JP5142298B2 - Game machine - Google Patents

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Publication number
JP5142298B2
JP5142298B2 JP2009235423A JP2009235423A JP5142298B2 JP 5142298 B2 JP5142298 B2 JP 5142298B2 JP 2009235423 A JP2009235423 A JP 2009235423A JP 2009235423 A JP2009235423 A JP 2009235423A JP 5142298 B2 JP5142298 B2 JP 5142298B2
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game
effect
game ball
time
storage area
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JP2011078695A (en
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崇洋 末松
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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 in which a plurality of gaming states are set and different launch operations are required depending on the gaming state being set.

  Conventionally, in gaming machines that require right-and-left distinction according to the gaming state, the area to be targeted when the area to be targeted is changed or when a game ball is launched toward the wrong area A notification is made as to which is. Such notification displays a message on the liquid crystal display device or outputs a message about a region to be aimed at by stopping the music being output. In this way, by notifying the area to be aimed at, the player is prevented from being disadvantaged.

JP 2009-178432 A JP 2007-275435 A

In recent years, a sophisticated effect has been adopted that enhances the player's sense of expectancy and tension by enhancing the contents of images displayed on a liquid crystal display device, sound output from a speaker, and the like. However, in the case of performing the notification as described above, the performance being executed is interrupted, and the player may be awakened and the performance effect may be reduced. In particular, it is not known when and at what timing the game ball is fired toward the wrong area, and as a result, it is not known at what timing the notification is made. Therefore, for example, if the above notification is made during the production of a story or during the display of a rare production image, the meaning of the front and rear productions may be unclear in some cases, and the production effect will be significantly impaired. There was a problem that.
In order to prevent the interruption of the production, it is conceivable to notify the area to be targeted using a dedicated notification device provided separately from the normal production device, but the cost increases if the dedicated device is used. In addition, even if a dedicated device is used, there is a problem that the player's concentration on the performance is interrupted after all.

  An object of the present invention is to provide a gaming machine that can prevent a decrease in the effect of production due to the meaning of the effect becoming unclear when notifying the area to be aimed at.

  The present invention comprises a launch operation means for launching a game ball in a game area based on a launch operation, a plurality of entry areas provided in the game area, into which a game ball enters according to the launch operation by the launch operation means, A plurality of types of entrances that are provided in the game area and have different ease of entry depending on the entry area into which the game ball has entered, and the game ball should be entered into any of the plurality of entry areas It is assumed that the game machine is changed according to the gaming state.

In the present invention, the configuration of the launch operation means is not particularly limited as long as the launch intensity or launch direction of the game ball is changed by the launch operation.
The game area is provided with a plurality of types of entrances into which game balls can enter, but the ease of entry of game balls into these entrances varies depending on the entry area into which the game balls have entered. . For example, it is assumed that a first entry area and a second entry area are provided in the game area, and that a predetermined entrance for paying out a prize ball when a game ball enters is provided. At this time, it is easier for the game ball that has entered the first entry area to enter the entrance than the game ball that has entered the second entry area, or the game ball that has entered the first entry area. Or only to enter the ball.
In the present invention, a plurality of game states are set, and which of the plurality of entry areas is advantageous for the player depends on the set game state. For example, the start opening for performing a lottery for whether or not to execute a special game that opens the grand prize opening is arranged so that only game balls that have entered the first entry area can enter, and the big prize opening is the second entry. When the game balls that have entered the area are arranged so that they can enter, in the normal game state, the player aims at the first entry area, and in the special game state, the player aims at the second entry area. Become. Thus, in the present invention, the entry area that the player should aim at is changed according to the gaming state, but the specific contents of the gaming state, that is, the gaming profits given to the player by the gaming state are particularly There is no limitation, and the conditions for changing the gaming state are not particularly limited.

On the premise of the above configuration, the invention according to claim 1 includes an entry area detection means for detecting that a game ball is being fired toward at least one of the entry areas. Based on the detection signal from the entry area detection means and the set gaming state, appropriate operation execution availability determination means for determining whether or not a game ball is being fired toward the entry area where the game ball should be entered. And an effect control means for controlling the effect device during the game and executing a predetermined effect, and an appropriate operation notifying means for executing a notification prompting the player to launch the game ball toward the entry area where the game ball should enter. I have.

In the first aspect of the present invention, the entry area detection means may detect that a game ball is being launched toward at least one entry area among the plurality of entry areas. For example, when three entry areas are provided, it may be possible to specify which entry area the game ball is being fired toward, and one of the three entry areas may be directed to any one entry area. It may be possible to specify only that a game ball is being fired.
Further, the detection method of the entry area detection means is not particularly limited. For example, a sensor for detecting the entry of a game ball may be provided in the entry area, or the operation status of the firing operation means may be detected. In the case where a sensor for detecting the entry of a game ball is provided in the entry area, the entry area detection means may be configured by a dedicated sensor, or a game such as a sensor for detecting the entry of a game ball into the entrance. It is good also as comprising by the sensor required for progress of this.

In the invention described in claim 1, the effect device is configured by an effect display device capable of displaying an image, and the effect control means is at least once in the entry area where the appropriate operation notifying means should enter the game ball. After notifying the player to launch a game ball toward the appropriate operation execution possibility determination means , on the condition that it is determined that the game ball has not been fired toward the entry area where the game ball should enter The present invention is characterized in that reduction effect control that makes it difficult to recognize the contents of the effect in the effect device is executed, and the image displayed on the effect display device is obscured.

In the invention described in Motomeko 1, effect display as if the device obscures the image displayed on the hue of the image, the size, adjustment of luminance can be considered.

According to a second aspect of the present invention, the effect device is constituted by a light emitting device, and the effect control means prompts the game ball to be emitted toward an entry area where the appropriate operation notification means should enter the game ball at least once. After performing the notification, the brightness of the light emitting device is decreased on condition that the game ball is determined not to be launched toward the entry area where the game ball should be entered by the appropriate operation execution determination unit . The reduction effect control that makes it difficult to recognize the contents of the effect in the effect device is executed, and the image displayed on the light-emitting device is obscured.
The light emitting device according to the second aspect includes a display device for displaying an image.

According to a third aspect of the present invention, the effect device is constituted by an audio output device, and the effect control means emits the game ball at least once toward the entry area where the appropriate operation notification means should enter the game ball. After performing the prompting notification, the sound output device is turned down on condition that the game ball is determined not to be launched toward the entry area where the game ball should be entered by the proper operation execution possibility determination unit . Thus, the reduction effect control that makes it difficult to recognize the contents of the effect in the effect device is executed, and the sound output from the sound output device is obscured.

According to the present invention, at least once after the appropriate operation notification means performs notification for prompting the launch of the game ball toward the entry area where the game ball should enter, the game ball is directed toward the entry area that the player should aim at. When it is not fired, it is difficult to recognize the contents of the effect in the effect device, and the image displayed on the effect display device is obscured to prompt the player to perform an accurate launch operation. There will be no interruption and the meaning of the production will not be unclear. As described above, according to the present invention, it is possible to prevent the degradation of the effect as much as possible while notifying the player of the area to be aimed at and causing no disadvantage to the player.

It is a front view of a gaming machine. It is a perspective view of the back side of a gaming machine. It is a block diagram of a gaming machine. It is a figure which shows a big hit determination table and a hit determination table. It is a figure which shows a symbol determination table. It is a figure which shows a big hit end time setting data table. It is a figure which shows the special electric accessory operating mode determination table. It is a figure which shows the open mode determination table for long hits, the open mode determination table for short hits, and the open mode determination table for small hits. It is a figure which shows the fluctuation pattern determination table for normal game states (for low probability game states). It is a figure which shows the fluctuation pattern determination table for high probability gaming states. It is a figure which shows the fluctuation pattern determination table for the specific game periods (for low probability game states) after a small hit. 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 preliminary provisional determination process in a main control board. It is a figure which shows the special figure special electric control process in a main control board. It is a figure which shows the special symbol memory | storage determination process in a main control board. It is a figure which shows the jackpot determination process in the main control board. It is a figure which shows the 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 big winning opening release process in a main control board. It is a figure which shows the round end designation | designated command transmission determination process in a main control board. It is a figure which shows the small hit game process in a main control board. It is a figure which shows the special game completion | finish process in a main control board. It is a figure which shows the common figure normal electric power control process in a main control board. It is a figure which shows the normal symbol fluctuation | variation process in a main control board. It is a figure which shows the normal electric accessory control process in a main control board. It is a figure which shows the main process in an effect control board. It is a figure which shows the timer interruption process in an effect control board. It is a figure which shows the command analysis process 1 in an effect control board. It is a figure which shows the command analysis process 2 in an effect control board. It is a figure which shows the change effect pattern determination process in an effect control board. It is a figure which shows the dormant effect pattern determination process in an effect control board. It is a figure which shows the right strike notification pattern determination process in an effect control board. It is a figure explaining an example of the special effect in a stop effect and a jackpot end effect. It is a figure explaining an example of a decline effect.

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

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

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

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

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

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

  Further, a first grand prize winning port 11 is provided immediately below the first starting port 9 below the left-handed game area 6a. The first grand prize port 11 normally contains the first grand prize port tray device 11b, and it is impossible to enter a game ball. However, when a special game described later is started, The 1st prize winning tray receiving device 11b protrudes to the front side in the front view of the gaming machine 1, and the game ball can enter.

