays the symbol. Means,
    The first first variable time information including first command indicating the variation time determined by the first determining means, and, a second variable time information indicating a second change time determined by said second determining means It has a variation command transmission means for transmitting including a second command to the effect control unit in a predetermined order, a,
    The production control unit
    Upon receiving any of the first command and the second command transmitted by the variable command transmission means, the symbol display control means causes the symbol display control means to display the symbols in a variable manner based on the first command and the second command. A variation effect control means for controlling the variation effect in the effect display device,
    The variation production control means includes:
    An effect storage means for storing a first variation effect associated with the first variation time and a second variation effect associated with the second variation time,
    Based on the first variation time information included in the first command transmitted by the variation command transmission means, the first variation effect stored in the effect storage means is controlled, and at a predetermined interrupt timing. A gaming machine that controls the second variation effect stored in the effect storage means based on the second variation time information included in the second command .
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JP5326018B2 (en) * 2012-03-08 2013-10-30 京楽産業.株式会社 Game machine
JP5269225B1 (en) * 2012-03-08 2013-08-21 京楽産業.株式会社 Game machine
JP5430035B2 (en) * 2012-07-09 2014-02-26 京楽産業.株式会社 Game machine
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JP5608710B2 (en) * 2012-07-09 2014-10-15 京楽産業.株式会社 Game machine
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JP5616487B2 (en) * 2013-06-07 2014-10-29 京楽産業.株式会社 Game machine
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JP2004154428A (en) * 2002-11-07 2004-06-03 Sanyo Product Co Ltd Game machine
JP2008036139A (en) * 2006-08-07 2008-02-21 Samii Kk Pachinko game machine
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JP2010069246A (en) * 2008-09-22 2010-04-02 Sammy Corp Pinball game machine
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