JP5111459B2 - Game machine - Google Patents

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Publication number
JP5111459B2
JP5111459B2 JP2009172980A JP2009172980A JP5111459B2 JP 5111459 B2 JP5111459 B2 JP 5111459B2 JP 2009172980 A JP2009172980 A JP 2009172980A JP 2009172980 A JP2009172980 A JP 2009172980A JP 5111459 B2 JP5111459 B2 JP 5111459B2
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hold display
game
storage area
display mode
determined
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JP2011024756A (en
Inventor
惇太 橋爪
亮 山▲崎▼
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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 can change the display mode of the on-hold storage.
  In a conventional gaming machine, when a game ball wins in a start winning opening provided on the game board, a symbol change is started in the symbol display device, and when a special symbol (a jackpot symbol) is stopped, a special game ( It is configured to perform control of jackpot). In such special games, the big prize opening provided on the game board is opened so that the game ball can be easily won, and the prize ball corresponding to the game ball won in the big prize opening is paid out to the player. It has become.
  In addition, in order to sufficiently produce the fun of variable display by the symbol display device and further improve the player's expectation, whether or not the display result of the symbol display device becomes a jackpot symbol is the number of symbol display devices The display of the start memory display that displays the number of start winning memories when it is determined in advance from the stage of variable display before the turn and the predetermined determination content is a jackpot symbol There is known a gaming machine that notifies the player that a jackpot symbol is displayed by changing the color of the state or the shape of the player (see Patent Document 1).
JP-A-8-243224
  However, in the notice notification effect using the display mode of the reserved memory described in Patent Document 1, the player can recognize the reserved memory that is likely to be determined to be a big hit by the display mode of the reserved memory. On the other hand, the interest of the game has been lost because it is not possible to expect a big hit for the reserved memory for which the announcement of the notice is not performed.
  An object of the present invention is a gaming machine in which the display mode of the reserved memory can be changed, and the gaming interest is given to the reserved memory that has not changed to the specific display mode, thereby further enhancing the interest of the game. Is to provide.
The invention according to claim 1 is a game board in which a game area in which game balls flow down is formed, a start area detecting means for detecting a game ball that has entered a start area provided in the game area, and the start area Based on the detection of the game ball by the detection means, determination information acquisition means for acquiring special determination information, and based on the special determination information acquired by the determination information acquisition means, a special game advantageous to the player Special game determining means for determining whether or not to perform control, and special game control means for controlling the special game based on the fact that the special game determining means determines to control the special game; , Each of the special determination information, the hold storage means for storing the special determination information acquired in response to the detection of the game ball by the start area detection means as a hold, and the special determination information Correspondingly, in a predetermined hold display mode, based on the hold notification means for notifying that the special determination information is stored in the hold storage means, and the special determination information stored in the hold storage means, The hold display mode determining means for determining the hold display mode, the hold display control means for informing the hold notification means of the hold display mode determined by the hold display mode determining means, and the hold display control means, An operation that triggers whether or not to change the hold display mode determined by the hold display mode determining unit is accepted when the hold notification unit is notified of the hold display mode determined by the display mode determining unit. An on-hold display control means, wherein the on-hold display control means determines that the on-hold display mode determination means changes one hold display mode to a specific on-hold display mode. If it is determined, any storage area is determined from the predetermined storage areas that can be stored by the holding storage means, and the operation information is stored when the special determination information is stored in the determined storage area. Based on the availability of the operation received by the means, the hold display mode based on the special determination information is changed to the specific hold display mode, and the hold notification unit is notified, while the special storage area has the special display When the determination information is not stored, the hold display mode based on the special determination information is specified for the special determination information stored in any storage area regardless of whether the operation accepted by the operation means is possible. The on-hold display mode that has already been notified by the on-hold notification means is not changed to the on-hold display mode.
A second aspect of the present invention is the gaming machine according to the first aspect of the present invention, wherein the hold display control means includes a special display in which the hold display mode determination means is stored in one of the storage areas. In a state where it is determined to change the hold display mode of the determination information to a specific hold display mode, when an operation is received by the operation means during a predetermined period, the hold display mode based on the special determination information Is changed from a predetermined hold display mode to the specific hold display mode, and is notified to the hold notification unit.
A third aspect of the present invention is the gaming machine according to the first or second aspect of the present invention, wherein the hold display control means is stored in any one of the storage areas. Based on the special determination information when the operation means is not accepted during a predetermined period in a state where it is determined to change the hold display mode of the special determination information to a specific hold display mode. The hold notification mode is informed to the hold notification means in the normal hold display mode.
A fourth aspect of the present invention is the gaming machine according to the first aspect of the present invention, wherein the hold display control means includes a special display in which the hold display mode determination means is stored in one of the storage areas. When it is determined to change the hold display mode of the determination information to a specific hold display mode and the operation means is not accepted during the predetermined period, the hold display based on the special determination information The mode is changed to the specific hold display mode, and the hold notification unit is notified.
A fifth aspect of the present invention is the gaming machine according to the first or fourth aspect of the present invention, wherein the hold display control means stores the hold display mode determination means in one of the storage areas. In the state where it is determined to change the hold display mode of the special determination information to a specific hold display mode, when the operation is accepted for a predetermined period, the hold based on the special determination information The hold notification means is informed in the normal hold display mode as the display mode.
  The operation means includes a wide range of so-called buttons (push-down type, etc.), levers and the like. In other words, any form can be used as long as the player can perform an operation on his / her own intention and accept the operation.
  The predetermined hold display mode is less likely to be “possible” for the determination by the special game determination means than the specific hold display mode, for example, a normal hold display mode or a so-called low expectation hold Widely includes display modes (those that are not likely to be “possible” among specific hold display modes). The normal hold display mode and the low expectation hold display mode are likely to be “no” in the determination that the player controls the special game, and it is difficult for the player to have a sense of expectation. I mean.
  When it is determined to display a specific hold display mode on any hold display mode, at least at the time of the determination, a predetermined hold display mode is displayed instead of the specific hold display mode. From this, the predetermined hold display mode may be displayed for a time that allows the player to recognize that the hold is stored, or until the acceptance of the operation by the operation means is completed. It may be a thing.
  According to the present invention, even if the specific hold display mode is determined based on the Nth stored specific determination information, the corresponding Nth hold display mode is notified as the specific hold display mode. It will no longer be true. And about the hold display mode of the Mth memorize | stored specific determination information determined to change to a specific hold display mode at this time, alert | report is based on the availability of the player's operation received by the operation means. Done. That is, when a player performs an operation with his / her own intention, a specific hold display mode is notified / not notified. Therefore, the interest of the game can be given to the hold storage in which the specific hold display mode is not notified, and the interest of the game can be further improved.
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 an example of a big hit determination table and a hit determination table. It is a figure which shows an example of the symbol determination table. It is a figure which shows an example of the game state change flag determination table and the jackpot end setting data table. It is a figure which shows an example of the special electric accessory operating mode determination table. It is a figure which shows an example of 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 an example of a fluctuation pattern determination table. It is a figure which shows an example of the prior determination table of a 1st special symbol display apparatus and a 2nd special symbol display apparatus. It is a figure which shows an example of the variation production pattern determination table. It is a figure which shows an example of a pending | holding display mode determination table. 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 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 big hit determination process in the main control board. It is a figure which shows the special symbol fluctuation | variation process in a main control board. It is a figure which shows the special symbol stop process in a main control board. It is a figure which shows the jackpot game process in a main control board. It is a figure which shows the small hit game process in a main control board. It is a figure which shows the jackpot game end 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 pending | holding display mode update process in an effect control board. It is a figure which shows the effect button input control process in an effect control board. It is explanatory drawing in the display screen displayed on a liquid crystal display device.
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, and FIG. 2 is a perspective view of the back side of the gaming machine. FIG. 3 is a block diagram showing the control means of the gaming machine.
The gaming machine 1 is provided with a gaming board 2 in which a gaming area 6 in which gaming balls flow down is formed, and a glass frame 110 is provided on an outer peripheral portion of the gaming area 6 of the gaming board 2. 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 is operated according to the applied voltage, and the game ball is directed toward the game area 6 with a strength according to the rotation angle of the operation handle 3. Fire.
The game ball fired as described above rises between the rails 5 a and 5 b and reaches the upper position of the game board 2, and then falls within the game area 6. At this time, the game ball falls unpredictably by a plurality of nails and windmills (not shown) provided in the game area 6.
The game area 6 is provided with a plurality of general winning ports 7. 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, in the gaming area 6, above the general winning opening 7, a normal symbol gate 8 is provided 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.
Further, a lower start position of the game area 6 is provided with a first start port 9 through which a game ball can enter, similarly to the general winning port 7. Further, a second start port 10 is provided directly below the first start port 9. 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, the first starting port 9 located immediately above the second starting port 10 becomes an obstacle and does not accept game balls. It is possible or difficult. 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.
  As shown in FIG. 1, a special winning opening 11 is provided further below the second starting opening 10. The special winning opening 11 is normally kept closed by the special winning opening / closing door 11b, 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 11b is opened, and the special prize opening / closing door 11b functions as a tray for guiding the game ball into the special winning opening 11, A game ball can enter the big prize opening 11. The big prize opening 11 is provided with a big prize opening detection switch 11a. When the big prize opening detection switch 11a detects the entry of a game ball, preset prize balls (for example, nine game balls) are provided. To be paid out.
  The player does not enter any of the general winning port 7, the first starting port 9, the second starting port 10, and the grand winning port 11 further below the grand winning port 11, that is, at the bottom of the game area 6. A discharge port 12 is provided for discharging the game balls.
In addition, the game board 2 is provided with an effect device for performing various effects.
Specifically, a liquid crystal display device 13 made up of a liquid crystal display (LCD) or the like is provided at a substantially central portion of the game area 6. Devices 14 and 15 are provided. Further, an effect lighting device 16 is provided at both the upper position and the lower position of the game board 2, and an effect button 17 is provided 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.
Also, as will be described later, when the right to win the jackpot is held, the liquid crystal corresponds to the first hold as the jackpot lottery right that is put on the first starting port 9 and held. The first hold display 28 is displayed on the display device 13, and in response to the second hold as a jackpot lottery right where the game ball enters the second start port 10 and is held, the first hold display 28 is displayed on the liquid crystal display device 13. 2 A hold display 29 is displayed. In particular, the first hold display 28 and the second hold display 29 displayed on the liquid crystal display device 13 are a display of the number of holds in a first special symbol hold indicator 22 and a second special symbol hold indicator 23 described later. In contrast to this, not only the number of holdings is displayed but also the game result is suggested in advance before the big hit lottery is performed. Details will be described later with reference to FIG. Furthermore, in order to notify the gaming state, a background image corresponding to the gaming state is displayed.
In the present embodiment, the liquid crystal display device 13 that displays the first hold display 28 and the second hold display 29 constitutes the hold notification means, but the effect accessory devices 14 and 15, the effect lighting device 16, and the audio output device. Using the notification mode at 18, the effect accessory devices 14 and 15, the effect lighting device 16, and the audio output device 18 may be used as the hold notification means.
  The effect-use accessory devices 14 and 15 give a player a sense of expectation depending on the operation mode. In the present embodiment, the effect accessory device 14 is composed of a movable device in the shape of a person's face, and the effect is the effect accessory device 15. For example, the effect accessory device 14 moves in the left-right direction or protrudes to the front side of the gaming machine 1. Further, the effect accessory device 15 is configured such that the opening degree of the bag is variably controlled. Various operational feelings are given to the player by the operation mode of these effect-use accessory devices 14 and 15 and the combination of the operations of both effect-use accessory devices 14 and 15.
  In addition, the effect lighting device 16 includes a plurality of lights 16a, and performs various effects while changing the light irradiation direction and emission color of each light 16a.
  Further, an effect button 17 that can be pressed by the player is provided on the left side of the operation handle 3. For example, the effect button 17 is effective only when a message for operating the effect button 17 is displayed on the liquid crystal display device 13. The effect button 17 is provided with an effect button detection switch 17a. When the effect button detection switch 17a detects the player's operation, a further effect is executed according to this operation.
  Further, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 18 (see FIG. 3) formed of a speaker, and in addition to the above-described effect devices, a sound effect is also performed. ing.
  Below the game area 6, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, A normal symbol hold indicator 24 is provided.
  The first special symbol display device 19 notifies a jackpot lottery result 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 will be withheld. More specifically, the right to win a jackpot lottery where a game ball enters and is held at the first start port 9 is held as the first hold, and a game ball enters the second start port 10 and is held. The right to win the jackpot is held as a second hold.
For both of these holds, the upper limit hold number is set to four, and the hold 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. Further, the second special symbol hold indicator 23 displays the number of second hold on hold in the same manner 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.