  On the other hand, a second big winning opening 25 is provided below the right-handed game area 6b (just below the second starting opening 10). The second big prize opening 25 is normally kept closed by the second big prize opening opening / closing door 25b, and it is impossible to enter a game ball. On the other hand, when a special game, which will be described later, is started, the second big prize opening / closing door 25b is opened and the big prize opening / closing door 25b guides the game ball into the second big prize opening 25. And the game ball can enter. Since the width of the area where the game ball flows down in the right-handed game area 6b is formed to be approximately the same as the width of the second big prize opening 25, when the second big prize opening opening / closing door 25b is opened. Most of the game balls that have entered the right-handed game area 6b will enter the second big prize opening 25. Therefore, when a special game is started, it is possible to obtain a large number of prize balls in a short time by launching game balls into the right-handed game area 6b.

  The first grand prize port 11 and the second grand prize port 25 are respectively provided with a first grand prize port detection switch 11a and a second grand prize port detection switch 25a. When the switch 11a or the second big prize opening detection switch 25a detects the entry of a game ball, a preset prize ball (for example, 9 game balls) is paid out.

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

  At the bottom of the game area 6, the left-handed game area 6 a and the right-handed game area 6 b are joined, and the general winning port 7, the first starting port 9, the second starting port 10, the first big winning port 11, A discharge port 12 is provided for discharging game balls that have not entered any of the second major winning ports 25.

  In the present embodiment, the game balls that have entered the first entry area 6c due to the arrangement of each prize opening and the board surface configuration such as nails are the general prize opening 7, the first start opening 9, and the first big prize opening 11. The game ball can enter only one of the above, and the game ball enters the normal design gate 8 or the game ball enters the second start opening 10 or the second grand prize opening 25. There is no. On the other hand, the game ball that has entered the second entry area 6d normally enters the symbol gate 8, or enters the second start opening 10 or the second grand prize opening 25. A game ball never enters the general winning port 7, the first starting port 9, and the first major winning port 11.

  In other words, in the present embodiment, the left-handed game area 6a and the left-hand game area 6a are included in a range in which a game ball may enter any of the winning holes (except for a range where the game ball can be guided only to the discharge port 12). The right-handed game area 6b is completely partitioned. However, it is not necessary to completely separate the left-handed game area 6a and the right-handed game area 6b. For example, the game balls that have entered the first entry area 6c enter the right-handed game area 6b at a predetermined rate. Alternatively, game balls that have entered the second entry region 6d may enter the left-handed game region 6a at a predetermined rate. However, in this case, when the game ball enters the first entry area 6c and when the game ball enters the second entry area 6d, the first start port 9, the second start port 10, the first It is necessary that the ease of entering a ball into either the big prize opening 11 or the second big prize opening 25 changes, or the player's advantage changes depending on the gaming state.

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

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

  In addition, the effect lighting device 16 includes a plurality of lights 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 and a right-handed notification indicator 26 are provided.

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

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

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

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

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

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

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

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

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

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

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

  On the input side of the main control board 101, 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, a first large winning opening detection switch 11a, a second A big prize opening detection switch 25 a is connected, and a detection signal of a game ball is inputted to the main control board 101.

Further, on the output side of the main control board 101, a start opening / closing solenoid 10c for opening / closing the pair of movable pieces 10b of the second start opening 10 and a first grand prize winning operation for opening / closing the first big prize receiving tray apparatus 11b. The opening / closing solenoid 11c is connected to the second large winning opening / closing solenoid 25c for opening / closing the second large winning opening / closing door 25b.
Further, on the output side of the main control board 101, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator. 23, a normal symbol hold display 24, and a right-handed notification display 26 are connected, and various signals are output through the output port.
Further, the main control board 101 outputs an external information signal necessary for managing a gaming machine in a hall computer or the like of a gaming store to the gaming information output terminal board 108.

The main ROM 101b of the main control board 101 stores game control programs, data necessary for various games, and tables.
For example, a jackpot determination table (see FIG. 4A and FIG. 4B) referred to when determining whether or not a special symbol variation stop result is a jackpot, a normal symbol variation stop result is a hit. A hit determination table (see FIG. 4C) referred to when determining whether or not to perform, a symbol determination table (see FIG. 5) for determining a special symbol stop symbol, and data in the special symbol and the game state buffer Jackpot end setting data table (see FIG. 6) for determining the gaming state based on the above, a special electric accessory operating mode determination table (see FIG. 7) for determining the opening / closing conditions of the big winning opening, opening for long hits A mode determination table (see FIG. 8A), a short hit release mode determination table (see FIG. 8B), a small hit release mode determination table (see FIG. 8C), and a special symbol variation pattern Decide Variation pattern determination table (FIG. 9 through FIG. 11) or the like are stored in the main ROM 101b. Specific examples of these various tables will be described later with reference to FIGS.
Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The special symbol type (stop symbol data) is determined by the symbol determination table on the basis of the extracted jackpot symbol random value or small symbol random number value. For example, in the case of jackpot, the jackpot symbol random number value is referred to, and if the jackpot symbol random number value is “30”, “01” (first special special symbol 1) is determined as stop symbol data. In addition, the random number value for the small hit symbol is referred to at the time of the small hit, and if the random number value for the small hit symbol is “50”, “09” (special symbol B for small bonus) is determined as the stop symbol data. Furthermore, when it is lost, “00” (special symbol 0) is determined as stop symbol data without referring to the random number value.
Then, at the time of starting the change of the special symbol, an effect designating command is generated as special symbol information based on the determined special symbol type (stop symbol data). Here, the effect designating command is composed of 1-byte data, and 1-byte MODE for identifying the control command classification and 1-byte indicating the content (function) of the executed control command. DATA. The same applies to a variation pattern designation command and a start winning designation command described later.

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

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

  A feature of the jackpot end setting data table shown in FIG. 6 is that when the first special symbols 2 to 4 (stop symbol data 03 to 05) are determined in the first special symbol display device 19, the game Based on the winning game state stored in the state buffer, the setting of the short-time game flag and the number of short-time games are varied.

Specifically, in the case of the first special special symbol 2 (stop symbol data 03), the high probability game flag is set after the jackpot is ended, regardless of the data in the game state buffer, and the game is performed in the high probability game state. The high probability game number (X) that is a period during which the game can be progressed is set to 75 times. At this time, if the data in the game state buffer is the low probability game state and “00H” indicating the non-short-time game state, the short-time game flag is not set and the number of short-time games (J) Also set to 0 times. On the other hand, if the game state buffer is other data (01H, 02H, 03H), the short-time game flag is set and the short-time game number (J) is set to 70 times.
Thereby, the number of short-time games (J) can be changed, and the player can enjoy what the gaming state is when the big win is won.

  Moreover, in the specific game period after the end of the small hit, in order to perform a specific effect, the number of specific periods is set so that a dedicated variation pattern determination table (see FIG. 11) is determined. Specifically, when the game state buffer is 00H, that is, when a small win is won in the low-probability gaming state and the non-short-time gaming state, until the special symbol variation display is performed 50 times after the small hit is completed. The number of specific periods (T) is set to 50 so that the specific game period is reached. During this specific game period (when the number of specific periods (T)> 0), as will be described later, the variation pattern determination table for the specific game period (low probability gaming state) after the small hit shown in FIG. 11 is determined. In other than the specific gaming period (when the number of specific periods (T) = 0), the variation pattern determination table of the normal gaming state (for low probability gaming state) shown in FIG. 9 or the high probability gaming state shown in FIG. The variation pattern determination table is determined.

FIG. 7 is a special electric accessory operating mode determination table for determining the opening / closing conditions of the first grand prize winning port 11 and the second grand prize winning port 25. Based on the special symbol type (stop symbol data), the table of FIG. 7 determines the number of round games to be played in the jackpot game and the opening mode table of the two big winning holes 11, 25.
In the present embodiment, the tables determined by the first special symbol display device 19 and the second special symbol display device 20 are different from each other, but this is only an example. What kind of table is determined may be appropriately set.

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

  When the release mode determination table for 1 per length shown in FIG. 8 (a) is determined, the first to fifth round games are executed by the first big prize opening 11, and the sixth to tenth round games are the second largest. It is executed by the winning opening 25. During each round game, the first grand prize opening 11 or the second big prize opening 25 is opened only once, and the maximum opening time is set to 29.500 seconds. The pause time between each round (the closing time of the big prize opening) is set to 2.000 seconds, but the pause time between the fifth round game and the sixth round game, that is, a large open time. The pause time when the winning opening changes from the first big winning opening 11 to the second big winning opening 25 is set to 10 seconds.

  When the release mode determination table for 2 per length shown in FIG. 8 (b) is determined, the first to fifth round games are executed by the first big prize opening 11, and the sixth to tenth round games are the second largest. It is executed by the winning opening 25. During each round game, the first grand prize opening 11 or the second big prize opening 25 is opened only once, but in the first to fifth round games, the maximum opening time of the first big prize opening 11 is 29. It is set to 500 seconds, and in the 6th to 10th round games, the maximum opening time of the second big prize opening 25 is set to 0.052 seconds. The pause time between each round (the closing time of the big prize opening) is set to 2.000 seconds, but the pause time between the fifth round game and the sixth round game, that is, a large open time. The pause time when the winning opening changes from the first big winning opening 11 to the second big winning opening 25 is set to 10 seconds.

