JP5148101B2 - Game machine - Google Patents

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JP5148101B2
JP5148101B2 JP2006301715A JP2006301715A JP5148101B2 JP 5148101 B2 JP5148101 B2 JP 5148101B2 JP 2006301715 A JP2006301715 A JP 2006301715A JP 2006301715 A JP2006301715 A JP 2006301715A JP 5148101 B2 JP5148101 B2 JP 5148101B2
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winning
command
game
symbol
state
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JP2008113957A (en
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和俊 中島
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株式会社三共
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  The present invention relates to a gaming machine such as a pachinko gaming machine, and more specifically, a predetermined game can be performed using a game ball, and a first start area or a second start area provided in the game area A variable display device for variably displaying a plurality of types of identification information that can be identified based on the winning of a game ball and deriving and displaying the display result, and the specific display result is derived and displayed on the variable display device The present invention relates to a gaming machine that shifts to a specific gaming state that is sometimes advantageous to a player.
  As a gaming machine, a game medium such as a game ball is launched into a game area by a launching device, and when a game medium wins a prize area such as a prize opening provided in the game area, a predetermined number of prize balls are paid out to the player. There is something to be done. Furthermore, a variable display device capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, which is advantageous to the player when the display result of the variable display of the identification information becomes the specific display result in the variable display device. Some are configured to be controllable to a specific gaming state.
  The specific game state means a state advantageous for a player who is given a predetermined game value. Specifically, the specific game state is, for example, a state in which a special variable winning device is advantageous for a player who is likely to win a ball (a big hit game state), or a state in which a right to be advantageous for a player has occurred. In this state, a predetermined game value such as a state where conditions for paying out premium game media are easily established is given.
  In such a gaming machine, the fact that the display result of the variable display device that displays the symbol as identification information is a combination of specific display modes (specific display result) determined in advance is generally called “big hit”. When the big hit occurs, for example, the big winning opening is opened a predetermined number of times, and the game shifts to a big hit gaming state where the hit ball is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. And the number of times the special winning opening is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29.5 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the big winning opening is closed when the opening time elapses. Further, when a predetermined condition (for example, winning in the V zone provided in the big prize opening) is not established at the time when the big prize opening is closed, the big hit gaming state is ended.
  In the variable display device, the symbols other than the symbol that becomes the last stop symbol (for example, the middle symbol of the left and right middle symbols) continue for a predetermined time and stop, swing, or expand in a state that matches the specific display result. The possibility of big hits continues before the final result is displayed due to a reduced or deformed state, or multiple symbols changing synchronously with the same symbol, or the position of the display symbol changing. An effect performed in a state in which the player is in a state (hereinafter, these states are referred to as reach states) is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. Then, when the display result of the symbol variably displayed on the variable display device is not a specific display result, it becomes “out of” and the variability display state ends. A player plays a game while enjoying how to generate a big hit.
In addition, there is a gaming machine in which a stage capable of visually recognizing the behavior of a gaming ball is provided in the gaming area in order to enhance the interest of the player (for example, Patent Document 1). In such a gaming machine, the game ball that has entered the stage is reciprocated several times in the right and left, and then falls forward from the stage and is discharged out of the stage. At this time, one out of several game balls dropped from the stage wins a winning opening provided just below the stage. In other words, the player has the expectation that the game ball will enter the prize opening until the game ball falls from the stage and is guided toward the prize opening. Will be watching.
By the way, in the gaming machine described in Patent Document 1, there is provided an electric tulip (ordinary electric accessory) that performs an opening / closing operation that makes it easy to win a game ball when a normal symbol becomes a winning symbol. However, no measures have been taken to prevent fraudulent acts regarding this electric tulip. Therefore, it can happen that the amusement shop suffers a disadvantage due to an illegal act against the electric tulip.
JP 2000-51448 A
  The present invention has been made in view of the above circumstances, and provides a gaming machine provided with a stage, which can prevent an illegal act with respect to a variable winning device (an electric tulip, an ordinary electric accessory). The purpose is to do.