  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 portion 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 with the hinge mechanism portion 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 of 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 11a 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 starting opening / closing solenoid 10c for opening / closing the pair of movable pieces 10b of the second starting opening 10 and a large winning opening opening / closing solenoid 11c for opening / closing the large winning opening opening / closing door 11b. Are connected, and the first special symbol display device 19, the second special symbol display device 20, the normal symbol display device 21 that constitute the symbol display device, and the first special symbol hold indicator 22 that constitutes the hold indicator. And the second special symbol hold indicator 23 and the normal symbol hold indicator 24 are connected, and various signals are output through the output port.
Further, the main control board 101 outputs an external information signal necessary for managing a gaming machine in a hall computer or the like of a gaming store to the gaming information output terminal board 108.
The main ROM 101b of the main control board 101 stores a game control program and data and tables necessary for determining various games.
For example, a jackpot determination table (see FIGS. 4A and 4B) that is 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. 4 (c)) that is referred to when determining whether or not to perform, a symbol determination table (see FIG. 5) for determining a special symbol stop symbol, and a gaming state change flag based on the special symbol Determination table (see FIG. 6 (a)), jackpot end setting data table (see FIG. 6 (b)) for determining the gaming state based on the gaming state change flag and the data in the gaming state buffer The special electric accessory actuating mode determining table (see FIG. 7) for determining the opening / closing conditions of the special prize opening / closing door 11b, the long hitting open mode determining table (see FIG. 8 (a)), and the short hitting open mode determining table. (Figure (See (b)), an opening mode determination table for small hits (see FIG. 8C), a variation pattern determination table (see FIG. 9) for determining a variation pattern of special symbols, 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.
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, a determination storage area, 1 special symbol storage area, 2nd special symbol storage area, remaining probability count (X) storage area of high probability gaming state, remaining variation count (J) storage area of short-time gaming state, round game count (R) storage area, open Number of times (K) storage area, number of winning prizes (C) storage area, gaming state storage area, gaming state buffer, stop symbol data storage area, gaming state change flag storage area, effect transmission data storage area, various A timer counter is 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 wired to the main control board 101 and provided with a connector for connecting external information to a hall computer or the like of the 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 and data and tables necessary for determining various games.
For example, when a game ball is won in the effect pattern determination table (see FIG. 11) for determining the effect pattern based on the variation pattern designation command received from the main control board, the first start port 9 or the second start port 10 The liquid crystal display device 13 or the like uses a hold display mode determination table (see FIG. 12) for determining the display mode of the hold display, an effect symbol determination table (not shown) or the like for determining a combination of effect symbols 30 to be stopped. Is 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 an effect button effect start flag storage area, such as a command reception buffer, a game state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, a first hold storage area, and a second hold storage area. In addition, an effect execution storage area for effect buttons is provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.
In the present embodiment, the effect control board 102 is equipped with an RTC (real time clock) 102d for outputting the current time. The sub CPU 102a inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 102d, and executes various processes based on the current date and time. The RTC 102d is normally operated by power from the gaming machine when power is supplied to the gaming machine, and is powered by power supplied from a backup power source mounted on the power supply board 107 when the gaming machine is powered off. Operate. Accordingly, the RTC 102d can measure 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 and operated by the battery.
Alternatively, the RTC 102d may not be provided, and the time may be measured by counting up a counter provided in the sub RAM 102c having a function as a backup RAM every predetermined time (for example, every 2 ms).
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 count detection 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, based on the processing, the corresponding data is transmitted to the main control board 101. 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. As a result, the number of games played per minute is about 99.9 (pieces / minute) because one shot 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. Further, energization control is performed on a drive source such as a solenoid or a motor that operates the effect accessory devices 14 and 15. The lamp control board 104 is connected to the effect control board 102, and performs the above-described controls based on data transmitted from the effect control board 102.
  The image control board 105 includes an image CPU, an image ROM, an image RAM, and a VRAM (not shown) for performing image display control of the liquid crystal display device 13, and an audio CPU, an audio ROM, and an audio RAM. The image control board 105 is connected to the effect control board 102 so as to be capable of bidirectional communication, and the liquid crystal display device 13 and the audio output device 18 are connected to the output side thereof.
The image ROM stores a large number of image data such as effect symbols 30 and backgrounds displayed on the liquid crystal display device 13, and the image CPU reads a predetermined program based on a command transmitted from the effect control board 102. At the same time, predetermined image data is read from the image ROM to the VRAM, and display control in the liquid crystal display device 13 is performed. The image CPU performs 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 showing a big hit determination table that is referred to when determining whether or not the special symbol variation stop result is a big hit. 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, and the low-probability random-number determination table or the high-probability random-number determination table is selected. 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 ” The number 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 increased by 10 times. 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 illustrating 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 “losing”.
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 hit determination random number value is 0 to 10, the probability of being determined to be a big hit at the time of non-short game state is 1/11, and the probability of being determined to be a big hit at the time of short time game state is 10 times. Up to 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 of the special symbol display devices 19 and 20, 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. Yes.
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.
Also, based on the determined special symbol type (stop symbol data), an effect symbol designating command is generated as a control command for transmitting information on the special symbol to the effect control board 102. Here, the control command is composed of 1-byte data, and 1-byte MODE data for identifying the control command classification and 1-byte data indicating the contents (function) of the executed control command. DATA data. The same applies to a variation pattern designation command and a start winning designation command described later.
  Further, as will be described later, a game state change flag that is referred to in order to determine a game state after the end of the jackpot is determined according to the type of special symbol (stop symbol data) (FIG. 6A, FIG. 6). b)). From this, it can be said that the gaming state after the jackpot is determined by the type of special symbol (stop symbol data).
Further, as will be described later, the jackpot mode is determined corresponding to the type of special symbol (stop symbol data) (see FIG. 7). From this, it can be said that the kind of special symbol shows a big hit mode.
Then, as a feature of the symbol determination table shown in FIG. 5A in the present embodiment, in the second special symbol display device 20 that is activated when a game ball enters the second starting port 10, “short” It can be said that “winning” is not determined (see FIG. 7).
This is because, in the non-short-time gaming state, almost no gaming ball enters the second starting port 10, but if a short hit is determined when a gaming ball enters the second starting port 10, This is because even if the short-time gaming state is provided, the player's willingness to play may be reduced. In order to prevent such a decline in the willingness to play games, in the symbol determination table of the second special symbol display device 20 shown in FIG. 5A, the type of special symbol (stop symbol data) corresponding to the short hit is not determined. I am doing so.
  FIG. 6A is a game state change flag determination table for determining a game state change flag that is referred to in order to determine the game state after the jackpot end. The game state change flag is determined based on a special symbol. Is done. Note that the gaming state change flag determination table shown in FIG. 6A is based on the determination of the gaming state change flag before the jackpot game process (see FIG. 22) based on the type of special symbol (stop symbol data). Referenced.
  FIG. 6B 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 (b), based on the winning gaming state and the gaming state change flag stored in the gaming state buffer, the setting of the high probability gaming flag and the remaining fluctuation of the high probability gaming state Setting of the number of times (X), setting of the short-time game flag, and setting of the remaining number of fluctuations (J) of the short-time game state are performed.
The table of FIG. 6B is characterized in that when the first special symbol 3 (stopped symbol data 03, corresponding to the short symbol) is determined in the first special symbol display device 19, it is stored in the game state buffer. Based on the stored game state at the time of winning, the setting of the short-time game flag and the number of short-time games are varied.
Specifically, in the case of the first specific special symbol 3 (stop symbol data 03), 02H is determined as the gaming state change flag. Then, data indicating a gaming state in which both the high probability gaming flag and the short-time gaming flag are not set in the gaming state buffer (00H: low probability gaming state, non-short-time gaming state) or the high probability gaming flag is set. If data indicating a gaming state in which the short-time game flag is not set (01H: high-probability gaming state, non-short-time gaming state) is stored, the high-probability gaming flag is set after the jackpot is over, and the probability game Although the remaining number of times of change (X) of the state is set to 10,000 times, the short-time game flag is not set, and the remaining number of times of change (J) of the short-time game state is also set to zero. On the other hand, data indicating a gaming state in which the high probability gaming flag is not set in the gaming state buffer but the short-time gaming flag is set (02H: low-probability gaming state, short-time gaming state), or the high-probability gaming flag and the short-time gaming If data indicating a gaming state in which both of the flags are set (03H: high-probability gaming state, short-time gaming state) is stored, a high-probability gaming flag is set after the jackpot ends, and the probability gaming state The remaining number of fluctuations (X) is set to 10,000 times, the hourly gaming flag is also set, and the remaining number of fluctuations (J) in the hourly gaming state is also set to 10,000.
Thereby, the remaining number of fluctuations (J) in the short-time gaming state can be changed, and the player can enjoy what is the gaming state at the time of winning the big hit.
  FIG. 7 is a special electric accessory actuating mode determination table for determining the opening / closing conditions of the special prize opening opening / closing door 11b. Based on the special symbol type (stop symbol data), the table of FIG. 7 determines the number of operations to be performed in the jackpot game and the open state table of the big prize opening.
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), the opening time, and the closing time are stored in association with each other.
Here, the short hit release mode determination table in FIG. 8B and the small hit release mode determination table in FIG. 8C are different in the number of round games (R) and the number of releases (K). However, since the actual opening / closing operation of the grand prize opening / closing door 11b is the same (15 times), the opening time (0.052 seconds) and the closing time (0.052 seconds) are also the same. The person cannot distinguish whether it is a small hit or short hit from the appearance. Thereby, the pleasure which makes a player guess whether it is a small hit or a short win can be provided. However, it is not limited to setting exactly the same opening time and closing time, and any difference that cannot determine whether the player has a small hit or short hit is acceptable.
In addition, the opening time of “short win” or “small hit” (0.052 seconds) 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 11b is opened, it is difficult to win the big prize opening 11, and the "short win" or "small win" 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 special symbols as will be described later.
Specifically, the variation pattern determination table determines the variation pattern based on the jackpot determination result, the special symbol to be stopped, the presence or absence of the short-time gaming state, the number of special symbol hold, the reach determination random number value, and the variation pattern random value. Is done. Based on the determined variation pattern, the variation time of the special symbol is determined, and a variation pattern designation command for transmitting the special symbol information to the effect control board 102 is generated. Therefore, it can be said that the “variation pattern” defines at least the jackpot determination result and the variation time of the special symbol. In addition, since a reach is always performed when a big hit or a small hit, the reach determination random number value is not referred to when a big hit or a small win. Note that the random number range for reach determination and the random number value for variation pattern are set to 100 random numbers (0 to 99).
  Further, as a feature of the variation pattern determination table shown in FIG. 9, when the jackpot determination result is a loss, when the gaming state is the short-time gaming state, the variation time of the special symbol is set to be short. For example, 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 9 (shortening variation) with a variation time of 3000 ms with a probability of 99% based on the random number value for reach determination However, if it is a non-time-saving gaming state, a variation pattern in which the variation time exceeds 3000 ms is determined. In this manner, the variation time is set to be short when the time-saving gaming state is entered.
  FIG. 10 is a diagram showing a prior determination table of the first special symbol display device 19 and the second special symbol display device 20 for generating the determination information of the start port, and a detection signal from the first start port detection switch 9a. And a preliminary determination table of the second special symbol display device referred to when a detection signal from the second start port detection switch 10a is input. It consists of. The prior determination table shown in FIG. 10 is a prior determination table in the low-probability gaming state, and illustration is omitted, but a prior determination table in the high-probability gaming state also exists.
  Specifically, the advance determination table shown in FIG. 10 is a start opening detection that detects that a game ball has won a start opening by the advance determination tables of the first special symbol display device 19 and the second special symbol display device 20. Based on the switch type, special symbol determination random number value, jackpot symbol random number value, reach determination random number value, and the like, a start winning designation command is generated to indicate the determination information of the start opening in advance. Here, the start winning designation command is composed of 1-byte MODE data for identifying the command classification and 1-byte DATA data indicating the content (function) of the command. In the present embodiment, when the MODE data is “E8H”, a start winning designation command corresponding to the winning of the game ball is shown at the first start opening 9, and when the MODE data is “E9H”, the second start opening is indicated. 10 shows a start winning designation command corresponding to the winning of a game ball.