When the release mode determination table for 3 per length shown in FIG. 8C is determined, the first to fifth round games are executed by the first big winning opening 11. During each round game, the first grand prize opening 11 is opened only once, but the maximum opening time of the first big prize opening 11 in each round game is set to 29.500 seconds, and there is a pause between rounds. The time (the closing time of the first big prize opening 11) is set to 2.000 seconds.
When all the round games are finished, the normal game (special symbol variation display) will be resumed, but after the fifth round game is over, there is a ending time of 10 seconds. When the ending time has elapsed, the normal game is resumed.

As described above, in the present embodiment, there are three long-aperture release mode determination tables, and special games using these tables (hereinafter referred to as “long-a-games”) are the first to fifth times. The same content is executed up to the round game. Therefore, the player cannot determine which table the game is played based on which table is based on the opening / closing mode of the big prize opening.
Then, in the long hit game based on the release mode determination table for 1 per long and the release mode determination table for 2 per long, 10 seconds are set as the preparation period for the launch operation change between the fifth round game and the sixth round game. The interval time is set. On the other hand, in the long game based on the release mode determination table for 3 per long, after the end of the fifth round game, an ending time of 10 seconds, which is the same as the above-described interval time, is set. As will be described in detail later, with the interval time and ending time of 10 seconds, an effect that tells whether or not the sixth and subsequent round games will be executed and in what manner the second grand prize opening 25 opens and closes. By doing this, the player is given a sense of tension to improve the fun of the game.

  When the short winning open mode determination table shown in FIG. 8D is determined, the first to fifth round games are executed by the first big winning opening 11. During each round game, the first grand prize opening 11 is opened only once, but the maximum opening time of the first big prize opening 11 in each round game is set to 0.052 seconds, and there is a pause between rounds. The time (the closing time of the first big prize opening 11) is set to 2.000 seconds.

When the small-hit opening mode determination table shown in FIG. 8E is determined, a small-hit game in which the first big winning opening 11 repeats opening for 0.052 seconds and closing for 2.000 seconds is executed. . This small hit game is regarded as one game in which the first big winning opening 11 continuously opens and closes five times, so that the concept of “round game” in the long win game and the short win game is not used. Although controlled, the opening / closing mode of the first big prize opening 11 is substantially the same as the short win game. Thereby, the pleasure which makes a player guess whether it is a small hit or a short win can be provided. However, even if the opening time and closing time are not set to exactly the same, if the difference is difficult or difficult to determine whether the player is a small hit or short hit, the interest of the game is improved as above can do.
Also, in each of the above-mentioned long-awaiting opening mode determination tables, the opening / closing mode of the first big prize opening 11 is exactly the same. However, in the opening / closing mode of the first big winning hole 11, the player is unable to determine or difficult to determine. Even if there is a slight difference, the same effect as described above can be realized.

Furthermore, the interval time provided between the 5th round game and the 6th round game in the game per length based on the release mode determination table for 1 per length or the release mode determination table for 2 per length, and 3 per length The ending time in the long hit game based on the open mode determination table may be different.
In addition, since the opening time (0.052 seconds) of “short hit” or “small hit” is shorter than the time (about 0.6 seconds) when one game ball is fired as described above, Even if the winning opening opening / closing door 11b is opened, it is difficult to win the first big winning opening 11, and the opening mode of “short win” or “small hit” can be said to be “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”.

  9 to 11 are diagrams showing a variation pattern determination table for determining a variation pattern of a special symbol. FIG. 9 shows a normal gaming state (referred to mainly for a normal gaming state (for a low probability gaming state)). FIG. 10 is a variation pattern determination table for a high-probability gaming state that is mainly referred to during a high-probability gaming state, and FIG. It is a variation pattern determination table for a specific gaming period (for low probability gaming state) after a small hit referred to in the gaming period. Note that the specific game period after the end of the jackpot is determined only when the low-hit gaming state and the non-short-time gaming state at the time of winning the jackpot as described in the explanation of the jackpot end time setting data table shown in FIG. Is not.

Specifically, according to the variation pattern determination table, the type of special symbol display device, special symbol judgment random number value (winning winning or defeating), jackpot symbol random number (bonus symbol), presence or absence of short-time gaming state, special symbol The variation pattern is determined based on the number of holds, the reach determination random value, and the variation pattern random value. The variation pattern is determined at the start of variation of the special symbol, and a variation pattern designation command is generated based on the determined variation pattern. This variation pattern designation command is transmitted from the main control board 101 to the effect control board 102 in the output control process.
In addition, since it is configured to always reach when a big hit or a small hit, it is configured not to refer to the reach determination random value for a big hit or a small hit.

  When the variation pattern designation command is “E6H” as the MODE, the variation pattern determined when the game ball enters the first start port 9 and the variation of the special symbol of the first special symbol display device 19 is started. When the MODE is “E7H”, a game ball enters the second starting port 10 and the second special symbol display device 20 starts to change the special symbol. Indicates that the command is a variation pattern designation command corresponding to the determined variation pattern. Then, DATA of the variation pattern designation command indicates a specific variation pattern number. That is, the variation pattern designation command is also information indicating the variation pattern.

  Further, even if the same random number value or the like is referred to in the variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 9 and the variation pattern determination table for the high probability gaming state shown in FIG. , Different variation patterns are determined. Therefore, it is possible to distinguish between a variation pattern determined for a high probability gaming state and a variation pattern determined for a low probability gaming state depending on the type of variation pattern.

  Similarly, the variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 9 and the variation pattern determination table for the specific gaming period (for low probability gaming state) after the small hit shown in FIG. Then, even if the same random number value or the like is referred to, different variation patterns are determined. Therefore, according to the type of the variation pattern, it is possible to distinguish whether it is a normal gaming state or a specific gaming period after a small hit. In contrast, the variation pattern determination table for the high probability gaming state shown in FIG. 10 and the variation pattern determination table for the specific gaming period (for low probability gaming state) after the small hit shown in FIG. The pattern can be determined. Therefore, it becomes impossible to distinguish between the low probability gaming state and the high probability gaming state depending on the type of the variation pattern.

  Furthermore, as a feature of the variation pattern determination table shown in FIGS. 9 to 11, 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, in the variation pattern determination table shown in FIG. 9, when the jackpot determination result is a loss, when the number of reserved balls is 2, if it is a short-time gaming state, it has a probability of 95% based on the reach determination random value. A fluctuation pattern 8 (shortening fluctuation) having a fluctuation time of 5000 ms is determined, but a fluctuation pattern having a fluctuation time exceeding 5000 ms is determined in the non-time-saving gaming state. In this manner, the variation time is set to be short when the time-saving gaming state is entered.

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

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

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

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

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

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

  In this embodiment, the “specific game period after the end of the small hit” is a variation pattern determination table (FIG. 5) that can determine the same effect as the high probability game state in order to have an expectation that the state is a high probability game state. 11) refers to the game period referred to.

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

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

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

(Step S10)
First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a 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)
In step S20, 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)
In step S30, the main CPU 101a updates the special symbol determination initial value random number, the big hit symbol initial value random number, and the small hit symbol initial value random number. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.

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

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

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

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

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

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

(Step S200)
In step S200, the main CPU 101a performs input control processing.
In this process, the main CPU 101a includes 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, a first large winning opening detection switch 11a, and a second large winning opening. An input process for determining whether or not there is an input to each switch of the detection switch 25a is performed. Specifically, this will be described later with reference to FIG.

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

(Step S400)
In step S400, the main CPU 101a performs a normal / normal power control process for controlling the normal symbol and the normal electric accessory. Details will be described later with reference to FIGS. 29 to 31.

(Step S500)
In step S500, the main CPU 101a performs a payout control process.
In this process, the main CPU 101a checks whether or not a game ball has won a prize at the first grand prize opening 11, the 32nd major prize opening 25, the first starting opening 9, the second starting opening 10, and the general winning opening 7. If there is a winning, a payout number designation command corresponding to each 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 ball counter updated in FIG. 14 described later are checked, and a payout number designation command corresponding to each winning award is issued. Transmit to the payout control board 103. Thereafter, predetermined data is subtracted from the prize ball counter corresponding to the sent out number designation command and updated.

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

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

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

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

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

(Step S220)
In step S220, the main CPU 101a has input a detection signal from the first big prize opening detection switch 11a or the second big prize opening detection switch 25a, that is, the game ball is in the first big prize opening 11 or the second big prize winning. It is determined whether or not a ball has entered the mouth 25. When the main CPU 101a receives a detection signal from either the first big prize opening detection switch 11a or the second big prize opening detection switch 25a, the main CPU 101a stores predetermined data in the big prize opening prize ball counter used for the prize ball. Is added and updated, and the counter in the large winning opening entrance counter (C) storage area for counting the game balls won in the first big winning opening 11 or the second large winning opening 25 is added and updated. .

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

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

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

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

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

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

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

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

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

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

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

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

(Step S230-9)
Next, the main CPU 101a sets a start winning designation command in the effect transmission data storage area in order to transmit to the effect control board 102 that a game ball has entered the first start port 9.

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

(Step S250-1)
First, the main CPU 101a determines whether or not a detection signal from the gate detection switch 8a has been input.
When the detection signal from the gate detection switch 8a is input, the process proceeds to step S250-11, and when the detection signal from the gate detection switch 8a is not input, the process proceeds to step S250-2.

(Step S250-2)
If it is determined in step S250-1 that the detection signal from the gate detection switch 8a is not input, the main CPU 101a determines whether or not the flag is ON in the short game flag storage area of the main RAM 101c. To do. The case where the flag is turned on in the time-saving game flag storage area is a case where the current gaming state is the time-short game state, and the case where the flag is not turned on in the time-short game flag storage area is This is a case where the gaming state is a non-time saving gaming state. Therefore, it is determined here whether or not the game is currently progressing in the short-time gaming state.
As a result, if it is determined that the flag is ON in the short-time game flag storage area, the process proceeds to step S250-4, and if it is determined that the flag is not ON, the process proceeds to step S250-3. Move.