The gaming machine according to the present invention can play a predetermined game using a game ball, and a first start area (for example, a stage start winning opening 40) or a second start area (for example, a stage start winning opening 40) provided in the game area. A variable display device that variably displays a plurality of types of identification information (for example, special symbols and decorative symbols) that can be distinguished from each other based on the winning of a game ball in the second start winning opening 14) and displays the display result. (For example, a special symbol display 8 or a variable display device 9), and a specific game state (for example, a big hit game state) advantageous to the player when a specific display result (for example, a big hit symbol) is derived and displayed on the variable display device ) (For example, a pachinko gaming machine 1) that is provided in the gaming area and allows the player to visually observe the behavior of the gaming ball (for example, the stage 12 or the two-stage stay). 43), a detection means (for example, the second start port switch 14a) for detecting the game ball won in the second start area and outputting a detection signal, and a game control means (for example, the CPU 56) for controlling the progress of the game. A game control microcomputer 560) and a presentation device (eg, variable display device 9, speaker, lamp / LED, etc.) including a variable display device based on a command (eg, production control command) transmitted by the game control means. And an effect control means (for example, an effect control microcomputer 100) for controlling, the first start area is provided on the stage, and the second start area is a closed state in which no game ball is won and the game It is composed of a variable winning device (for example, a variable winning ball device 15, a normal electric accessory) that can be changed to an open state in which a ball can be won. Is a variable display command transmitting means (for example, a decoration in the game control microcomputer 560) that transmits a variable display command (for example, a variation pattern command) that can specify the start of variable display of the identification information and the variable display time in the variable display device. Of the symbol command control process (step S29), the part that executes the control for transmitting the variation pattern command) and the open / close determining means for determining the open / closed state of the variable winning device (for example, step S261 or step in the game control microcomputer 560) And when the variable winning device is determined to be in an open state other than the open state (for example, N in step S261 or Y in step S184), the second determination is made by the detection unit. A winning game ball in the starting area is detected. Based on the above (for example, N in step S264 or Y in step S188), an abnormality notification command transmission means (for example, an abnormal winning notification 1 designation command) for instructing execution of abnormality notification (for example, abnormal winning notification 1 designation command) The step S265, S266 or the step S189, S190 of the game control microcomputer 560) is performed, and the effect control means is identified by the variable display device based on the variable display command transmitted by the variable display command transmission means. Variable display control means for starting variable display of information and deriving and displaying the display result on the variable display device when the variable display time has elapsed (for example, a portion for executing steps S800 to S803 in the production control microcomputer 100); Anomaly notification command transmission means sends Abnormality notification means (for example, a part for executing step S707 (FIG. 78) in the production control microcomputer 100) that performs abnormality notification by the effect device based on the abnormality notification command. , Ri executable der abnormality notification even when the variable display control means is executing the variable display of the identification information on the variable display device (e.g., the attraction control microcomputer 100, step S1006~S1019, S845A, S845C If the game ball rolling on the stage has not won the first start area, the game ball that has not won the second stage is the second stage. The start area is formed so as to be able to win a prize (for example, formed as shown in FIG. 2B). Is a predetermined upper limit storage number for determining whether or not to make the specific display result for variable display of identification information that has not yet started even though a game ball has won in the second starting area A hold storage means (for example, a hold storage buffer formed in the RAM 55) that can be stored as the hold information within the range of, and a hold display that displays hold specific information corresponding to the hold information stored in the hold storage means Means (for example, a special symbol hold storage display 18), and the variable display control means executes variable display of identification information based on the winning of a game ball in the first starting area. And variable display of the identification information based on the fact that the game ball has won in the second starting area, the variable display is performed in a different manner, the hold display means, The hold specific information corresponding to winning in the first start area and the hold specifying information corresponding to winning in the second start area are displayed in different modes .
With this configuration, it is possible to notify that a winning abnormality has occurred due to an illegal act on the variable winning device, and as a result, it is possible to reliably prevent an illegal act on the variable winning device. In addition, since the game can be continued even when the winning abnormality is notified, the player is not disadvantaged even when the notification is made due to a malfunction.
Further, in the specific gaming state, a special variable winning device (for example, a special variable winning ball device 20 that forms a big winning opening) that can be changed from a state in which a game ball does not win to a state where it is easy to win, and the special variable winning device. Winning detection means (for example, a count switch 23) for detecting a game ball won and outputting a winning detection signal, wherein the game control means inputs the winning detection signal from the winning detection means A winning determination means for determining whether or not the game control microcomputer 560 executes the processes of steps S257 and S258, and in the gaming state other than the specific gaming state, the winning determination means detects the winning detection signal. On the basis of the input of an abnormality notification command (for example, an abnormal winning notification 2 designation command) for instructing execution of abnormality notification. Based on special abnormality notification command transmission means (for example, a portion for executing the processing of steps S259 and S260 in the game control microcomputer 560) and data indicating the game progress state (for example, a game control process flag). State control means for controlling the state of the special variable winning device (for example, a part for executing the processing of steps S300 to S310 in the game control microcomputer 560), wherein the state control means is the game progress state. The special variable winning device is controlled so that the game ball is likely to win a prize when the data indicating the value is a predetermined value (for example, “4”), and the special abnormality notification command transmitting means indicates the game progress state. When the data is a numerical value equal to or greater than the predetermined value, the process is controlled to instruct the execution of abnormality notification. (For example, if Y is determined in step S255, the processing of steps S257 and S258 is not executed), and the abnormality notification unit is based on the abnormality notification command transmitted by the abnormality notification command transmission unit or the special abnormality notification command transmission unit. The abnormality notification may be executed by the effect device.