  Further, the DATA data of the start winning designation command is generated based on a special symbol determination random number value, a jackpot symbol random number value, a reach determination random number value, or the like. As described above, the special symbol determination random number value determines whether it is “big hit”, “small hit”, or “lost”, and the big hit symbol random number value is “long win”, “short win” or “high probability gaming state” It is determined whether or not to make a transition, and the presence / absence of reach is determined by the start winning designation command DATA data. This can be determined before the start of symbol variation. Specifically, as shown in the command analysis content column of FIG. 10, if it is an E8H00H start winning designation command, the information of the first start opening winning and the probability variation jackpot can be determined. In addition, since it is always accompanied by “reach” in the case of a jackpot, it can also be determined that a reach occurs due to a jackpot.
For example, according to the prior determination table shown in FIG. 10, a detection signal from the first start port detection switch 9a is input, the special symbol determination random number value is “7”, and the jackpot symbol random number value is “0”. ”, An E8H00H start winning designation command is generated as the starting winning designation command.
Further, when the data set in the first special symbol hold count (U1) storage area and the second special symbol hold count (U2) storage area is not less than 4 (that is, the first special symbol hold count (U1) storage area, In the case where the data set in the second special symbol holding number (U2) storage area is 4, a start winning designation command of E8HFFH is generated as a starting winning designation command. The DATA data “FFH” of the start winning designation command is a special symbol determination random number value because the number of reserved balls is 4 at the upper limit even though a game ball has won at the first start port 9 or the second start port 10. This means that the jackpot symbol random number value, the small bonus symbol random value, the fluctuation pattern random number value, and the reach determination random number value were not acquired (so-called overflow).
  FIG. 11 is a diagram showing a variation effect pattern determination table for determining a variation aspect of the effect symbol 30 in the liquid crystal display device 13 or the like.
The sub CPU 102a determines the variation effect pattern based on the variation pattern designation command received from the main control board 101 and the effect random number 1. Here, even if the same variation pattern designation command is used, different variation production patterns can be determined on the basis of the random number value 1 for production. Therefore, the number of variation pattern designation commands is reduced and the main control board is reduced. The storage capacity in 101 is reduced.
The “variation effect pattern” is a specific effect in the effect means (the liquid crystal display device 13, the audio output device 18, the effect lighting device 16, and the effect accessory devices 14, 15) performed during the change of the special symbol. This refers to the effect mode, and the display mode of the background displayed on the liquid crystal display device 13, the display mode of the character, and the change mode of the effect symbol 30 are determined by the change effect pattern. In addition, “reach” in the present embodiment refers to a state in which a part of a combination of symbols for notifying that a transition to a special game is stopped is displayed while other symbols are performing variable display. For example, when the combination of the three-digit effect symbol 30 of “777” is set as the combination of the effect symbols 30 for notifying that the game will shift to the jackpot game, the two effect symbols 30 are stopped and displayed at “7”. The state where the remaining effect symbols 30 are performing variable display.
FIG. 12 shows a hold display for determining the display mode of the first hold display 28 or the second hold display 29 on the liquid crystal display device 13 or the like when a game ball wins the first start opening 9 or the second start opening 10. It is a figure which shows the aspect determination table.
In other words, FIG. 12 shows a jackpot determination when a game ball is detected by the first start port detection switch 9a or the second start port detection switch 10a in a state where the variation of the special symbol based on the jackpot determination cannot be started. Notification that the acquired special symbol determination random number value, jackpot symbol random number value, small hit symbol random number value, reach determination random number value is stored and held until the state of the special symbol based on the status can be started. 10 is a table for determining a hold display mode of the first hold display 28 or the second hold display 29 to be performed. As described above, the first hold display 28 corresponds to the first hold as a jackpot lottery right where the game ball enters the first start port 9 and is held, and the second hold display 29 is This corresponds to the second hold as a jackpot lottery right where a game ball enters the second start port 10 and is held. Note that “the state in which the variation of the special symbol based on the jackpot determination cannot be started” is a state in which the first special symbol display device 19 or the second special symbol display device 20 is performing the variation display of the special symbol, or a jackpot A state in which a game process (see FIG. 17) is being performed.
  Specifically, the presentation control board 102 receives the “start winning designation command”, and based on the received “start winning designation command” and the random number value of the rendering random number 2 obtained by the sub CPU 102, the hold display mode is changed. Determine the pending display data to determine.
Here, as shown in FIG. 12, the hold display mode is displayed based on 6 types of hold display data 0 to 5 and the first hold display based on 3 types of hold display data 0 to 2. 28 is configured, and the second hold display 29 is formed based on the three types of hold display data 3 to 5.
Specifically, a predetermined “red” character image is displayed on the liquid crystal display device 13 as the first hold display 28 based on the three types of hold display data 0 to 2. In addition, a predetermined “blue” character image is displayed on the liquid crystal display device 13 as the second hold display 29 based on the three types of hold display data 3 to 5. Thereby, it can be distinguished whether the hold display mode is the first hold display 28 of the first start port 9 or the second hold display 29 of the second start port 10.
  Further, as described in FIG. 10, a “start winning designation command” is generated based on the special symbol determining random number value, the big hit symbol random number value, the small hit symbol random number value, and the reach determining random number value. It is possible to identify information such as “type of jackpot”, “presence / absence of reach”, “presence / absence of high-probability gaming state” and “presence / absence of overflow” by the “specified command”. The hold display data is configured to improve the fun of the game.
Specifically, the “first normal display mode” based on the hold display data 0 constitutes, for example, a “red volleyball image”, and the “second normal display mode” based on the hold display data 3 includes, for example, “blue Volleyball image ".
Then, according to the hold display mode determination table of FIG. 12, the “first normal display mode” based on the hold display data 0 is determined for all start winning designation commands (MODE = E8H) indicating the first start port 9. Since the “second normal display mode” based on the hold display data 3 is determined in all start winning designation commands (MODE = E9H) indicating the second start port 10, all jackpots, presence / absence of reach, high It is determined based on whether or not the probabilistic gaming state has changed.
Therefore, the “first normal display mode” and the “second normal display mode” cannot narrow down detailed information for the player except for the distinction of the hold display mode by the first start port 9 or the second start port 10, It has a role of so-called normal hold display.
Further, the “first specific display mode 1” based on the hold display data 1 constitutes, for example, a “red soccer ball image”, and the “second specific display mode 1” based on the hold display data 4 is set to, for example, “blue A “soccer ball image” is formed.
Then, according to the hold display mode determination table of FIG. 12, the “first specific display mode 1” based on the hold display data 1 is determined in all start winning designation commands (MODE = E8H) indicating the first start port 9. Since the “second specific display mode 1” based on the hold display data 4 is determined in all start winning designation commands (MODE = E9H) indicating the second start port 10, all jackpots and presence / absence of reach are determined. It is determined based on whether or not there is a transition of the high probability gaming state. Then, “first specific display mode 1” and “second specific display mode 1” are considered to have the same role as “first normal display mode” and “second normal display mode”. Comparing the selection ratio of the random number 2 for use, when the “first specific display mode 1” and the “second specific display mode 1” are “lost”, the “first normal display mode” and the “second normal display mode” It becomes difficult to select compared with "aspect".
Therefore, the “first specific display mode 1” and the “second specific display mode 1” are less likely to be “lost” as compared to the “first normal display mode” and the “second normal display mode”. It is suggested in advance that the degree of expectation of “big hit” is high.
The “first specific display mode 2” based on the hold display data 2 constitutes, for example, a “red baseball ball image”, and the “second specific display mode 2” based on the hold display data 5 includes, for example, “blue Baseball ball image ".
Then, according to the hold display mode determination table of FIG. 12, the “start winning designation command” is “E8H00H (first start port, per probability variation length)”, “E8H02H (first start port, per normal length)”, “ E8H05H (first start port, loss, reach) ”and when the production random number value 2 is a predetermined value, the hold display data 2 is determined, and“ E9H00H (second start port, per probability variation length) ) ”,“ E9H01H (second starter, per normal length) ”,“ E9H04H (second starter, lost, with reach) ”, and the production random number 2 is on hold The display data 5 is determined.
Accordingly, since a reach always occurs in the case of a big hit, the “first specific display mode 2” and the “second specific display mode 2” always have a reach and become “long hit” or “lost”. This will be suggested in advance.
(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, there are cases of “low probability gaming state” and “short-time gaming state” and “low probability gaming state” and “non-short-time gaming state”. . Note that the gaming state when the game is started, that is, the initial gaming state of the gaming machine 1 is a “low probability gaming state” and is set to a “non-short-time gaming state”. 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”.
(Explanation of hit type)
In the present embodiment, two types of big hits, “long hit” and “short hit”, and one type of “small hit” are provided.
In the present embodiment, “long win game” means the right to execute a long hit game in the jackpot lottery performed on the condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
In the “long game”, a round game in which the special winning opening 11 is opened is performed 15 times in total. The total opening time of the grand prize opening 11 in each round game is set to a maximum of 29.5 seconds, and if a predetermined number of game balls (for example, 9) enter the big prize opening 11 during this time, one round The game ends. In this “long game”, when a game ball enters the big winning opening 11, a predetermined prize ball (for example, 15 game balls) is paid out. In other words, “game per long” is a game in which a large amount of prize balls can be obtained because a game ball enters the big winning opening 11 and a player can obtain a prize ball according to the winning ball.
In the present embodiment, “short win game” means the right to execute a short win game in the jackpot lottery performed on condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
In the “short win game”, a round game in which the special winning opening 11 is opened is performed 15 times in total. However, in each round game, the special winning opening 11 is opened only once, and the opening time is set to 0.052 seconds. During this time, when a predetermined number of game balls (for example, 9 balls) enter the big prize opening 11, one round game is finished. However, since the opening time of the big prize opening 11 is extremely short as described above, Hardly enters, and even if a game ball enters, only one or two game balls enter in one round game. In this “short win game”, when a game ball enters the big winning opening 11, a predetermined prize ball (for example, 15 game balls) is paid out.
In this embodiment, “small hit game” means the right to execute a small hit game in the big hit lottery performed on the condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
Also in the “small win game”, the big prize winning opening 11 is opened 15 times as in the “short win game”. The opening time, opening / closing timing, and opening / closing mode of the big winning opening 11 at this time are the same as the above “short win game”, or the player cannot discriminate between “small win game” and “short win game” or Approximate to a difficult degree. However, when a game ball enters the special winning opening 11, a predetermined prize ball (for example, 15 game balls) is paid out in the same manner as described above.
In the present embodiment, the “long win game” and the “short win game” are referred to as “big hit game”, and the “big hit game” and the “small hit game” are collectively referred to as “special game”. That's it.
In the main control board 101, a flag is stored in the game state storage area of the main RAM 101c so as to grasp which game state is the current game state.
Also, the game state is changed from one game state to another game state after winning the jackpot and finishing the jackpot game as a result of the jackpot lottery.
In the present embodiment, a plurality of types of “big jackpots” are provided, and the type of “big jackpot” is determined according to the type of special symbol (type of jackpot symbol) determined by winning the jackpot. Then, after the jackpot ends, the subsequent gaming state changes according to the type of jackpot symbol. In the case where “small hit” is won, the gaming state such as “high probability gaming state” or “short-time gaming state” is not changed after the “small hit gaming state” ends. For example, when “small hit” is won in the “high probability gaming state”, the “high probability gaming state” continues even after the “small hit gaming state” ends.
  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, the main CPU 101a performs initialization processing. In this process, the main CPU 101a performs a process of reading a startup program from the main ROM and initializing flags and the like stored in the main RAM in response to power-on.
(Step S20)
Subsequent to step S10, the main CPU 101a performs an effect random number update process for updating the random number value for variation pattern and the random value for reach determination.
(Step S30)
After step S20, 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) by the reset clock pulse generation circuit provided on the main control board 101, thereby executing a timer interrupt process described below.
(Step S100)
First, the main CPU 101a saves information stored in the register of the main CPU 101a in the stack area.
(Step S110)
Subsequent to step S100, 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, Time control processing for updating various timer counters such as update processing is performed. Specifically, a special symbol time counter, a special game timer counter, a normal symbol time counter, and a general electricity open time counter are decremented by -1.
(Step S120)
Subsequent to step S110, 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 to update the random number counter. 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)
After step S120, the main CPU 101a adds an initial value random number counter for special symbol determination, an initial value random number counter for jackpot symbol, and an initial value random number counter for jackpot symbol to update the random number counter by +1. I do.
(Step S200)
Subsequent to step S130, the main CPU 101a performs input control processing. In this process, the main CPU 101a determines whether or not there is an input to each of the general winning opening detecting switch 7a, the large winning opening detecting switch 11a, the first starting opening detecting switch 9a, the second starting opening detecting switch 10a, and the gate detecting switch 8a. Input processing is performed to determine whether or not. Specifically, it will be described later with reference to FIGS. 15 and 16.
(Step S300)
Subsequent to step S200, the main CPU 101a performs a special figure special power control process for controlling the special symbol and the special electric accessory. Details will be described later with reference to FIGS.