(Step S250-3)
If it is determined in step S250-2 that the flag is not turned on in the short-time gaming flag storage area, that is, if the current gaming state is a non-short-time gaming state, the right-handed flag storage area of the main RAM 101c is stored. It is determined whether or not the flag is ON. The case where the flag is ON in the right-handed flag storage area is a case where the sixth and subsequent round games in the long hit game are being executed. If it is determined that the flag is ON in the right-hand flag storage area, the process proceeds to step S250-4. If it is determined that the flag is not ON, the gate detection switch input process is terminated.

(Step S250-4)
If it is determined “YES” in either step S250-2 or step S250-3, that is, if it is determined that either the short-time game flag or the right-handed flag is ON, the main CPU 101a It is determined whether or not the flag is ON in the timer operation flag storage area of the RAM 101c. As a result, when it is determined that the flag is ON in the timer operation flag storage area, the process proceeds to step S250-7, and when it is determined that the flag is not ON, the process proceeds to step S250-5.

(Step S250-5)
If it is determined in step S250-4 that the timer operation flag is not turned on, the main CPU 101a turns on the flag in the timer operation flag storage area.
In the present embodiment, since the normal symbol gate 8 and the second starting port 10 are provided in the right-handed game area 6b, it is better to launch a game ball toward the second entry area 6d during the short-time game. It is advantageous for the player. In addition, the sixth and subsequent round games are executed by the second big prize opening 25. Since the second big prize opening 25 is also provided in the right-handed game area 6b, the long win is the same as in the short-time game. It is advantageous for the player to fire the game ball toward the second entry area 6d even after the sixth round game in the game is started. Therefore, when it is advantageous for the player to fire the game ball toward the second entry area 6d, the flag is always turned on in the timer operation flag storage area.

(Step S250-6)
Next, the main CPU 101a sets a timer counter at a predetermined time (for example, 10 seconds). The timer counter set here detects that the game ball does not pass through the normal symbol gate 8 for a predetermined time in a state where it is advantageous for the player to launch the game ball toward the second entry area 6d. Is for. In other words, the normal symbol gate 8 is provided in the right-handed game area 6b, and is arranged so that the game ball frequently passes as long as the game ball is continuously launched toward the second entry area 6d. . Therefore, the fact that the game ball does not pass through the normal symbol gate 8 for a predetermined time means that it is advantageous for the player to fire the game ball toward the second entry area 6d, but the second entry It can be determined that the game ball is not being fired toward the region 6d. Here, when a game ball is not being fired toward the second entry area 6d for a predetermined time, a timer counter is set to prompt a game ball launch operation toward the second entry area 6d. Become. The counter value set here is decremented by “1” in the time control process of step S110.

(Step S250-7)
On the other hand, when it is determined in step S250-4 that the flag is ON in the timer operation flag storage area, the main CPU 101a determines whether or not the timer counter = 0. That is, it is determined whether or not the time set in step S250-6 has elapsed. As a result, if it is determined that the timer counter = 0, the process proceeds to step S250-8. If it is determined that the timer counter = 0 is not satisfied, the gate detection switch input process is terminated.

(Step S250-8)
In the above step S250-7, the case where it is determined that the timer counter = 0 is because the player is more advantageous for the player to fire the game ball toward the second entry area 6d. This is a case where the game ball has not passed through the normal symbol gate 8 for the predetermined time set in S250-6. In this case, the main CPU 101a stores a new value obtained by adding “1” to the command set count (S) stored in the command set count (S) storage area of the main RAM 101c. The number of command sets (S) here refers to the predetermined time set in step S250-6 in a state where it is advantageous for the player to fire a game ball toward the second entry area 6d. This is the number of times (for example, 10 seconds) has elapsed.
For example, when the short time gaming state is set, first, in step S250-6, the timer counter is set to 10 seconds. Thereafter, if the game ball does not pass through the normal symbol gate 8 for 10 seconds, the number of command sets (S) becomes “1”. Thereafter, if the game ball does not pass through the normal symbol gate 8 for 10 seconds, the command set count (S) becomes “2”.

(Step S250-9)
Next, the main CPU 101a sets a right-handed notification command in the effect transmission data storage area. As will be described in detail later, on the effect control board 102, a notification effect that prompts a right strike is executed upon reception of the right-hand notification command. This right-handed notification command is transmitted to the effect control board 102 as a command in which the value of the command set count (S) newly stored in step S250-8 can be identified.

(Step S250-10)
Next, the main CPU 101a turns off the flag stored in the timer operation flag storage area, and ends the gate detection switch input process.

(Step S250-11)
If it is determined in step S250-1 that the gate detection switch signal has been input, the main CPU 101a determines that the command set count (S) stored in the command set count (S) storage area is “1” or more. It is determined whether or not. As a result, if it is determined that the command set number (S) is equal to or greater than “1”, the process proceeds to step S250-12, and if it is determined that the command set number (S) is “0”, the process proceeds to step S250-12. The processing is moved to S250-13.

(Step S250-12)
If it is determined in step S250-11 that the command set count (S) is equal to or greater than “1”, an initialization command is set in the effect transmission data storage area. As will be described in detail later, in the present embodiment, every time the right-handed notification command set in step S250-9 is received, the brightness of the light emitting device is lowered on the effect control board 102. Here, when the brightness of the light-emitting device is lowered, an initialization command is set in the transmission data storage area for production in order to return the brightness of the light-emitting device to the initial state when the gate detection switch signal is input. .

(Step S250-13)
The main CPU 101a performs timer / flag reset processing. In this timer / flag reset process, the counter value of the timer counter set in step S250-6 is reset, and when the flag is turned on in the timer operation flag storage area, the flag is turned off. Control is made.

(Step S250-14)
Next, when the command set count (S) stored in the command set count (S) storage area is not “0”, the main CPU 101a sets the command set count (S) to “0”.

(Step S250-15)
Next, the main CPU 101a determines whether or not the normal symbol reservation number (G) is less than four. In the present embodiment, when the game ball passes through the normal symbol gate 8, the normal symbol variation display is performed, and the upper limit reserved number of the right of the regular symbol variation display is set to "4". If it is determined that the number of normal symbols retained (G) is less than 4, the process proceeds to step S250-16, and if it is determined that the number of ordinary symbols retained (G) is not less than 4 (4). The gate detection switch input process is terminated.

(Step S250-16)
If it is determined in step S250-16 that the normal symbol hold count (G) is less than 4, the main CPU 101a determines the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area. ) And a value obtained by adding “1” is stored as a new normal symbol holding number (G).

(Step S250-17)
Next, the main CPU 101a extracts one hit determination random number value from a random number range (for example, 0 to 10) prepared in advance, and stores the extracted random number value in the normal symbol holding storage area.

  With reference to FIG. 17, the special figure special power control processing of the main control board 101 will be described.

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

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

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

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

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

(Step S310-4)
In step S310-4, the main CPU 101a determines whether or not the first special symbol hold count (U1) storage area is 1 or more. When the first special symbol reservation number (U1) storage area is not 1 or more, the process proceeds to step S319-1, and it is determined that the first special symbol reservation number (U1) storage area is "1" or more. In step S310-5, the process proceeds.

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

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

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

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

(Step S312)
In step S312, the main CPU 101a performs a variation pattern determination process.
In the variation pattern determination process, first, a variation pattern determination table based on the current gaming state is determined with reference to the gaming state storage area of the main RAM 101c. Specifically, when the game state is the high probability game state, the variation pattern determination table for the high probability game state shown in FIG. 10 is determined. When the game state is the low probability game state, when the number of specific periods (T) = 0. 9, a variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 9 is determined. When the number of specific periods (T)> 0 in the low probability gaming state, The variation pattern determination table for the specific gaming period (for the low probability gaming state) is determined.
Then, the variation pattern is determined based on the determined variation pattern determination table with reference to the special symbol determination random number value, the jackpot symbol random number value, the reach determination random number value, and the variation pattern random number value.

(Step S313)
In step S313, 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)
In step S314, the main CPU 101a confirms the gaming state at the start of variation, and sets a gaming state designation command corresponding to the current gaming state in the effect transmission data storage area.

(Step S315)
In step S315, the main CPU 101a starts the special symbol variation display on the special symbol display devices 19 and 20. That is, the special symbol variation display data is set in the processing area. Thereby, when the information written in the processing area relates to the first hold (U1), the special symbol display device 19 blinks, and when the information relates to the second hold (U2), the special symbol display device 20 blinks. Will be allowed to.

(Step S316)
In step S316, when the main CPU 101a starts displaying the variation of the special symbol as described above, the variation time (counter value) based on the variation pattern determined in step S312 is displayed in the special symbol time counter in the special symbol time counter. set. The special symbol time counter is subtracted every 4 ms in S110.

(Step S317)
In step S317, the main CPU 101a sets 00H to the demonstration determination flag. That is, the demonstration determination flag is cleared. Note that the demonstration determination flag = “00H” indicates that the special symbol is currently being displayed or that a special game is being displayed. On the other hand, when neither the special symbol variation display nor the special game is displayed, the demonstration determination flag “01H” is stored. If the demonstration determination flag = “01H” is stored, a demonstration designation command is set in step S319-3, which will be described later, and it is transmitted to the effect control board 102 that neither special symbol variation display nor special game is being played. .

(Step S318)
In step S318, 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 memory determination processing.

(Step S319-1)
If it is determined in step S310-4 that the first hold (U1) is “0”, that is, if neither the first hold (U1) nor the second hold (U2) is reserved, The main CPU 101a determines whether 01H is set in the demonstration determination flag. If 01H is set in the demo determination flag, the special symbol memory determination process is terminated. If 01H is not set in the demo determination flag, the process proceeds to step S319-2.

(Step S319-2)
In step S319-2, the main CPU 101a sets 01H to the demo determination flag so that the demo designation command is not set many times in step S319-3 described later.

(Step S319-3)
In step S319-3, the main CPU 101a sets a demonstration designation command in the effect transmission data storage area, and ends the special symbol memory determination process.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(Step S320-5)
In step S320-5, the main CPU 101a sets 2 to the special symbol special electric processing data, shifts the processing to the special symbol stop processing shown in FIG. 21, and ends the special symbol variation processing.

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

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

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

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

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

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

(Step S330-6)
In step S330-6, the main CPU 101a determines whether or not the specific period number counter (T) = 0. If the specific period number counter (T) = 0, the main CPU 101a moves the process to step S330-8 to specify the specific period number counter (T) = 0. If the period counter (T) = 0 is not satisfied, the process proceeds to step S330-7.

(Step S330-7)
In step S330-7, the main CPU 101a stores the calculated value obtained by subtracting “1” from the specific period number counter (T) as a new specific period number counter (T).

(Step S330-8)
In step S330-8, the main CPU 101a confirms the current gaming state and sets a gaming state designation command in the effect transmission data storage area.

(Step S330-9)
In step S330-9, the main CPU 101a determines whether or not it is a big hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a jackpot symbol (stop symbol data = 01 to 06?). If it is determined that the jackpot symbol is determined, the process proceeds to step S330-13. If it is not determined that the jackpot symbol is determined, the process proceeds to step S330-10.

(Step S330-10)
In step S330-10, the main CPU 101a determines whether or not it is a small hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a small hit symbol (stop symbol data = 07, 08?). If it is determined that the symbol is a small hit symbol, the process proceeds to step S330-11. If the symbol is not determined to be a small symbol, the process proceeds to step S330-12.

(Step S330-11)
In step S330-11, the main CPU 101a sets 4 in the special figure special electricity processing data, and moves the process to step S330-15.

(Step S330-12)
When it is determined in step S330-10 that the symbol is not a small hit symbol, the main CPU 101a sets 0 to the special symbol special electric processing data and shifts the processing to the special symbol memory determination processing shown in FIG.

(Step S330-13)
If the main CPU 101a determines in step S330-9 that the game is a jackpot symbol, the main CPU 101a sets 3 to the special chart special power processing data, and shifts the processing to the jackpot game process shown in FIG.

(Step S330-14)
In step S330-14, the main CPU 101a resets the gaming state and the number of working hours. Specifically, the data in the high probability game flag storage area, the high probability game count (X) storage area, the short time game flag storage area, and the short time game count (J) storage area are cleared.

(Step S330-15)
In step S330-15, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and produces an opening command corresponding to these types. Set in the transmission data storage area.

(Step S330-16)
In step S330-16, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and specially sets the opening time according to these types. Set to the game timer counter. The special game timer counter is subtracted every 4 ms in step S110. When this process ends, the special symbol stop process ends.

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

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

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

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

(Step S341)
In step S341, the main CPU 101a performs a special prize opening process. In this special winning opening opening process, the energization start data of the special winning opening / closing solenoid is set and the current round game number (R) and the number of open times (K) are referred to by referring to the table set in step S340-3. ) Is set to the special game timer counter. Details will be described later with reference to FIG.

(Step S340-4)
In step S340-4, the main CPU 101a determines whether or not K = 1, and if K = 1, in order to transmit information on the number of round games to the effect control board 102, the number of round games In response to (R), a special winning opening (R) round designation command is set in the effect transmission data storage area. For example, at the start of the first round game of jackpot, since the number of round games (R) is set to “1” and K = 1, the winning prize opening 1 round designation command is transmitted to the transmission data for production Set in the storage area. On the other hand, if K = 1 is not set, the jackpot game process is terminated without setting the big winning opening (R) round designation command in the effect transmission data storage area. In other words, the case where K = 1 means the start of a round, and therefore, the winning prize opening (R) round designation command is transmitted only at the start of the round.
In the present embodiment, as shown in FIG. 8, since the number of times of opening of the big prize opening is set to one per round game, the big winning opening release (R) round designation is always made in step S340-4. A command is set. However, when the first grand prize opening 11 or the second big prize opening 25 is opened a plurality of times per round game, the big prize opening is opened only when K = 1 as described above ( R) A round designation command is transmitted.

(Step S340-5)
In step S340-5, the main CPU 101a determines whether or not it is currently ending. Ending here refers to processing after all preset round games have been completed. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-17. If it is determined that the current ending is not currently performed, the process proceeds to step S340-6.

(Step S340-6)
In step S340-6, the main CPU 101a determines whether or not the first big prize opening 11 or the second big prize opening 25 is being closed. If it is determined that the first grand prize opening 11 or the second big prize opening 25 is being closed, the process proceeds to step S340-7, and the first big prize opening 11 or the second big prize opening 25 is not being closed. If it is determined, the process proceeds to step S340-8.

(Step S340-7)
In step S340-7, the main CPU 101a determines whether the closing time set in step S340-9 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, if the closing time has not elapsed, the jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S341.

(Step S340-8)
In step S340-8, the main CPU 101a determines whether or not an “opening end condition” for ending the opening of the first big winning opening 11 or the second big winning opening 25 is satisfied.
This “opening end condition” is that the value of the winning prize entrance counter (C) has reached the maximum number (for example, 9) or that the maximum opening time has elapsed (special game timer counter = 0) Is applicable).
If it is determined that the “opening end condition” is satisfied, the process proceeds to step S340-9. If it is determined that the “opening end condition” is not satisfied, the jackpot game process is ended.

(Step S340-9)
In step S340-9, the main CPU 101a performs a special winning opening closing process.
In the big prize opening closing process, in order to close the first big prize opening 11 or the second big prize opening 25, the energization stop data of the first big prize opening opening / closing solenoid 11c or the second big prize opening opening / closing solenoid 25c is set. In addition, referring to the release mode determination table (see FIG. 8) determined in step 340-3, based on the current number of round games (R) and the number of releases (K), The closing time of the second big winning opening 25 is set in the special game timer counter. Thereby, the 1st grand prize opening 11 or the 2nd big prize opening 25 is closed.

(Step S340-10)
In step S340-10, the main CPU 101a determines whether or not one round has been completed. Specifically, in one round, the number of times of opening (K) is the maximum number of times of opening, or the value of the winning prize entrance counter (C) reaches the maximum number (for example, 9). Therefore, it is determined whether or not such a condition is satisfied.
If it is determined that one round is completed, the process proceeds to step S340-11. If it is determined that one round is not completed, the jackpot game process is terminated.

(Step S340-11)
In step S340-11, the main CPU 101a sets 0 in the number-of-openings (K) storage area and sets 0 in the number-of-stakes (C) storage area. That is, the number-of-openings (K) storage area and the number of balls received in the big prize opening (C) storage area are cleared.

(Step S340-12)
In step S340-12, the main CPU 101a determines whether or not the round game number (R) stored in the round game number (R) storage area is the maximum. If the round game number (R) is the maximum, the process proceeds to step S340-14, and if the round game number (R) is not the maximum, the process proceeds to step S342.

(Step S342)
In step S342, the main CPU 101a sets a round end designation command in the effect transmission data storage area according to the number of round games (R) in order to transmit the end information of the round game to the effect control board 102. The round end designation command transmission determination process will be described later with reference to FIG.

(Step S340-13)
Next, the main CPU 101a adds “1” to the current round game number (R) stored in the round game number (R) storage area and stores the result.

(Step S340-14)
On the other hand, when it is determined in step S340-12 that the round game number (R) is the maximum, the main CPU 101a resets the round game number (R) stored in the round game number (R) storage area. To do.

(Step S340-15)
Next, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and transmits an ending command according to the type of big hit to the effect control board 102. Therefore, it is set in the transmission data storage area for production.

(Step S340-16)
In step S340-16, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and determines the ending time according to the type of big hit as a special game timer counter Set to.

(Step S340-17)
In step S340-17, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S340-18 and passes the ending time. If it is determined that it is not, the jackpot game process is terminated as it is.

(Step S340-18)
Next, the main CPU 101a sets 5 in the special figure special electric processing data, and shifts the processing to the special game end process shown in FIG.

  With reference to FIG. 23, the special winning opening opening process will be described.

(Step S341-1)
The main CPU 101a adds “1” to the number of times of opening (K) stored in the number of times of opening (K) storage area of the main RAM 101c to store the new number of times of opening (K).

(Step S341-2)
Next, the main CPU 101a determines whether the number of round games (R) is “6” or more. That is, it is determined whether the round game to be started is the sixth round game or later. As a result, when it is determined that the number of round games (R) is “6” or more, the process proceeds to step S341-3, and when it is determined that the number of round games (R) is not “6” or more, step is performed. The process moves to S341-7.