(Step S400)
Subsequent to step S300, the main CPU 101a performs a general-purpose 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)
Subsequent to step S400, 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 11, 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. 15 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)
Subsequent to step S500, the main CPU 101a performs data creation processing of external information data, start port opening / closing solenoid data, special winning opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, and storage number designation command.
(Step S700)
Following step S600, 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)
Following step S700, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.
  The input control processing of the main control board 101 will be described using FIG.
(Step S210)
First, 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 the game ball has won 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)
Subsequent to step S210, the main CPU 101a determines whether or not the detection signal from the big prize opening detection switch 11a is inputted, that is, whether or not the game ball has won the big prize opening 11. When the main CPU 101a receives a detection signal from the big prize opening detection switch 11a, the main CPU 101a updates the big prize mouth prize ball counter used for the prize ball by adding predetermined data and updates the big prize mouth 11 for winning. The winning prize entrance counter (C) for counting the number of game balls played is added and updated.
(Step S230)
Subsequent to step S220, 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 won the first start port 9, and the jackpot determination Predetermined data for performing is set. Details will be described later with reference to FIG.
(Step S240)
Subsequent to step S230, the main CPU 101a determines whether a detection signal from the second start port detection switch 10a has been input, that is, whether the game ball has won 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 updates the start port prize ball counter used for the prize ball by adding predetermined data and updates the second special symbol holding number. (U2) If the data set in the storage area is less than 4, add “1” to the second special symbol holding number (U2) storage area, and the special symbol determination random number value, jackpot symbol random number value, The random number value for small hits and the random number for reach determination are extracted, and the extracted random number is stored in the second special symbol storage area.
That is, when compared with a first start port detection switch input process of FIG. 19 described later, the same process is performed although the area for storing data is different between the first special symbol storage area and the second special symbol storage area.
(Step S250)
After step S240, 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. Further, when the gate detection switch 8a receives a signal, the main CPU 101a adds “1” to the normal symbol holding number (G) storage area, and from a random number range (for example, 0 to 10) prepared in advance. One hit determination random number value is extracted, and the extracted random number value is stored in the normal symbol holding storage area. However, when “4” is stored in the normal symbol holding number (G) storage area, “1” is added to the normal symbol holding number (G) storage area, or a random number for winning determination is extracted. The random number value extracted in the normal symbol holding storage area is not stored. When this process ends, the input control process ends.
  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, the main CPU 101a determines whether or not a detection signal is input from the first start port detection switch 9a.
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)
Subsequent to step S230-1, 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)
Subsequent to step S230-2, the main CPU 101a determines whether the data set in the first special symbol hold count (U1) storage area is less than 4.
(Step S230-4)
If it is determined in step S230-3 that the data set in the first special symbol hold count (U1) storage area is less than 4, the main CPU 101a stores the first special symbol hold count (U1). Add “1” to the area and store it.
(Step S230-5)
Subsequent to step S230-4, the main CPU 101a extracts a random number value for determining a special symbol, and searches for a free storage unit in order from the first storage unit in the first special symbol storage area. The extracted special symbol determination random number value is stored in the storage unit.
(Step S230-6)
Subsequent to step S230-5, the main CPU 101a extracts a 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 for jackpot symbol extracted is stored in the storage unit.
(Step S230-7)
Subsequent to step S230-6, the main CPU 101a extracts the random numbers for the small bonus symbols, searches for the vacant storage units in order from the first storage unit in the first special symbol storage area, and becomes free. The small random number value for the small hit symbol is stored in the storage unit.
(Step S230-8)
Subsequent to step S230-7, the main CPU 101a extracts the random number value for variation pattern and the random number value for reach determination as the random number value for presentation, and is vacated in order from the first storage unit in the first special symbol storage area. The random number for fluctuation pattern and the random number for reach determination extracted in the free storage are stored.
  As described above, the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, the variation pattern random number value, and the reach determination random number value are stored in the predetermined storage unit of the first special symbol storage area. Will be.
(Step S230-9)
After step S230-8, the main CPU 101a refers to the pre-determination table shown in FIG. 10, and starts the starting port based on the special symbol determination random number value, jackpot symbol random number value, and reach determination random number value acquired this time. A start winning designation command for indicating the determination information in advance is generated. Further, when it is determined in step S230-3 that the data set in the first special symbol reservation number (U1) storage area is not less than 4, the process of step S230-9 is performed.
In the second start port detection switch input process, a start winning designation command is generated with reference to the pre-determination table shown in FIG. 10 as in step S230-9.
(Step S230-10)
Subsequent to step S230-9, the main CPU 101a transmits the start prize designation command to the effect control board 102 in order to transmit the start prize designation command generated in the preliminary determination process in step S230-9 to the effect transmission data. Set in the storage area. As a result, the sub CPUCPU 102a in the effect control board 102 that has received the start winning designation command analyzes the start winning designation command and starts to change the special symbol triggered by the winning of the game ball at the first start opening this time. A predetermined effect can be executed in advance before being performed. When this process ends, the first start port detection switch input process ends.
  With reference to FIG. 17, the special figure special power control processing of the main control board 101 will be described.
(Step S301) (Step S302)
First, the main CPU 101a loads the value of the special figure special electricity processing data (step S301), and refers to the branch address from the special figure special electric treatment data loaded in step S302.
(Step S310)
In the above step S302, if the special figure special electricity processing data = 0, the special symbol memory determination process is executed.
(Step S320)
In the above step S302, if the special figure special electric processing data = 1, the special symbol variation process is executed.
(Step S330)
In the above step S302, if the special figure special electricity processing data = 2, the special symbol stop process is executed.
(Step S340)
In step S302, if the special figure special power processing data = 3, the big hit game processing is executed.
(Step S350)
In the above step S302, if the special figure special electric processing data = 4, the small hit game processing is executed.
(Step S360)
In step S302, if the special figure special electric processing data = 5, the big hit game end processing is executed. 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)
First, the main CPU 101a determines whether or not the special symbol is being changed. Here, if the special symbol variation display is in progress (special symbol time counter ≠ 0), the special symbol memory determination process is terminated.
(Step S310-2)
If it is determined in step S310-1 that the special symbol variation display is not in progress (special symbol time counter = 0), the main CPU 101a has a second special symbol hold count (U2) storage area of 1 or more. Determine whether.
(Step S310-3)
If it is determined in step S310-2 that the second special symbol hold count (U2) storage area is “1” or more, the main CPU 101a stores the second special symbol hold count (U2) storage area. “1” is subtracted from the stored value and stored.
(Step S310-4)
On the other hand, if it is determined in step S310-2 that the second special symbol hold count (U2) storage area is not 1 or more, the main CPU 101a has a first special symbol hold count (U1) storage area of 1 or more. It is determined whether it is.
(Step S310-5)
If it is determined in step S310-4 that the first special symbol hold count (U1) storage area is “1” or more, the main CPU 101a stores the first special symbol hold count (U1) storage area. “1” is subtracted from the stored value and stored.
(Step S310-6)
Next, the main CPU 101a performs a shift process on the data stored in the special symbol reservation storage area corresponding to the special symbol reservation number (U) storage area subtracted in steps S310-2 to S310-5. Specifically, each data 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 is shifted to the previous storage unit. Here, the data stored in the first storage unit is shifted to the determination storage area (the 0th storage unit). At this time, the data stored in the first storage unit is written in the determination storage area (0th storage unit), and the data already written in the determination storage area (0th storage unit) is stored in the special symbol hold storage. It will be erased from the area. Thereby, the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, the reach determination random number value, and the variation pattern random number value used in the previous game are deleted.
In this embodiment, in steps S310-2 to S310-6, the second special symbol storage area is shifted with priority over the first special symbol storage area. One special symbol storage area or the second special symbol storage area may be shifted, or the first special symbol storage area may be shifted with priority over the second special symbol storage area.
(Step S311)
Next, the main CPU 101a stores the data (special symbol determination random number value, jackpot symbol random number value, small bonus symbol) written in the determination symbol storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6. Jackpot determination processing is executed based on the random number for use. Details will be described later with reference to FIG.
(Step S312)
Subsequent to step S311, the main CPU 101a performs a variation pattern selection process.
The variation pattern selection process refers to the variation pattern determination table shown in FIG. 9, the jackpot determination result, the type of special symbol, the presence or absence of the short-time gaming state, the number of special symbol hold (U), the acquired reach determination random number The variation pattern is determined based on the random number value for the variation pattern.
(Step S313)
Subsequent to step S312, the main CPU 101a sets a variation pattern designation command corresponding to the determined variation pattern in the effect transmission data storage area.
(Step S314)
Subsequent to 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 S315)
Subsequent to step S314, the main CPU 101a starts the special symbol display on the special symbol display device 19 or 20. That is, when the information written in the processing area relates to the first hold, the special symbol display device 19 blinks, and when the information relates to the second hold, the special symbol display device 20 blinks.
(Step S316)
Subsequent to step S315, when the main CPU 101a starts the variation display of the special symbol as described above, the special symbol time counter sets the variation time (counter value) based on the variation pattern determined in step S312 to the special symbol time counter. Set to counter. The special symbol time counter is subtracted every 4 ms in S110 (see FIG. 14).
(Step S317)
Subsequent to step S316, the main CPU 101a sets 00H to the demonstration determination flag. That is, the demonstration determination flag is cleared.
(Step S318)
Subsequent to step S317, the main CPU 101a sets the special symbol special processing data = 1, shifts the processing to the special symbol variation processing shown in FIG. 20, and ends the special symbol storage determination processing.
(Step S319-1)
On the other hand, if it is determined in step S310-4 that the first special symbol holding number (U1) storage area is not 1 or more, the main CPU 101a determines whether or not 01H is set in the demo determination flag. To do. At this time, if the demonstration determination flag is set to 01H, the main CPU 101a ends the special symbol storage determination process.
(Step S319-2)
If it is determined in step S319-1 that 01H is not set in the demo determination flag, the main CPU 101a does not set a demo designation command many times in step S319-3 described later. Set 01H to the demo judgment flag.
(Step S319-3)
Following step S319-2, 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, 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.
(Step S311-2)
When the high probability gaming flag is turned on in step S311-1, that is, when it is determined that the current gaming state is the high probability gaming state, the main CPU 101a determines that the “high probability random number determination table”. Select.
(Step S311-3)
On the other hand, when the high probability gaming flag is not turned on in the above step S311-1, that is, when it is determined that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a Select “Low probability random number determination table”.
(Step S311-4)
Next, 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 (see FIG. 18) in step S311-2. Alternatively, the determination is made based on the “high probability random number determination table” or the “low probability random number determination table” selected in step 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)
Subsequent to step S311-4, the main CPU 101a determines whether or not the jackpot determination is made as a result of the jackpot determination in step S311-4.
(Step S311-6)
If it is determined in step S311-5 that the game is a jackpot, the main CPU 101a determines the jackpot symbol random number value written in the determination storage area (the 0th storage unit) in the special symbol hold storage area in step S310-6. Is determined, a 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. 21, as will be described later, and the big hit game process of FIG. 22 or the small hit of FIG. It is also used to determine the operation mode of the big prize opening 11 in the game process, and to determine a game state change flag that is referred to in order to determine the game state after the jackpot game end process in FIG. Is also used.
(Step S311-7)
Subsequent to step S311-6, the main CPU 101a generates an effect designating command corresponding to the special symbol for jackpot and transmits the effect transmission data to transmit the data corresponding to the special symbol to the effect control board 102. Set to area.
(Step S311-8)
Subsequent to step S311-7, based on the stop symbol data, the main CPU 101a determines a gaming state change flag to be referred to in order to determine the gaming state after the jackpot ends, and uses the determined gaming state change flag as the gaming state. A game state change flag determination process to be set in the change flag storage area is performed.
Specifically, referring to the game state change flag determination table shown in FIG. 6A, the game state change flag is determined based on the stop symbol data, and the determined game state change flag is changed to the game state change. Set in the flag storage area.
(Step S311-9)
Subsequent to step S311-8, the main CPU 101a determines the gaming state at the time of winning the big win from the information set in the gaming state storage area (the short-time gaming flag storage area, the high probability gaming flag storage area). Game state information indicating the game state 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 S311-10)
If it is not determined in step S311-5 that the game is a big hit, the main CPU 101a determines whether or not the game is determined to be a big hit.
(Step S311-11)
If it is determined in step S311-10 that the game is a small hit, the main CPU 101a uses the small bonus symbol written in the determination storage area (the 0th storage unit) in the special symbol reserved storage area in step S310-6. The random number value is determined, the type of the special symbol is determined, and the 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 S311-12)
Subsequent to step S311-11, in order to transmit data corresponding to the special symbol to the effect control board 102, the main CPU 101a generates an effect symbol designating command corresponding to the special symbol for the small hit, and transmits the effect transmission data. Set in the storage area.
(Step S311-13)
If it is not determined in step S311-10 that the game is a small hit, the main CPU 101a refers to the symbol determination table in FIG. 5C to determine a special symbol for losing and stops the losing that has been determined. The symbol data is set in the stop symbol data storage area.
(Step S311-14)
Subsequent to step S311-13, in order to transmit data corresponding to the special symbol to the effect control board 102, the main CPU 101a generates an effect symbol designating command corresponding to the special symbol for the loss, and the transmission data storage area for the effect To set the jackpot determination process.
  The special symbol variation process will be described with reference to FIG.
(Step S320-1)
First, the main CPU 101a determines whether or not the variation time set in step S316 (see FIG. 18) 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)
If it is determined in step S320-2 that the set time has elapsed, the main CPU 101a performs steps S311-6 and S311-11 in a routine process (big hit determination process) before the special symbol variation process. The special symbol set in S311-13 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)
Following step S320-2, the main CPU 101a sets a symbol determination command in the effect transmission data storage area.
(Step S320-4)
After the above step S320-3, 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)
Subsequent to step S320-4, 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. 21, and ends the special symbol variation processing.
  The special symbol stop process will be described with reference to FIG.
(Step S330-1)
First, the main CPU 101a determines whether or not the symbol stop time set in step S320-4 (see FIG. 20) 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)
If it is determined in step S330-1 that the symbol stop time set in step S320-4 has elapsed, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. To do. 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.
(Step S330-3)
In the above step S330-2, when the flag is turned on in the short-time game flag storage area, that is, when the current gaming state is the short-time gaming state, the main CPU 101a determines the remaining number of fluctuations (J ) The calculated value obtained by subtracting “1” from (J) stored in the storage area is stored as a new remaining fluctuation count (J).
(Step S330-4)
Following step S330-3, the main CPU 101a determines whether or not the remaining number of fluctuations (J) = 0.
(Step S330-5)
If it is determined in step S330-4 that the remaining number of changes (J) = 0, the main CPU 101a turns off the flag stored in the time-saving game flag storage area. Note that the remaining variation number (J) becomes “0” means that the special symbol variation display in the short-time gaming state is performed a predetermined number of times and the short-time gaming state is ended.
(Step S330-6)
Subsequent to step S330-5 or in step S330-2, if it is determined that the flag is OFF in the time-saving game flag storage area, or in step S330-4, the remaining number of changes (J) When it is determined that it is not = 0, the main CPU 101a determines whether or not the 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.
(Step S330-7)
In the above step S330-6, when the flag is turned on in the high probability gaming flag storage area, that is, when the current gaming state is the high probability gaming state, the main CPU 101a changes the remaining fluctuation of the high probability gaming state. The calculation value obtained by subtracting “1” from (X) stored in the number of times (X) storage area is stored as a new remaining fluctuation number (X).
(Step S330-8)
Subsequent to step S330-7, the main CPU 101a determines whether or not the remaining number of changes (X) = 0.
(Step S330-9)
If it is determined in step S330-8 that the remaining number of changes (X) = 0, the main CPU 101a turns off the flag stored in the high probability game flag storage area. Note that the number of remaining fluctuations (X) being “0” means that the special symbol fluctuation display in the high probability gaming state is performed a predetermined number of times and the high probability gaming state is terminated.
(Step S330-10)
Subsequent to step S330-9 or in step S330-6, if it is determined that the flag is turned off in the high probability game flag storage area, or in step S330-8, the remaining fluctuation count (X When it is determined that it is not 0), the main CPU 101a confirms the current gaming state and sets a gaming state designation command in the effect transmission data storage area.
(Step S330-11)
Following the step S330-10, 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?).
(Step S330-12)
In step S330-11, if the jackpot symbol is not determined, the main CPU 101a determines whether or not the jackpot symbol. 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, 08?).
(Step S330-13)
If it is determined in step S330-12 that the game is a small hit symbol, the main CPU 101a sets 4 to the special figure special electric processing data (this causes a small hit game process to be described later to be executed, see FIG. 23). )
(Step S330-14)
If it is not determined in step S330-12 that the symbol is a small winning symbol, the main CPU 101a sets 0 to the special symbol special electric processing data (the special symbol memory determination processing described above is thereby executed). 18).
(Step S330-15)
When it is determined that the jackpot symbol is determined in step S330-11, the main CPU 101a sets 3 to the special chart special power processing data (the jackpot game process described later is executed, see FIG. 22).
(Step S330-16)
Following step S330-15, the main CPU 101a resets the gaming state and the number of time reductions. Specifically, the data in the high probability game flag storage area, high probability game state remaining fluctuation count (X) storage area, time-short game flag storage area, time short game state remaining fluctuation count (J) storage area is cleared. .
(Step S330-17)
Following the step S330-16, the main CPU 101a determines whether it is a big hit of "long hit", "per development" or "short hit" according to the stop symbol data, and according to the type of the big hit An opening command is set in the transmission data storage area for effects.
(Step S330-18)
Following the step S330-17, the main CPU 101a determines whether it is a big hit of "long hit", "per development" or "short hit" according to the stop symbol data, and according to the type of the big hit Set the opening time in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110 (see FIG. 14). 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, the main CPU 101a determines whether or not it is currently opening. Specifically, if “0” is stored in the round game count (R) storage area, it is currently being opened, so it is determined whether the round game count (R) storage area is currently open. To do.
(Step S340-2)
If it is determined in step S340-1 that the opening is currently in progress, 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, when the opening time has not elapsed, the jackpot game process is terminated.
(Step S340-3)
If it is determined in step S340-2 that the opening time has elapsed, the main CPU 101a determines whether the winning is “long hit” or “short win” according to the stop symbol data. It determines and determines the open mode determination table according to the jackpot type.
Specifically, as shown in FIG. 7, either the long hit release mode determination table (FIG. 8 (a)) or the short hit release mode determination table (FIG. 8 (b)) depending on the stop symbol data. To decide.
(Step S340-4)
Subsequent to step S340-3, 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. In step S340-4, 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 S340-5)
Subsequent to step S340-4, the main CPU 101a adds “1” to the current number of times of opening (K) stored in the number of times of opening (K) storage area and stores it.
(Step S340-6)
Subsequent to step S340-5, the main CPU 101a sets energization start data for the big prize opening / closing solenoid 11c and opens the big prize opening / closing door 11b.
(Step S340-7)
Subsequent to step S340-6, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3 to determine the current round game number (R) and release number (K). Based on this, the opening time of the special winning opening 11 is set in the special game timer counter.
(Step S340-8)
Subsequent to step S340-7, the main CPU 101a transmits a special prize opening (R) round designation command for production in order to transmit information on the number of rounds to the production control board 102 in accordance with the number of round games (R). Set in the data storage area. In step S340-8, since the number of round games (R) is “1”, the special winning opening 1 round designation command is set in the effect transmission data storage area.
(Step S340-9)
If it is determined in step S340-1 that the current opening is not in progress, the main CPU 101a determines whether the current ending is in progress. Ending here refers to processing after all preset round games have been completed.
(Step S340-10)
If it is determined in step S340-9 that the current ending is not in progress, the main CPU 101a determines whether or not the special winning opening is closed.
(Step S340-11)
When it is determined in step S340-10 that the special winning opening is being closed, the main CPU 101a determines whether or not the closing time set in step S340-20 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, when the closing time has not elapsed, the jackpot game process is terminated.
(Step S340-12)
When it is determined in step S340-11 that the closing time has elapsed, the main CPU 101a sets “1” to the current number of times of opening (K) stored in the number of times of opening (K) storage area. Is added and memorized.
(Step S340-13)
Subsequent to step S340-12, the main CPU 101a sets energization start data for the big prize opening / closing solenoid 11c and opens the big prize opening / closing door 11b.
(Step S340-14)
Subsequent to step S340-13, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3 to determine the current round game number (R) and release number (K). Based on this, the opening time of the special winning opening 11 is set in the special game timer counter.
(Step S340-15)
Subsequent to step S340-14, the main CPU 101a determines whether or not K = 1, and if K = 1, in order to transmit information on the number of rounds to the effect control board 102, the round game Depending on the number of times (R), a special winning opening (R) round designation command is set in the effect transmission data storage area. For example, if the number of round games (R) is “2”, a special winning opening 2 round designation command is set in the effect transmission data 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.
(Step S340-16)
If it is determined in step S340-10 that the special winning opening is not closed, the main CPU 101a determines whether the value of the special winning opening entry counter (C) has reached a predetermined number (for example, nine). Determine whether.
(Step S340-17)
In the above step S340-16, if the special winning opening entrance counter (C) has not reached the predetermined number, the main CPU 101a determines whether or not the set release time has elapsed (special game timer counter = 0). Or not). At this time, if the set release time has not elapsed, the jackpot game process is terminated.
(Step S340-18)
If it is determined in step S340-17 that the set release time has elapsed, the main CPU 101a determines whether or not the number of releases (K) is the maximum number of releases per round.
(Step S340-19)
In step S340-18, if the number of times of opening (K) is not the maximum number of times of opening per round, the main CPU 101a sets energization stop data of the big prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
(Step S340-20)
Subsequent to step S340-19, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3 to determine the current round game number (R) and release number (K). Based on this, the closing time of the special winning opening 11 is set in the special game timer counter.
(Step S340-21)
When it is determined in step S340-18 that the number of times of opening (K) is the maximum number of times of opening per round, the main CPU 101a sets the energization stop data of the big prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
In step S340-16, the main CPU 101a also performs the process of step S340-21 even when the value of the special winning opening entrance counter (C) has reached a predetermined number.
(Step S340-22)
Subsequent to step S340-21, the main CPU 101a sets 0 in the number-of-releases (K) storage area and clears the number-of-releases (K) storage area.
(Step S340-23)
Subsequent to step S340-22, the main CPU 101a sets 0 in the winning prize opening number (C) storage area and clears the winning prize opening number (C) storage area.
(Step S340-24)
Subsequent to step S340-23, 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.
(Step S340-25)
When the round game number (R) is not the maximum in step S340-24, the main CPU 101a sets “1” to the current round game number (R) stored in the round game number (R) storage area. Is added and memorized.
(Step S340-26)
When it is determined in step S340-24 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. .
(Step S340-27)
Subsequent to step S340-26, the main CPU 101a determines whether it is a big hit of "long win" or "short win" according to the stop symbol data, and effects control the ending command according to the type of big hit In order to transmit to the board | substrate 102, it sets to the transmission data storage area for productions.
(Step S340-28)
After step S340-27, the main CPU 101a determines whether the big hit is “long win” or “short win” according to the stop symbol data, and sets the ending time according to the type of the big hit to the special game. Set to timer counter.
(Step S340-29)
Following step S340-28, the main CPU 101a determines whether or not the set ending time has elapsed. Even when it is determined in step S340-9 that the current ending is being performed, the main CPU 101a performs the process of step S340-29.
At this time, if it is determined that the ending time has not elapsed, the jackpot game process is terminated as it is.
(Step S340-30)
If it is determined in step S340-29 that the ending time has elapsed, the main CPU 101a sets 5 to the special figure special processing data (therefore, the jackpot game end processing described later is executed). 24).
  The small hit game process will be described with reference to FIG.
(Step S350-1)
First, the main CPU 101a determines whether an opening command has already been transmitted.
(Step S350-2)
If it is determined in step S350-1 that the opening command has not been transmitted, the main CPU 101a determines the small hit release mode determination table (FIG. 8C).
(Step S350-3)
If it is determined in step S350-1 that the opening command has already been transmitted, the main CPU 101a determines whether or not the opening command is currently being opened.
(Step S350-4)
In step S350-2, if it is determined that it is currently opening,
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 opening timer counter = 0, it is determined that the opening time has elapsed. Further, as will be described later, it is determined in step 350-8 that the special winning opening 11 is being closed, and it is also determined whether or not the closing time set in step S350-14 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, when the set time has not elapsed, the small hit game process is terminated.
(Step S350-5)
If it is determined in step S350-4 that the set time has elapsed, the main CPU 101a sets “1” to the current operation count (K) stored in the release count (K) storage area. Is added and memorized.
(Step S350-6)
Subsequent to step S350-5, the main CPU 101a starts energizing the big prize opening / closing solenoid 11c and opens the big prize opening / closing door 11b.
(Step S350-7)
Subsequent to step S350-6, the main CPU 101a refers to the small hitting release mode determination table (FIG. 8C) determined in step 350-2 and determines the large number of releases (K). The opening time of the winning opening 11 is set in the special game timer counter.