(Step S341-3)
If it is determined in step S341-2 that the number of round games (R) is “6” or more, the main CPU 101a sets the second big prize opening opening / closing solenoid energization start data. As a result, the second big prize opening / closing solenoid 25c is energized, and the second big prize opening 25 is opened.

(Step S341-4)
Next, the main CPU 101a determines whether or not the number of round games (R) is “6”. As a result, when it is determined that the number of round games (R) is “6”, the process proceeds to step S341-5, and when it is determined that the number of round games (R) is not “6”, step S341 is performed. Move the process to -6.

(Step S341-5)
If it is determined in step S341-4 that the number of round games (R) is “6”, the flag is turned on in the right-handed flag storage area and the right-handed notification display 26 is turned on.

(Step S341-6)
Next, the main CPU 101a refers to the table set in step S340-3, sets the maximum opening time of the big winning opening in the special game timer counter, and ends the big winning opening release process, and the above step S340. The process is transferred to -4.

(Step S341-7)
On the other hand, if it is determined in step S341-2 that the number of round games (R) is not “6” or more, that is, if the number of round games (R) is “1” to “5”, The CPU 101a sets first first prize opening opening / closing solenoid energization start data. As a result, the first big prize opening / closing solenoid 11c is energized, and the first big prize opening 11 is opened. Thereafter, the process proceeds to step S341-6.
In this embodiment, in any jackpot game, the first big prize opening 11 is opened in the first to fifth round games, and the second big prize opening 25 in the sixth and subsequent round games. However, it is only necessary to appropriately determine the number of round games (R) and the special winning opening to be opened. In this case, the setting values in steps S341-2 and S341-4 can be changed as appropriate. That's fine.

  The round end designation command transmission process will be described with reference to FIG.

(Step S342-1)
The main CPU 101a checks the round game number (R) stored in the round game number (R) storage area.

(Step S342-2)
Then, the main CPU 101a sets a round end designation command composed of data capable of identifying how many round games have ended in the effect transmission data storage area, and moves the process to step S340-13. Note that the above round end designation command is based on which table in FIGS. 8 (a) to 8 (d) the special game currently in progress, in addition to the information on how many round games have ended. The command is also identifiable as to whether it is being executed.

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

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

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

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

(Step S350-4)
In step S350-4, the main CPU 101a performs a special winning opening opening process.
In the special winning opening opening process, first, “1” is added to the number of times of opening (K) stored in the number of times of opening (K) storage area and stored. In addition, energization start data of the first big prize opening / closing solenoid 11c is set to open the first big prize opening / closing door 11b, and the opening mode determination table determined in the above step 350-3 (see FIG. 8). With reference to, based on the number of times of opening (K), the opening time of the first big winning opening 11 is set in the special game timer counter.

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

(Step S350-6)
In step S350-6, the main CPU 101a determines whether or not the first grand prize winning port 11 is being closed. If it is determined that the first big prize opening 11 is closed, the process proceeds to step S350-7. If it is determined that the first big prize opening 11 is not closed, the process goes to step S350-8. Move.

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

(Step S350-8)
In step S350-8, the main CPU 101a determines whether or not the “opening end condition” for ending the opening of the first big winning opening 11 is satisfied.
This “opening end condition” is that the value of the winning prize entrance counter (C) has reached the maximum number (for example, 9) or that the opening time of one opening of the first winning opening 11 has passed ( Special game timer counter = 0).
If it is determined that the “opening end condition” is satisfied, the process proceeds to step S350-9. If it is determined that the “opening end condition” is not satisfied, the small hit game process is ended.

(Step S350-9)
In step S350-9, the main CPU 101a performs a special winning opening closing process.
In the big prize opening closing process, the energization stop data of the first big prize opening opening / closing solenoid 11c is set to close the first big prize opening opening / closing door 11b, and the opening mode determination table determined in the above step 350-3. Referring to (see FIG. 8), the closing time of the first big winning opening 11 is set in the special game timer counter based on the current number of times of opening (K). As a result, the first big prize opening 11 is closed.

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

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

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

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

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

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

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

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

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

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

(Step S360-4)
In step S360-4, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and stores the short-time game flag based on the stop symbol data loaded in S360-1 and the game information in the game state buffer. Processing to determine whether or not to set a flag in the area is performed. For example, when the stop symbol data is “03” and the game information in the game state buffer is 00H, 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 01H to 03H. Sometimes, a flag is set (turned on) in the short-time game flag storage area (see FIG. 6).
When the flag is set in the short-time game flag storage area, the main CPU 101a lights the right-handed notification display 26 at the same time.

(Step S360-5)
In step S360-5, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, J) A predetermined number of times is set in the storage area. For example, when the stop symbol data is “02” and the game information in the game state buffer is 00H, 0 is set in the time-short game number (J) storage area, and the game information in the game state buffer is 01H to 03H. In this case, 70 times are set in the time-short game number (J) storage area.

(Step S360-6)
In step S360-6, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 6, and based on the stop symbol data loaded in S360-1 and the game information in the game state buffer, the specific period number counter A predetermined number of times is set in (T). Specifically, when the stop symbol data is “08” to “11” and the game state buffer is 00H, 50 is set in the specific period number counter (T).

(Step S360-7)
In step S360-7, the main CPU 101a confirms the gaming state and sets a gaming state designation command in the effect transmission data storage area.

(Step S360-8)
In step S360-8, the main CPU 101a sets 0 to the special symbol special electricity processing data, and moves the processing to the special symbol memory determination processing shown in FIG.

  With reference to FIG. 27, the ordinary map normal power control process will be described.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(Step S420-7)
In step S420-7, the main CPU 101a sets the ordinary figure normal electricity processing data = 0 and shifts the processing to the ordinary symbol variation process of FIG. 28, and the ordinary electric accessory control process ends.

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

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

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

(Step S1100)
In step S1100, the sub CPU 102a performs an effect random number update process. In this process, the sub CPU 102a performs a process of updating the random number values (the effect random number value, the effect design determining random value, the stage transition determining random value, the transition destination determining random value, etc.) stored in the sub RAM 102c. . Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.

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

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

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

(Step S1600)
In step S1600, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing for analyzing a command stored in the reception buffer of the sub RAM 102c. A specific description of the command analysis processing will be described later with reference to FIGS. 32 and 33. 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)
In step S1700, the sub CPU 102a checks the signal of the effect button detection switch 17a and performs effect input control processing related to the effect button 17.

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

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

(Command analysis processing of production control board)
The command analysis processing of the effect control board 102 will be described using FIG. 32 and FIG. The command analysis process 2 in FIG. 33 is performed subsequent to the command analysis process 1 in FIG.

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

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

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

(Step S1620)
In step S1620, the sub CPU 102a checks whether or not the command stored in the reception buffer is a start winning designation command. The start winning designation command is set in step S230-9 of the main control board 101.
If the command stored in the reception buffer is a start winning designation command, the sub CPU 102a moves the process to step S1621, and moves to step S1630 if it is not a starting winning designation command.

(Step S1621)
In step S1621, the sub CPU 102a analyzes the start winning designation command and performs a hold display mode determination process for transmitting a hold display command to the image control board 105 and the lamp control board 104 so as to perform a hold display in a predetermined mode. As a result, the liquid crystal display device 13 displays the current reserved number of the first hold (U1) and the second hold (U2).

(Step S1630)
In step S1630, the sub CPU 102a checks whether or not the command stored in the reception buffer is a variation pattern designation command. The variation pattern designation command is set in step S313 of the main control board 101.
If the command stored in the reception buffer is a variation pattern designation command, the sub CPU 102a moves the process to step S1631 and moves the process to step S1640 if the command is not the variation pattern designation command.

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

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

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

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

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

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

(Step S1660)
In step S1660, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. The game state designation command is set in step S314 and step S330-8 of the main control board 101.
If the command stored in the reception buffer is a gaming state designation command, the sub CPU 102a moves the process to step S1661, and if not the gaming state designation command, moves the process to step S1670.

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

(Step S1670)
In step S1670, the sub CPU 102a checks whether or not the command stored in the reception buffer is an opening command. The opening command is set in step S330-15 of the main control board 101.
If the command stored in the reception buffer is an opening command, the sub CPU 102a moves the process to step S1671, and if not the opening command, moves the process to step S1680.

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

(Step S1680)
In step S1680, the sub CPU 102a checks whether or not the command stored in the reception buffer is a special winning opening opening designation command. The special winning opening opening designation command is set in step S340-4 of the main control board 101.
If the command stored in the reception buffer is a big prize opening release designation command, the sub CPU 102a moves the process to step S1681, and if it is not a big prize opening opening designation command, the sub CPU 102a moves the process to step S1690.

(Step S1681)
In step S1681, the sub CPU 102a performs a jackpot effect pattern determination process for determining a jackpot 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 S1690)
In step S1690, the sub CPU 102a checks whether or not the command stored in the reception buffer is a round end designation command. The round end designation command is set in step S342-2 of the main control board 101.
If the command stored in the reception buffer is a round end designation command, the sub CPU 102a moves the process to step S1691, and if not a round end designation command, moves the process to step S1700.

(Step S1691)
In step S1691, the sub CPU 102a performs a pause effect pattern determination process for determining an effect pattern between rounds. This pause effect pattern determination process will be described later with reference to FIG.

(Step S1700)
In step S1700, the sub CPU 102a checks whether or not the command stored in the reception buffer is an ending command. The ending command is set in steps S340-15 and S350-12 of the main control board 101.
If the command stored in the reception buffer is an ending command, the sub CPU 102a moves the process to step S1701, and if not the ending command, moves the process to step S1710.