(Step S350-8)
If it is determined in step S350-3 that the opening is not currently in progress, the main CPU 101a determines whether or not the special winning opening 11 is closed. At this time, if it is determined that the device is closed, the processing after step S350-4 is performed.
(Step S350-9)
If it is determined in step S350-8 that the special winning opening is not closed, the main CPU 101a determines whether or not the ending is currently in progress.
(Step S350-10)
If it is determined in step S350-9 that the current ending is not in progress, the main CPU 101a determines whether or not the value of the special winning opening entrance counter (C) has reached a predetermined number (for example, 9). To do.
(Step S350-11)
If it is determined in step S350-10 that the number of winning prize entry counters (C) has not reached the predetermined number, the main CPU 101a determines whether or not the opening time has elapsed (special game timer counter = 0). Or not). At this time, if the set opening time has not elapsed, the small hit game processing is terminated.
(Step S350-12)
If it is determined in step S350-11 that the set opening time has elapsed, the main CPU 101a has the maximum number of times of current operation (K) stored in the opening number (K) storage area. It is determined whether or not. Specifically, as shown in FIG. 8C, in the case of “small hit”, the maximum number of times of opening is 15.
(Step S350-13)
When it is determined in step S350-12 that the number of times of opening (K) is not the maximum number of times of opening, the main CPU 101a sets energization stop data of the big prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
(Step S350-14)
Subsequent to step S350-13, the main CPU 101a refers to the small hit opening mode determination table (FIG. 8C) determined in step 350-2, and closes based on the number of times of opening (K). Set the time in the special game timer counter.
(Step S350-15)
In step S350-12, when it is determined that the number of times of opening (K) is the maximum number of times of opening, or in step S350-10, it is determined that the big prize opening counter (C) has reached a predetermined number. When the main CPU 101a is set, the energization stop data of the special prize opening / closing solenoid 11c is set. As a result, the big prize opening is closed.
(Step S350-16)
Following step S350-15, when the main CPU 101a determines that the number of times of opening (K) has reached the maximum, the main CPU 101a resets the number of times of opening (K) stored in the number of times of opening (K) storage area.
(Step S350-17)
Subsequent to step S350-16, the main CPU 101a clears the winning prize opening number (C) storage area.
(Step S350-18)
Subsequent to step S350-17, the main CPU 101a sets an ending command in the effect transmission data storage area in order to transmit information on the end of the small hit game to the effect control board 102.
(Step S350-19)
Subsequent to step S350-18, the main CPU 101a sets a counter corresponding to the ending time in the special game timer counter in the special game timer counter of the main RAM 101c.
(Step S350-20)
Following step S350-19 or in step S350-9, if it is determined that the current ending is in progress, the main CPU 101a determines whether the ending time has elapsed. If it is determined that the ending time has not elapsed, the small hit game process is terminated.
(Step S350-21)
If it is determined in step S350-20 that the ending time has elapsed, the main CPU 101a sets 0 to the special symbol special processing data (this causes the special symbol memory determination processing described above to be executed). 18).
  The jackpot game end process will be described with reference to FIG.
(Step S360-1)
First, the main CPU 101a loads the gaming state change flag set in the gaming state change flag storage area and the gaming information in the gaming state buffer in step S311-8 (see FIG. 19).
(Step S360-2)
Subsequent to step S360-1, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6B, and stores the gaming state change flag loaded in step S360-1 and the gaming information in the gaming state buffer. Based on this, processing is performed to determine whether or not to set the high probability flag in the high probability game flag storage area at the end of the big hit. For example, if the game state change flag is 02H, the high probability flag is set in the high probability game flag storage area.
(Step S360-3)
Subsequent to step S360-2, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6B, and stores the gaming state change flag loaded in step S360-1 and the gaming information in the gaming state buffer. Based on this, a predetermined number of times is set in the remaining variation number (X) storage area of the high probability gaming state. For example, if the gaming state change flag is 02H, 10,000 is set in the remaining variation count (X) storage area of the high probability gaming state.
(Step S360-4)
Subsequent to step S360-3, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6B, and stores the gaming state change flag loaded in step S360-1 and the gaming information in the gaming state buffer. Based on this, a process for determining whether or not to set a time-saving game flag in the time-saving game flag storage area is performed. For example, when the game state change flag is 02H and the game information in the game state buffer is 00H or 01H, the time-short game flag is not set in the time-short game flag storage area, but the game information in the game state buffer is 02H or 03H. In this case, the time-short game flag is set in the time-short game flag storage area.
(Step S360-5)
Subsequent to step S360-4, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6B, and stores the gaming state change flag loaded in step S360-1 and the gaming information in the gaming state buffer. Based on this, a predetermined number of times is set in the remaining variation number (J) storage area of the short-time gaming state. For example, when the game state change flag is 02H and the game information in the game state buffer is 02H, the remaining change count (J) storage area of the short-time game state is set to 0, and the game information in the game state buffer is If it is not 02H, 10000 times is set in the remaining change count (J) storage area of the short-time gaming state.
(Step S360-6)
Following step S360-5, 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)
Subsequent to step S360-6, the main CPU 101a sets 0 in the special symbol special electric processing data (the special symbol memory determination processing is thereby executed, see FIG. 18).
  The ordinary power transmission control process will be described with reference to FIG.
(Step S401) (Step S402)
First, in step S401, the value of the ordinary power transmission processing data is loaded (step S401). Then, the branch address is referred to from the general-purpose normal power processing data loaded in step S401, and if the general-purpose normal power processing data = 0, the processing is shifted to the normal symbol variation processing (step S410). If = 1, the process proceeds to the ordinary electric accessory control process (step S420). Details will be described later with reference to FIGS. 26 and 27.
  The normal symbol variation process will be described with reference to FIG.
(Step S410-1)
First, the main CPU 101a determines whether or not the normal symbol variation display is in progress.
(Step S410-2)
If it is determined in step S410-1 that the normal symbol variation display is not in progress, the main CPU 101a determines that the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area is 1 or more. It is determined whether it is. 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 S410-2, when it is determined that the number of normal symbols held (G) is “1” or more, the main CPU 101a determines the value (G) stored in the special symbol hold number (G) storage area. ) Is stored as a new hold number (G) obtained by subtracting “1”.
(Step S410-4)
Subsequent to step S410-3, 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)
Subsequent to step S410-4, the main CPU 101a determines the winning random number value 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)
Next, the main CPU 101a refers to the result of determination of the winning random number in step S410-5, and if it is determined to be a winning, sets a winning symbol (step S410-7). On the other hand, when it is determined to be lost, a lost symbol is set (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 S410-7 or step S410-8, when a winning symbol or a lost symbol is set, 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 it is determined in step S410-9 that the flag is turned on in the time-saving game flag storage area, the main CPU 101a sets a counter corresponding to 3 seconds in the normal symbol time counter (step S410-10). ).
On the other hand, if it is determined in step S410-9 that the flag is not turned on in the time-saving game flag storage area, the main CPU 101a sets a counter corresponding to 29 seconds in the normal symbol time counter (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 (see FIG. 14 described above).
(Step S410-12)
In step S410-10 or step S410-11, when the normal symbol fluctuation display time is set, the main CPU 101a starts the 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)
If it is determined in step S410-2 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)
If it is determined in step S410-13 that the set variation time has elapsed, the main CPU 101a stops the variation of the normal symbol on the normal symbol display device 21. At this time, the normal symbol 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)
Subsequent to step S410-14, the main CPU 101a determines whether or not the set normal symbol is a winning symbol. At this time, if the set normal symbol is a lost symbol, the normal symbol variation process is terminated as it is (step S410-15).
On the other hand, when the set normal symbol is a winning symbol, the main CPU 101a sets the general symbol normal power processing data = 1 (the normal electric accessory control processing described later is executed. (See FIG. 27).
  The normal electric accessory control process will be described with reference to FIG.
(Step S420-1)
First, 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)
If it is determined in step S420-1 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 CPU 101a A counter corresponding to 3.5 seconds is set in the counter.
(Step S420-3)
On the other hand, if it is determined in step S420-1 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 main power release time counter. To do.
(Step S420-4)
Subsequent to step S420-2 or step S420-3, 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)
Subsequent to step S420-4, 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. At this time, when it is determined that the set normal power release time has not elapsed, the ordinary electric accessory control process is terminated as it is.
(Step S420-6)
If it is determined in step S420-5 that the set normal power release time has elapsed, the main CPU 101a stops energization of the start port opening / closing solenoid 10c. As a result, the second starting port 10 returns to the first mode, and it becomes impossible or difficult to enter the game ball again, and the auxiliary game that has been executed ends.
(Step S420-7)
Subsequent to step S420-6, the main CPU 101a sets general-purpose normal power processing data = 0 (the normal symbol variation processing described above is thereby executed, see FIG. 29). Then, 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.
  When power is supplied from the power supply board 107, the sub CPU 102a undergoes a system reset, and the sub CPU 102a performs the following main processing.
(Step S1000)
First, the sub CPU 102a performs initialization processing. 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.
(Step S1100)
Subsequent to step S1000, the sub CPU 102a performs an effect random number update process. In this process, the sub CPU 102a stores random numbers (production random value 1, production random value 2, production design determination random value, production mode determination random value, display position determination random value) stored in the sub RAM 102c. Perform the update process. 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 on the effect control board 102, and a timer interrupt processing program is read to display the effect control board. Timer interrupt processing is executed.
(Step S1400)
First, the sub CPU 102a saves the information stored in the register of the sub CPU 102a to the stack area.
(Step S1500)
Subsequent to step S1400, the sub CPU 102a performs update processing of various timer counters used in the effect control board 102.
(Step S1600)
Subsequent to step S1500, 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 S1700)
Subsequent to step S1600, the sub CPU 102a checks the signal of the effect button detection switch 17a and performs effect button input control processing related to the effect button 17.
(Step S1800)
Subsequent to step S1700, the sub CPU 102a transmits various data set in the transmission buffer of the sub RAM 102b to the image control board 105 and the lamp control board 104.
(Step S1900)
Subsequent to step S1800, the sub CPU 102a restores the information saved in step S1400 to the register of the sub CPU 102a.
(Command analysis processing of production control board)
The command analysis processing of the effect control board 102 will be described using FIG. 30 and FIG. In the following, the command analysis processing shown in FIG. 30 is referred to as command analysis processing 1, and the command analysis processing shown in FIG. Command analysis processing 2 (processing after step S1616) is performed subsequent to command analysis processing 1.
(Step S1601)
First, the sub CPU 102a checks whether or not there is a command in the reception buffer, and determines whether or not the command is received. At this time, if there is no command in the reception buffer, the sub CPU 102a ends the command analysis processing.
(Step S1602)
If it is determined in step S1601 that there is a command in the reception buffer, the sub CPU 102a determines whether or not the command stored in the reception buffer is a demonstration designation command.
(Step S1603)
If it is determined in step S1602 that the command stored in the reception buffer is a demonstration designation command, 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 S1604)
On the other hand, if it is determined in step S1602 that the command stored in the reception buffer is not a demo designation command, the sub CPU 102a determines whether the command stored in the reception buffer is a start winning designation command. Determine whether or not.
(Step S1605)
If it is determined in step S1604 that the command stored in the reception buffer is the start winning designation command, the sub CPU 102a analyzes the starting winning designation command to determine the hold display mode and the determination. The hold display mode determination process for transmitting the hold display data corresponding to the hold display mode to the image control board 105 and the lamp control board 104 is performed. Details will be described later with reference to FIG.
(Step S1606)
On the other hand, if it is determined in step S1604 that the command stored in the reception buffer is not the start winning designation command, the sub CPU 102a determines that the command stored in the reception buffer is a variation pattern designation command. It is determined whether or not.
(Step S1607)
If it is determined in step S1606 that the command stored in the reception buffer is a variation pattern designation command, the sub CPU 102a performs the effect random number value 1 updated in step 1100 (see FIG. 28). One random number value is extracted from the random number value 1 for the effect, the fluctuation pattern designation command received, and the effect mode set in the effect mode storage area, one variation among a plurality of variation effect patterns. A variation effect pattern determination process for determining an effect pattern is performed.
Specifically, with reference to the variation effect pattern determination table shown in FIG. 11, one variation effect pattern is determined based on the extracted effect random value 1, and the determined variation effect pattern is set in the effect pattern storage area. At the same time, in order to transmit information on the determined variation effect pattern to the image control board 105 and the lamp control board 104, data based on the determined variation effect pattern is set in the transmission buffer of the sub RAM 102b. For example, when “E6H01H” is received as the variation pattern designation command, the variation effect pattern 1 is determined if the extracted effect random number value 1 is “0 to 49”, and the extracted effect random number value is “50 to 99”. ”, The variation effect pattern 2 is determined, and the determined variation effect pattern is set in the effect pattern storage area. Further, data based on the determined variation effect pattern is set in the transmission buffer of the sub RAM 102b.
Thereafter, the effect display device 13, the effect lighting device 16, and the audio output device 18 are controlled based on the effect pattern. It should be noted that the variation mode of the effect symbol 30 is determined based on the variation effect pattern determined here.
(Step S1608)
Subsequent to step S1607, the sub CPU 102a shifts the hold display data and the start winning data stored in the first hold storage area and the second hold storage area, and controls the information of the hold display data after the shift. A hold display mode update process to be transmitted to the board 105 and the lamp control board 104 is performed. Details will be described later with reference to FIG.
(Step S1609)
If it is determined in step S1606 that the command stored in the reception buffer is not a variation pattern designation command, the sub CPU 102a determines whether the command stored in the reception buffer is an effect design designation command. Determine whether.
(Step S1610)
If it is determined in step S1609 that the command stored in the reception buffer is an effect designating command, the sub CPU 102a determines one random number from the effect mode determination random value updated in step 1100. An effect that extracts a numerical value and determines one effect mode from a plurality of effect modes (for example, a normal effect mode and a chance effect mode) based on the extracted effect mode determination random value and the received effect designating command. Perform mode decision processing. Further, the determined effect mode is set in the effect mode storage area.
The effect mode set in the effect mode storage area is used in the effect pattern determination process in the next special symbol variation.
(Step S1611)
Subsequent to step S1610, 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 In addition, in order to transmit the effect symbol data to the image control board 105 and the lamp control board 104, information indicating the effect symbol data is set in the transmission buffer of the sub RAM 102b.
(Step S1612)
If it is determined in step S1609 that the command stored in the reception buffer is not an effect symbol designation command, the sub CPU 102a determines whether the command stored in the reception buffer is a symbol determination command. Determine.
(Step S1613)
If it is determined in step S1612 that the command stored in the reception buffer is a symbol determination command, the sub CPU 102a displays the effect symbol determined in step S1610 to stop display the effect symbol 30. An effect symbol stop display process for setting data based on the data and stop instruction data for stopping and displaying the effect symbol in the transmission buffer of the sub RAM 102b is performed.
(Step S1614)
If it is determined in step S1612 that the command stored in the reception buffer is not a symbol determination command, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. Determine.
(Step S1615)
If it is determined in step S1614 that the command stored in the reception buffer is a gaming state designation command, the sub CPU 102a sets the gaming state based on the received gaming state designation command in the gaming state storage area. To do.
(Step S1616)
Subsequent to step S1615 or in step S1614, if it is determined that the command stored in the reception buffer is not a gaming state designation command, the sub CPU 102a determines that the command stored in the reception buffer is It is determined whether it is an opening command.
(Step S1617)
If it is determined in step S1616 that the command stored in the reception buffer is an opening command, 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 S1618)
If it is determined in step S1616 that the command stored in the reception buffer is not an opening command, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special winning opening opening designation command. Determine whether.
(Step S1619)
If it is determined in step S1618 that the command stored in the reception buffer is a big prize opening opening designation command, the sub CPU 102a performs a big hit effect pattern determination process for determining a big hit effect pattern.
Specifically, the jackpot effect pattern is determined based on the big prize opening opening designation command, the determined jackpot effect pattern is set in the effect pattern storage area, and information on the determined jackpot effect pattern is stored in the image control board 105 and the lamp. In order to transmit to the control board 104, data based on the determined jackpot effect pattern is set in the transmission buffer of the sub-RAM 102b.
(Step S1620)
If it is determined in step S1618 that the command stored in the reception buffer is not a big prize opening opening designation command, the sub CPU 102a determines whether or not the command stored in the reception buffer is an ending command. Determine whether. At this time, if it is determined that the command stored in the reception buffer is not an ending command, the command analysis processing is terminated.
(Step S1621)
If it is determined in step S1620 that the command stored in the reception buffer is an ending command, 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. When this process ends, the command analysis process ends.
  The hold display mode determination process of the effect control board 102 will be described with reference to FIG.
(Step S1605-1)
First, the sub CPU 102a determines whether or not “DATA” of the received start winning designation command is “FFH”. Here, as shown in FIG. 10, the fact that “DATA” in the lower byte of the start winning designation command is “FFH” means an overflow winning at the start opening. Therefore, it is determined whether the received start winning designation command indicates a game ball that has overflowed or indicates a game ball that has acquired a special symbol determination random number or the like. At this time, if it is determined that the start winning designation command “DATA” is “FFH”, the sub CPU 102a ends the hold display mode determination process.
(Step S1605-2)
If it is determined in step S1605-1 that the start winning designation command “DATA” is not “FFH”, the sub CPU 102a determines one random number from the effect random number 2 updated in step 1100. A numerical value is extracted, and one rendering random value 2 is acquired.
(Step S1605-3)
Subsequent to step S1605-2, the sub CPU 102a refers to the hold display mode determination table illustrated in FIG.
(Step S1605-4)
Subsequent to step S1605-3, the sub CPU 102a stores the hold display data determined in step S1605-3 in the first to fourth storage areas or the second hold storage area in the first hold storage area. From the 5th storage area to the 8th storage area, the storage areas that are vacant are searched in order from the first storage area or the fifth storage area, and the determined hold is determined as the start storage area in the predetermined vacant storage area. Set the display data.
Specifically, in the case of a start winning designation command corresponding to the first start port 9 (when MODE is “E8H”), storage areas that are sequentially vacant from the first storage area in the first reserved storage area , The determined hold display data is set in the start storage area in the free storage area, and the start winning designation command corresponding to the second start port 10 (when MODE is “E9H”) Are searched for a free storage area in order from the fifth storage area in the second reserved storage area, and the determined hold display data is set in the start storage area in the free Nth storage area.
(Step S1605-5)
Subsequent to step S1605-4, the sub CPU 102a determines whether the determined hold display data is normal hold display data (hold display data 0, hold display data 3?).
(Step S1605-6)
If it is determined in step S1605-5 that the display data is normal hold display data, the sub CPU 102a sets the determined hold display data in the display storage area in the vacant Nth storage area. That is, in the case of normal hold display data, the determined hold display data is set in the display storage area as it is.
(Step S1605-7)
On the other hand, if it is determined in step S1605-5 that it is not normal hold display data (that is, in the case of specific hold display), the sub CPU 102a sets the hold display data in step S1604. It is determined whether the start storage area is the first storage area.
At this time, if it is determined that the start storage area in which the hold display data is set is the first storage area, the process of step S1605-6 is performed. At this time, specific hold display data is set as the determined hold display data.
(Step S1605-8)
If it is determined in step S1605-7 that the start storage area in which the hold display data is set is not the first storage area, the sub CPU 102a displays the hold display based on the specific hold display data. Display position determination processing is performed to determine whether to display in accordance with the.
Specifically, the normal hold display data is set in the display storage area (Nth display storage area) in the vacant Nth storage area and updated in the range of 0 to 3 in the above step 1100. One display position determining random value is acquired from the display position determining random value. If the display position determination random value acquired at this time is in the case of the first reserved storage area,
0 ... first display storage area (in the case of the second reserved storage area, the fifth display storage area)
1 ... second display storage area (in the case of the second reserved storage area, the sixth display storage area)
2 ... Third display storage area (seventh display storage area in the case of the second reserved storage area)
3... 4th display storage area (in the case of the second reserved storage area, the 8th display storage area)
Are associated with each other.
When the acquired display position determination random value “M” is equal to or greater than N (M ≧ N), the hold display data is not set in the storage area corresponding to “M”. The hold display based on the display data is not displayed (no display position). For example, when N = 3, that is, when the display position determination random value “3” is acquired in the case where the Nth display storage area is the third display storage area, the fourth display storage area has a specific hold display. Although it becomes a display position for displaying the hold display based on the data, since no hold display data is set in the fourth storage area, there is no display position for displaying the hold display based on the specific hold display.
In this way, the display position determination process is performed when there are at least a plurality of reserved balls (that is, “N ≧ 2”), so that the player can have a sense of expectation in any of the plurality of held displays. (Produce button effect described later) can be performed.
(Step S1605-9)
In step S1605-8, when the display position (display area) for displaying the hold display based on the specific hold display data is determined, the sub CPU 102a displays normal display data as temporary hold display data in the display position (display area). The hold display data is set and the temporary hold display flag is turned ON. As a result, the normal hold display is displayed at the display position (display area) where the specific hold display is originally displayed.
(Step S1605-10)
Subsequent to step S1605-9, the sub CPU 102a turns on a flag (effect button effect start flag) in the effect button effect start flag storage area. Based on this effect command, a mini game (effect button effect) is executed as to whether or not to display a hold display based on specific hold display data.
(Step S1605-11)
Subsequent to step S1605-6 or step S1605-10, the sub CPU 102a performs the first storage area to the fourth storage area in the first reserved storage area and the fifth storage area to the eighth storage in the second reserved storage area. In order to transmit the information indicating the hold display data stored in the display storage area of the area to the image control board 105 and the lamp control board 104, the first storage area to the fourth storage area or the second storage area in the first hold storage area The information indicating the fifth storage area to the eighth storage area in the reserved storage area and the information indicating the reserved display data stored in the display storage area of each storage area are associated with each other and set in the transmission buffer of the sub RAM 102b. Then, the hold display mode determination process ends. Accordingly, the first hold display 28 or the second hold display 29 is displayed in a predetermined display area of the effect display device 13 by the image control board 105 that has received such data.
  With reference to FIG. 33, the hold display mode update process of the effect control board 102 will be described.
(Step S1608-1)
First, the sub CPU 102a searches the first storage area to the fourth storage area in the first reservation storage area, and determines whether or not the hold display data is set in the first reservation storage area.
(Step S1608-2)
If it is determined in step S1608-1 that the hold display data is set in the first hold storage area, the sub CPU 102a performs a shift process of the hold display data. Specifically, in the order of the first storage area, the second storage area, the third storage area, and the fourth storage area of the first reserved storage area, the data in the display storage area and the start storage area in the respective storage areas are stored. Shift to the previous storage area.
For example, the data in the second storage area is shifted to the first storage area, the data in the third storage area is shifted to the second storage area, and the data in the fourth storage area is shifted to the third storage area. Here, after shifting the data in the fourth storage area, blank data is set in the new fourth storage area, and the data in the fourth storage area is cleared. The hold display data in the start storage area of the first storage area of the first hold storage area is shifted to the previous storage area, that is, the start storage area of the 0th storage area.
(Step S1608-3)
Subsequent to step S1608-2, the sub CPU 102a determines whether or not the shift of the storage areas in all the first reserved storage areas has been completed. At this time, if the shift of the storage areas in all the first reserved storage areas is not completed, the process returns to step S1608-2.
(Step S1608-4)
If it is determined in step S1608-3 that the shift of the storage areas in all the first reserved storage areas has been completed, the sub CPU 102a performs the first to fourth storage areas in the first reserved storage area. Information indicating the first storage area to the fourth storage area in the first reserved storage area in order to transmit the information indicating the hold display data stored in the display storage area of the area to the image control board 105 and the lamp control board 104 And the information indicating the hold display data stored in the display storage area of each storage area are associated with each other and set in the transmission buffer of the sub RAM 102b, and the hold display mode determination process is terminated. As a result, immediately after the start of the change of the special symbol, the first hold display 28 or the second hold display 29 is updated and displayed in a predetermined display area of the effect display device 13 by the image control board 105.
(Step S1608-5)
If it is determined in step S1608-1 that the hold display data is not set in the first hold storage area, the sub CPU 102a moves the fifth to eighth storage areas in the second hold storage area. A search is performed to determine whether or not the hold display data is set in the second hold storage area. At this time, if the hold display data is not set in the second hold storage area, the hold display mode update process is terminated.
(Step S1608-6)
If it is determined in step S1608-5 that the hold display data is set in the second hold storage area, the sub CPU 102a performs the shift process of the second hold storage area.
(Step S1608-7)
Subsequent to step S1608-6, the sub CPU 102a determines whether or not the shift of the storage areas in all the second reserved storage areas has been completed. At this time, if the shift of the storage areas in all the second reserved storage areas has not been completed, the process returns to step S1608-5.
On the other hand, if it is determined in step S1608-7 that the storage areas in all the second reserved storage areas have been shifted, the sub CPU 102a performs the process in step S1608-4.
  In the processing from step S1608-1 to step S1608-3 and the processing from step S1608-5 to step S1608-7, the fifth storage area replaces the first storage area, and the sixth storage area Instead of the second storage area, the seventh storage area is replaced by the third storage area, and the eighth storage area is replaced by the fourth storage area.