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

(Step S1710)
In step S1710, the sub CPU 102a checks whether or not the command stored in the reception buffer is a right-handed notification command. The right-handed notification command is set in step S250-9.
If the command stored in the reception buffer is a right-handed notification command, the sub CPU 102a moves the process to step S1711, and if it is not a right-handed notification command, moves the process to step S1721.

(Step S1711)
In step S1711, the sub CPU 102a performs a right-handed notification pattern determination process for determining a notification pattern for reporting a right-handed strike. This right-handed notification pattern determination process displays a message prompting the player to right-hand, or lowers the brightness of various light-emitting devices. This right-handed notification pattern determination process will be described later with reference to FIG.

(Step S1721)
The processing in step S1721 is performed when the initialization command is stored in the reception buffer. However, if the initialization command is stored in the reception buffer, the sub CPU 102a is changed in step S1711. In addition, a process of returning the brightness and the like of the various light emitting devices to the initial setting values is performed. Note that the initialization command is set in step S250-12. The command analysis process is completed by the process of step S1721.

  Next, the variation effect pattern determination process will be described with reference to FIG. This variation effect pattern determination process is to determine a variation effect pattern indicating how to control various effect devices including the liquid crystal display device 13 during the variation display of the special symbol. This process is started upon reception of the variation pattern designation command set in step S313 (FIG. 18) in the special symbol memory determination process of the main control board 101.

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

(Step S1631-2)
Next, the sub CPU 102a selects and sets any one of the variation effect pattern determination tables stored in the sub ROM 102b. Although detailed explanation is omitted, the variation effect pattern determination table is prepared for each state in which the high probability gaming state, the low probability gaming state, the short time gaming state, the non-short time gaming state, the specific period, and the non-specific period are combined. ing. Each table is associated with one or more variation effect patterns for each variation pattern designation command that can be received. For example, in the table for the high probability gaming state, for example, five variation effect patterns corresponding to the variation pattern 2 for executing the reach B are provided. Each of these five variation effect patterns is for executing an effect for 30 seconds, and a live-action movie image is displayed on the liquid crystal display device 13. However, the content of the live-action movie image, the lighting mode of the effect lighting device 16, and the like are different.

(Step S1631-3)
Next, the sub CPU 102a determines a variation effect pattern based on the effect random number acquired in step S1633-1 and the table set in step S1631-2.

(Step S1631-4)
Next, the sub CPU 102a sets a variation effect pattern command in the transmission data storage area in order to transmit the variation effect pattern determined in step S1631-3 to the image control board 105 and the lamp control board 104. Thereby, the variation effect pattern determination process is completed. When the variation effect pattern command is transmitted to the image control board 105 and the lamp control board 104, the liquid crystal display device 13, the effect lighting device 16, the audio output device 18, and the effect accessory device are based on the change effect pattern command. Is controlled.

  Next, the jackpot end effect pattern determination process will be described with reference to FIG.

(Step S1691-1)
If it is determined in step S1690 that the round end designation command is stored in the reception buffer, the sub CPU 102a determines that the round end designation command is a command for transmitting the end of the fifth round game. Determine if it is a specified command. As a result, when it is determined that the round end designation command stored in the reception buffer is a five round end designation command, the process proceeds to step S1691-2, and when it is determined that the round end designation command is not a five round end designation command, The pause effect pattern determination process is terminated.

(Step S1691-2)
If it is determined in step S1691-1 that the round end designation command stored in the reception buffer is a five round end designation command, the sub CPU 102a sets the pause special effect pattern command in the transmission buffer. The special effect pattern command during the pause is a liquid crystal display device 13 that produces an effect image that inspires the player's expectation as to whether the round game will end in five times or whether the game will continue after the sixth time. Are displayed on the screen or the lighting device 16 for lighting is turned on. In the present embodiment, since the interval time between the fifth round game and the sixth round game is set to 10 seconds, the effect content executed by the special effect pattern command during pause is also set to 10 seconds. Will be.

  In the present embodiment, no effect pattern command is set even if a round end designation command other than the five round end designation command is received. As is clear from this, during the pause between each round game except the interval between the fifth round game and the sixth round game, the effect during the round is continued as it is. For example, during the pause between the third round game and the fourth round game, the effects during the third round game are continued.

  Next, the right-handed notification pattern determination process will be described with reference to FIG.

(Step S1711-1)
If it is determined in step S1710 that the right-handed notification command is stored in the reception buffer, the sub CPU 102a analyzes the right-handed notification command and determines whether the command set count (S) is “1”. Determine. As a result, if it is determined that the number of command sets (S) is “1”, the process proceeds to step S1711-2, and if it is determined that the number of command sets (S) is not “1”, step S1711 is performed. The process is moved to -3.

(Step S1711-2)
If it is determined in step S1711-1 that the number of command sets (S) is “1”, the sub CPU 102a displays a message prompting the player to make a right turn on the liquid crystal display device 13 or a voice message. A right-handed notification command for outputting voice in the output device 18 is set in the transmission buffer. That is, in the main control board 101, although it is advantageous for the player to launch the game ball toward the second entry area 6d, the game ball is launched toward the second entry area 6d. If not, a right-handed notification command is transmitted every 10 seconds by the gate detection switch input process of FIG. At this time, in the effect control board 102, only when the first right-handed notification command is received, a message prompting the player to right-hand is displayed, or a message is reproduced from the audio output device 18. Become.

(Step S1711-3)
On the other hand, if it is determined in step S1711-1 that the number of command sets (S) is not “1”, the sub CPU 102a is provided in the gaming machine 1 such as the liquid crystal display device 13 or the effect lighting device 16. A command for lowering the brightness of various light emitting devices or lowering the sound output volume in the sound output device 18 is set in the transmission buffer.
As described above, in the present embodiment, although it is advantageous for the player to launch the game ball toward the second entry area 6d, the game ball is launched toward the second entry area 6d. If not, the player is first prompted to perform a right-handed operation, but if the player still does not perform the right-handed operation, the luminance of various light emitting devices and the output volume of the audio output device 18 are reduced. Will be.

  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.

  The lamp control board 104 reads out the effect accessory device operation program based on the received data to control the operation of the effect accessory device, and executes the effect lighting device control program based on the received effect data. Read out and control the lighting device 16 for production.

Next, an aspect of the effect of the present embodiment having the above-described configuration will be described using a specific example.
In the present embodiment, when the jackpot is won, the jackpot game is executed based on the release mode determination table in any one of FIGS. 8A to 8D. Among these, in the jackpot game based on the release mode determination table for 1 per length in FIG. 8 (a), the first to fifth round games are executed by the first big prize opening 11, and the sixth to tenth round games are the first. It is executed by the two major winning openings 25. In addition, in the jackpot game based on the release mode determination table for 3 per length in FIG. 8C, the first to fifth round games are executed by the first big winning opening 11. At this time, until the end of the fifth round game from the opening, there is an effect during the jackpot game based on the release mode determination table for 1 per long and an effect during the jackpot game based on the release mode determination table for 3 per long They are set the same.

In the jackpot game based on the release mode determination table for 1 per long, an interval time of 10 seconds is set after the end of the fifth round game (step S340-9), and based on the release mode determination table for 3 per long In the jackpot game, an ending time of 10 seconds is set after the end of the fifth round game (step S340-16).
FIG. 37 shows aspects of performance during the interval after the end of the fifth round game of jackpot game based on the release mode determination table for 1 per long and during the ending of jackpot game based on the release mode determination table for 3 per long It is an example.

  When the fifth round game of the jackpot game based on the release mode determination table for 1 per long is finished, the pause special effect pattern command is set in step S1691-2. Also, when the fifth round game of jackpot game based on the long win 3 release mode determination table ends, a jackpot end effect pattern determination command is set in step S1701. Then, as shown in FIG. 37 (a), the message “5R end” is displayed for a predetermined time on the liquid crystal display device 13, and then, as shown in FIGS. 37 (b) and 37 (c), the sixth time. A message is displayed for a predetermined time in order to make the player feel nervous about whether or not the round game is executed.

When the fifth round game of the jackpot game based on the release mode determination table for 1 per long is finished, following the image display shown in FIGS. 37 (a) to 37 (c), FIG. ) Is displayed. In this way, in the jackpot game based on the release mode determination table for 1 per long, during the interval between the fifth round game and the sixth round game, after giving the player a sense of tension over a predetermined time A message prompting an operation aiming at the second entry area 6d is displayed in order to continue the sixth and subsequent round games.
On the other hand, when the fifth round game of the jackpot game based on the release mode determination table for 3 per long is finished, following the image display shown in FIGS. 37 (a) to 37 (c), FIG. ) Is displayed. In this way, during the jackpot game ending based on the long hit 3 release mode determination table, after giving the player a sense of tension for a predetermined time, a message notifying the end of the jackpot game is displayed.

As described above, when the first to fifth round games are executed by the first grand prize opening 11, whether or not the sixth and subsequent round games can be continuously executed by the second big prize opening 25. By giving the player a sense of tension, the interest of the game can be improved.
In addition, as described above, an effect that gives the player a sense of tension is executed over a predetermined time. During this time, the player aims at the first grand prize opening 11, and therefore the second big prize opening 25. It is set to a time that is sufficient to switch to an operation that aims at. Therefore, even if the big winning opening that should be aimed at during the jackpot game is changed, the game will be enhanced by executing the jackpot game with two big winning openings without any disadvantage to the player. Can do. It should be noted that the number of prize balls that can be acquired when a game ball enters the big prize opening differs between the first big prize opening 11 and the second big prize opening 25, for example, a player with two big prize openings. If the profits given to are different, the interest of the game is further improved.