  The effect button input control process of the effect control board 102 will be described with reference to FIG. FIG. 35 is a diagram showing an example of an effect image performed on the display screen of the liquid crystal display device 13 as an effect button effect (mini game effect) in the effect button input control process. FIG. 35 shows a state in which the effect button effect is started by the new hold 28c.
(Step S1701)
First, the sub CPU 102a determines whether or not a flag in the effect button effect executing storage area (effect button effect executing flag) is ON. With this determination, it is determined whether or not the effect button effect is being executed.
(Step S1702)
If it is determined in step S1701 that the effect button effect execution flag is OFF (that is, the effect button effect execution is not being executed), the sub CPU 102a sets the effect button effect start flag to ON. It is determined whether or not. At this time, if it is determined that the effect button effect start flag is not ON, the effect button input control process is terminated.
(Step S1703) (Step S1704)
On the other hand, if it is determined in step S1702 that the effect button effect start flag is ON, the sub CPU 102a sets an effect button effect start command and sets an effect button effect executing flag. Turn on (step S1703). At this time, the sub CPU 102a turns off the effect button effect start flag.
Then, the sub CPU 102a sets an effect time (hereinafter simply referred to as “effect time”) related to the effect button effect, and starts measuring the effect time (step S1704).
In the effect button effect, a mini game effect imitating roulette as shown in FIG. In this mini game production, there is a possibility that the hold display mode is changed by prompting the player to press the production button.
Based on this effect button effect start command, a roulette appears on the display screen of the liquid crystal display device 13 as shown in FIG.
(Step S1705)
Subsequent to step S1704 or in step S1701, if it is determined that the effect button effect is being executed (that is, the effect button effect executing flag is ON), the sub CPU 102a sets the effect time It is determined whether or not elapses.
The effect time is determined based on the variation pattern (variation time) related to the start winning that triggered the transmission of the effect button effect command. That is, in this embodiment, the production time is set to be within the fluctuation time.
At this time, on the display screen or the like of the liquid crystal display device 13, as shown in FIG. 35 (b), the rotation of the roulette that has appeared on the display screen is started, and the player is prompted to operate the operation button 17 (press operation). The display “Push!” Is made.
(Step S1706)
If it is determined in step S1705 that the effect time has not elapsed, the sub CPU 102a determines whether or not there is an input signal from the effect button detection switch 17a. That is, it is determined whether or not an operation (pressing operation) of the effect button 17 by the player is received during the effect button effect.
At this time, if it is determined that there is no input signal from the effect button detection switch 17a, the effect button input control process is terminated.
In step S1705, until the production time elapses (YES in step S1705), or in step S1706, the input signal from the production button detection switch 17a is received (YES in step S1706). On the display screen or the like of the device 13, a display “Push!” As shown in FIG. 35B urging the player to operate (pressing down) the effect button 17, in which the roulette that appears on the display screen continues to rotate. The
(Step S1707)
On the other hand, if it is determined in step S1706 that there is an input signal from the effect button detection switch 17a, the sub CPU 102a stores the Nth display memory in which the temporary hold display flag is turned on in step S1605-8. Specific hold display data is reset in the area (display storage area in which normal hold display data is set as temporary hold display data).
(Step S1708)
Then, the sub CPU 102a sets information indicating the hold display data stored in the display storage area in which the specific hold display data is reset in step S1707, in the transmission buffer of the sub RAM 102b. Thereby, the first hold display 28 or the second hold display 29 is updated and displayed in a predetermined display area of the effect display device 13 by the image control board 105 that has received such data. That is, as shown in FIG. 35 (c), the roulette that appeared on the display screen of the liquid crystal display device 13 is stopped, and the “soccer ball” determined as the outcome of the roulette is replaced with “volleyball”. Displayed as a hold display.
In step S1706, when the input signal from the effect button detection switch 17a is not received (NO in step S1706), as shown in FIG. 35 (d), it appears on the display screen of the liquid crystal display device 13 or the like. The roulette stops and “Volleyball” is displayed as the outcome of the roulette. That is, the hold display 28b remains “volleyball”. Also from this, since the hold display changes when the player operates (presses down) the effect button 17, the interest in the game can be improved.
Even when it is determined in step S1605-7 that there is no display position, the roulette roll remains “volleyball” and does not change.
(Step S1709)
Subsequent to step S1705 or in step S1705, when it is determined that the production time has elapsed, the sub CPU 102a sets the production button production end command and turns off the production button execution flag. Thereby, the effect button effect ends.
  Thus, according to the present embodiment, a specific hold display mode may be notified when the player performs a pressing operation of the effect button 17 with his / her own intention. Therefore, the interest of the game can be given to the hold storage in which the specific hold display mode is not notified, and the interest of the game can be further improved.
  Next, the outline of the image control board 105 and the lamp control board 104 will be briefly described.
  When controlling the liquid crystal display device 13 on the image control board 105, the audio CPU reads out the audio output device control program from the audio ROM based on the received data, and controls the output of the audio in the audio output device 18. When data is transmitted from the effect control board 102 to the image control board 105, the image CPU reads a program from the image ROM and controls the image display on the liquid crystal display device 13 based on the received effect command.
  In the lamp control board 104, the effect actor device operation program is read based on the received data to control the operation of the effect actor devices 14, 15, and the effect illumination device based on the received effect data. The control program is read and the lighting device for effect 16 is controlled.
(References to other embodiments)
The above embodiment is one form of the gaming machine 1 of the present invention, and the present invention is not limited to the described embodiment, and does not depart from the scope of the technical idea shown in the claims. It can be changed into various forms.
For example, in the above-described embodiment, in step S1605-8, the display position determination process is performed to determine which reservation ball number is to be displayed according to the hold display based on the specific hold display data. The display position determination process may be performed when an operation is received by the effect button 17.
Further, in the display position determination process, when the acquired display position determination random value “M” is N or more (M ≧ N), the hold display data is set in the storage area corresponding to “M”. Therefore, the hold display based on the specific hold display data is not displayed (no display position), but is not limited thereto. For example, any one of 1 to N may be selected.
  In the present embodiment, as shown in FIG. 34, the hold display mode is reset (changed) when the operation of the effect button 17 is received during the effect button effect. I can't. That is, the hold display mode may be reset (changed) when the operation of the effect button 17 is not accepted during the effect button effect. In this way, the hold display mode changes even when the player cannot operate the effect button 17 within a predetermined time (or when it does not), and therefore, “there is an operation = there is a change”. However, unexpectedness can be added to the effect for the effect button.
  In the present embodiment, as shown in FIG. 35, a roulette-shaped mini game is newly displayed on the liquid crystal display device 13 as an effect button effect. However, the present invention is not limited to this. In other words, the mini game may be played using the first hold display 28 (or the second hold display 29). For example, each holding display mode is changed to “volleyball → soccer ball → volleyball →...” “28a → 28b → 28c → 28d → 28a →...” May be sequentially moved. Also, the content of the mini game may be, for example, a game simulating a race or a game simulating a battle.
In the present embodiment, the start port detection switch 9a and the second start port detection switch 10a constitute a start region detecting means.
In the present embodiment, the first special symbol storage area and the second special symbol storage area constitute a holding storage means.
In the present embodiment, the main CPU 101a that performs the first start port detection switch input process in step S230 and the second start port detection switch input process in step S240 constitutes a determination information acquisition unit. In the present embodiment, the special symbol determination random number value constitutes the special determination information.
In the present embodiment, the main CPU 101a that performs the jackpot determination process constitutes a special game determination unit.
In the present embodiment, the main CPU 101a that performs the big hit game process shown in FIG. 22 and the small hit game process shown in FIG. 23 constitutes a special game control means.
In the present embodiment, the sub CPU 102a that performs the hold display mode determination process shown in FIG. 32 constitutes the hold display mode determination means, and the first hold display 28 or the second hold display 29 forms the hold display mode.
In the present embodiment, the sub CPU 102a that performs the hold display mode determination process shown in FIG. 32 and the hold display mode update process shown in FIG. 33 constitutes a hold display control unit.
9a First start port detection switch 10a Second start port detection switch 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 (5)

  1. A game board in which a game area where game balls flow down is formed;
    A start area detecting means for detecting a game ball that has entered a start area provided in the game area;
    Determination information acquisition means for acquiring special determination information based on the detection of the game ball by the start area detection means;
    Special game determination means for determining whether or not to control a special game advantageous to the player based on the special determination information acquired by the determination information acquisition means;
    Special game control means for controlling the special game based on the special game determination means determined to control the special game;
    Hold storage means for storing the special determination information acquired upon detection of a game ball by the start area detection means as a hold in a predetermined storage area;
    A hold notification means for notifying that the special determination information is stored in the hold storage means in a predetermined hold display mode corresponding to each of the special determination information,
    Based on the special determination information stored in the hold storage unit, a hold display mode determination unit that determines the hold display mode;
    A hold display control means for informing the hold notification means of the hold display form determined by the hold display form determining means;
    Whether the hold display control means changes the hold display mode determined by the hold display mode determining means when notifying the hold notification mode of the hold display mode determined by the hold display mode determining means. An operation means for accepting an operation as an opportunity to decide ,
    With
    The hold display control means includes
    When the hold display mode determining means determines that one hold display mode is a specific hold display mode, it determines one of the storage areas from the predetermined storage area that can be stored by the hold storage means,
    When the special determination information is stored in the determined storage area, the hold display mode based on the special determination information is changed to the specific hold display mode based on whether or not the operation is accepted by the operation means. While letting the hold notification means notify,
    When the special determination information is not stored in the determined storage area, the special determination information stored in any storage area regardless of whether or not the operation is accepted by the operation means. A gaming machine, wherein the hold display mode based on the determination information is not changed to a specific hold display mode, but remains on the hold display mode already notified by the hold notification unit.
  2. The hold display control means includes
    The operation during a predetermined period in a state in which the hold display mode determining means is determined to change the hold display mode of the special determination information stored in any of the storage areas to a specific hold display mode. When the operation is accepted by the means , the hold display mode based on the special determination information is changed from a predetermined hold display mode to the specific hold display mode, and the hold notification unit is notified. The gaming machine according to 1.
  3. The hold display control means includes
    The operation during a predetermined period in a state in which the hold display mode determining means is determined to change the hold display mode of the special determination information stored in any of the storage areas to a specific hold display mode. 3. The gaming machine according to claim 1, wherein when the operation is not accepted by the means, the hold notification means is informed of the hold display mode based on the special determination information in a normal hold display mode. 4. .
  4. The hold display control means includes
    The operation during a predetermined period in a state in which the hold display mode determining means is determined to change the hold display mode of the special determination information stored in any of the storage areas to a specific hold display mode. 2. The game according to claim 1, wherein when the operation is not accepted by the means , the hold display mode based on the special determination information is changed to the specific hold display mode and the hold notification unit is notified. Machine.
  5. The hold display control means includes
    The operation during a predetermined period in a state in which the hold display mode determining means is determined to change the hold display mode of the special determination information stored in any of the storage areas to a specific hold display mode. The gaming machine according to claim 1 or 4, wherein when the operation is accepted by the means, the hold notification means based on the special determination information is notified to the hold notification means in a normal hold display form.
JP2009172980A 2009-07-24 2009-07-24 Game machine Expired - Fee Related JP5111459B2 (en)

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JP5922979B2 (en) * 2012-04-23 2016-05-24 京楽産業.株式会社 Game machine
JP2014161655A (en) * 2013-02-27 2014-09-08 Daito Giken:Kk Game board
JP5892519B1 (en) * 2014-09-12 2016-03-23 サミー株式会社 Pachinko machine
JP6004598B2 (en) * 2015-07-27 2016-10-12 株式会社大一商会 Game machine
JP6195392B2 (en) * 2016-02-25 2017-09-13 株式会社大一商会 Game machine
JP6277217B2 (en) * 2016-03-30 2018-02-07 株式会社三共 Game machine
JP6181238B2 (en) * 2016-05-23 2017-08-16 京楽産業.株式会社 Game machine
JP6181239B2 (en) * 2016-05-27 2017-08-16 京楽産業.株式会社 Game machine
JP6402406B2 (en) * 2016-07-13 2018-10-10 株式会社大都技研 Amusement stand
JP6356885B2 (en) * 2017-08-09 2018-07-11 サミー株式会社 Pachinko machine

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JP4286017B2 (en) * 2003-01-30 2009-06-24 株式会社三共 Game machine
JP2007068908A (en) * 2005-09-09 2007-03-22 Okumura Yu-Ki Co Ltd Game machine

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