In addition, as in the present embodiment, a special effect that increases the player's tension as to whether or not the jackpot game will continue is executed, and if the jackpot game continues thereafter, the big winning opening to be targeted is the first The first big prize opening 11 is changed to the second big prize opening 25. In this way, by making the special production that enhances the player's sense of tension as the timing at which the big prize opening to be aimed at is changed from the first big prize opening 11 to the second big prize opening 25, the interest of the game is further improved. be able to.
More specifically, it is advantageous for the player to fire the game ball aiming at the second entry area 6d only in the short-time game state or during the sixth and subsequent round games. In other words, the player can advance the game by so-called right-handing only when the player can win a rare right by winning a predetermined jackpot. Therefore, if the player makes a right strike, the player will have a sense of satisfaction, relief, and superiority. Therefore, the interest of the game is further improved by giving a sense of tension as to whether or not the right hit can be made, rather than simply giving a sense of tension as to whether or not the jackpot game will continue.

  Further, in the present embodiment, an open mode determination table for 2 per length is provided, but in the jackpot game based on this table, the sixth to tenth round games are executed by the second big winning opening 25. However, the opening time is as extremely short as 0.052 seconds, which is substantially the same as the short hit game executed based on the short hit opening mode determination table. Therefore, for example, during the interval between the fifth round game and the sixth round game of the jackpot game that is executed based on the release mode determination table for 2 per long, finally FIG. If the display shown in (2) is performed, it is possible to continue to give a sense of tension as to how the second big prize opening 25 is opened. In addition, since the jackpot game executed based on the long per 2 release mode determination table is substantially the same as the short hit game, the display shown in FIG. 37 (d-2) is finally performed. It is good.

Then, for example, when the sixth round game is started based on the release mode determination table for 1 per long, as shown in FIG. 38 (a), the sixth round game is performed as part of the effect during the round. The liquid crystal display device 13 is displayed to notify that it is inside. As already described, since the sixth and subsequent round games are executed using the second big prize opening 25, an operation of making the game ball enter the second entry area 6d, so-called right-handed, is required.
At the start of the sixth round game, the right-handed flag is turned on (step S341-5). After the right-handed flag is turned on, the normal symbol gate 8 is turned on for a predetermined time (in this embodiment, 10 seconds). If the game ball does not pass, a message prompting an operation aiming at the second entry area 6d is displayed as shown in FIG. 38B (step S1711-2).

  If the game ball does not pass through the normal symbol gate 8 for a predetermined time (10 seconds in the present embodiment) after such a display is made, this time, as shown in FIG. The luminances of various light emitting devices such as the lighting device 16 are lowered, and the output volume of the audio output device 18 is also lowered (step S1711-3). In this way, when the player does not start right-handing despite being informed to the player to make a right-hand hit, the player will see the effect being executed as compared to the normal effect content. A reduction effect that is difficult to recognize is executed. During the game, various effects are executed to improve the interest. If, for example, a message prompting a right hand is displayed many times during such effects, the effect of the effects is reduced. Notifying the player that the operation is incorrect without reducing the effect of the effect by performing the decline effect that makes it difficult for the player to recognize the effect being executed as in this embodiment. Can do.

In addition, in this embodiment, although the case where the brightness | luminance in various light-emitting devices was reduced or the case where the output volume in the audio | voice output device 18 was reduced was demonstrated as a reduction | decrease effect, a reduction | decrease effect is not restricted to this, For example, The movable amount of the effect accessory device may be smaller than usual, or the image displayed on the liquid crystal display device 13 may be smaller than usual. Furthermore, in the present embodiment, the reduction effect is performed by reducing the light emission luminance of the liquid crystal display device 13, but the image may be made unclear by adjusting not the light emission luminance but the hue or the like. . In any case, if the effect to be executed is gradually obscured visually or audibly, it is possible to notify the player that the operation is incorrect without reducing the effect of the effect.
In the present embodiment, as shown in FIG. 38, the liquid crystal display device 13 displays a message for prompting a right turn only once. Naturally, it is also possible to perform a decline effect.

Further, in the present embodiment, the direction to be aimed at is changed from the first entry area 6c to the second entry area 6d at the interval during the jackpot game. The direction to be aimed at may be changed from the entry area 6d to the first entry area 6c.
Moreover, in this embodiment, although the approach area which should be aimed at during a jackpot game was changed only once, it may change not only once but how many times.
The number of round games shown in this embodiment, the probability of winning a jackpot, and the like are merely examples, and the present invention is not limited to the number of times shown in this embodiment.

Note that the operation handle 3 in the present embodiment corresponds to the firing operation means of the present invention.
In the present embodiment, a plurality of types of prizes according to the present invention are provided by the general winning opening 7, the normal symbol gate 8, the first starting opening 9, the second starting opening 10, the first large winning opening 11, and the second large winning opening 25. Make up the mouth.
Further, the gate detection switch 7a of the present embodiment corresponds to the entry area detection means of the present invention.
Further, in this embodiment, the gate detection switch input process shown in FIG. 16 executed by the main CPU 101a corresponds to the proper operation execution determination unit of the present invention.
In addition, the liquid crystal display device 13, the effect lighting device 16, and the audio output device 18 of the present embodiment correspond to the effect device of the present invention, and among these, the liquid crystal display device 13 particularly corresponds to the effect display device of the present invention.
Further, the processing executed by the sub CPU 102a in this embodiment, particularly the command analysis processing shown in FIGS. 32 and 33, corresponds to the effect control means of the present invention.

3 Operation handle 6 Game area 6a Left-handed game area 6b Right-handed game area 6c First entry area 6d Second entry area 8 Normal symbol gate 8a Gate detection switch 9 First start opening 10 Second start opening 11 First big prize opening 13 Liquid crystal display device 16 Illumination lighting device 18 Audio output device 25 Second grand prize opening 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
105 Image control board

Claims (3)

  1. A launch operation means for launching a game ball into the game area based on the launch operation, a plurality of entry areas provided in the game area and into which the game ball enters according to the launch operation by the launch operation means, and the game area A plurality of types of entrances having different entrance easiness according to the entry area into which the game ball has entered, and in which of the plurality of entry areas the game ball should enter A game machine that is changed according to
    An entry area detection means for detecting that a game ball is being fired toward at least one of the entry areas, a detection signal from the entry area detection means, and the set game Based on the state, appropriate operation execution availability determination means for determining whether or not the game ball has been launched toward the entry area where the game ball should enter, and for the game ball toward the entry area where the game ball should enter Proper operation notification means for executing notification that prompts the launch, and effect control means for controlling the effect device during the game and executing a predetermined effect,
    The effect device is constituted by an effect display device capable of displaying an image,
    The effect control means causes the appropriate operation execution determination unit to cause the game ball to enter after at least once the appropriate operation notification means notifies the entry area where the game ball should enter to prompt the game ball to be launched. On the condition that it is determined that the game ball has not been fired toward the power entry area, the reduction effect control that makes it difficult to recognize the contents of the effect in the effect device is executed, and the image displayed on the effect display device is displayed. A gaming machine characterized by obfuscation.
  2. The effect device is constituted by a light emitting device, and the effect control means performs notification that prompts the appropriate operation notifying means to launch the game ball toward the entry area where the game ball should enter, and then performs the appropriate operation. Reducing the brightness of the light-emitting device by recognizing that the game ball has not been fired toward the entry area where the game ball should be entered by the feasibility determining means , the content of the effect in the effect device is recognized The game machine according to claim 1, wherein a reduction effect control that is difficult to perform is executed to obscure an image displayed on the light emitting device.
  3. The effect device is constituted by an audio output device, and the effect control means performs notification notifying the appropriate operation notification means that the game ball is to be launched toward the entry area where the game ball should enter, and then executing the appropriate The content of the effect in the effect device by lowering the volume of the sound output device on the condition that it is determined that the game ball has not been launched toward the entry area where the game ball should be entered by the operation execution possibility determination means . The game machine according to claim 1, wherein reduction effect control that makes it difficult to recognize is executed to obscure a sound output by the sound output device.
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Cited By (2)

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US6769080B2 (en) 2000-03-09 2004-07-27 Texas Instruments Incorporated Scan circuit low power adapter with counter
JP2014212992A (en) * 2013-04-25 2014-11-17 株式会社ニューギン Game machine

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JP5662963B2 (en) * 2012-04-20 2015-02-04 株式会社ソフイア Game machine
JP6293460B2 (en) * 2013-11-21 2018-03-14 株式会社平和 Game machine
JP6474760B2 (en) * 2016-07-29 2019-02-27 株式会社ニューギン Game machine
JP2017070760A (en) * 2016-11-15 2017-04-13 京楽産業.株式会社 Game machine
JP2018201810A (en) * 2017-06-02 2018-12-27 サミー株式会社 Pinball game machine

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Publication number Priority date Publication date Assignee Title
JP4369487B2 (en) * 2007-02-28 2009-11-18 株式会社平和 Game machine
JP2009178432A (en) * 2008-01-31 2009-08-13 Fujishoji Co Ltd Pin ball game machine

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6769080B2 (en) 2000-03-09 2004-07-27 Texas Instruments Incorporated Scan circuit low power adapter with counter
JP2014212992A (en) * 2013-04-25 2014-11-17 株式会社ニューギン Game machine

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