The game control means is a cumulative storage means for accumulating and storing the number of winnings in the second starting area detected by the detecting means when the variable winning device is determined to be other than the open state by the open / close determining means. For example, the abnormality notification command transmission means transmits an abnormality notification command based on the number of winnings stored in the accumulation storage means (for example, the count value of the winning accumulation number counter) (for example, a game) The part that executes step S264B in the control microcomputer 560) may be configured.
As described above, since the number of winnings is cumulatively counted, it is possible to more accurately determine and notify an illegal act.
In another aspect of the gaming machine according to the present invention, a predetermined game can be performed using a game ball, and a first start area (for example, a stage start winning opening 40) provided in the game area or a second Based on the winning of a game ball in the starting area (for example, the second starting winning opening 14), a plurality of types of identification information (for example, special symbols and decorative symbols) can be variably displayed, and the display result is derived and displayed. A variable display device (for example, a special symbol display 8 or a variable display device 9), and a specific gaming state (for example, advantageous for the player when a specific display result (for example, a big hit symbol) is derived and displayed on the variable display device. For example, a gaming machine (for example, a pachinko gaming machine 1) that is shifted to a big hit gaming state, which is provided in a gaming area and allows a player to visually recognize the behavior of a gaming ball (for example, stage 12 or A stage stage 43), a detection means (for example, the second start port switch 14a) for detecting a game ball won in the second start area and outputting a detection signal, and a game control means for controlling the progress of the game (for example, Based on a game control microcomputer 560 including a CPU 56 and a command (for example, an effect control command) transmitted by the game control means, an effect device including a variable display device (for example, a variable display device 9, a speaker, a lamp / LED, etc.) ), And the first start area is provided on the stage, and the second start area is a closed state in which no game ball is won. And a variable winning device (for example, a variable winning ball device 15, a normal electric accessory) that can be changed to an open state in which a game ball can be won. The technique control means is a variable display command transmission means (for example, a game control microcomputer) that transmits a variable display command (for example, a variation pattern command) that can specify a variable display start and variable display time of identification information in the variable display device. The decorative symbol command control process (step S29) in 560 executes the control for transmitting the variation pattern command, and the open / close determining means for determining the open / closed state of the variable winning device (eg, step in the game control microcomputer 560). When the variable winning device is determined to be other than the open state by the open / close determination means (for example, N in step S261 or Y in step S184), the detection means A winning game ball in the starting area of 2 is detected Based on this, abnormal winning command transmission means (for example, steps S265A and S266 in the game control microcomputer 560) that transmits an abnormal winning command (for example, an abnormal winning detection designation command) indicating that there has been an abnormal winning. The execution control means includes a portion to be executed, and a portion that performs processing for transmitting the abnormal winning detection designation command as it is without executing steps S188A to S188C when it is determined as Y in step S188 in FIG. The variable display control means for starting the variable display of the identification information in the variable display device based on the variable display command transmitted by the variable display command transmitting means, and deriving and displaying the display result on the variable display device when the variable display time has elapsed. (For example, step in the production control microcomputer 100 800 to S803) and an abnormal notification means (for example, production control) that determines that the state is an abnormal winning state based on the abnormal winning command transmitted by the abnormal winning command transmission means and performs abnormality notification by the effect device. The abnormality notifying means is abnormal even when the variable display control means is executing variable display of identification information in the variable display device. Ri executable der notification (e.g., the attraction control microcomputer 100, step S1006A~S1019, S845A, it is possible to perform the process of S845C), the stage is a game ball that rolls on the stage If the first starting area is not won, the game balls that have not won are It is formed so as to be able to win the moving area (for example, as shown in FIG. 2B), and it is still in spite of the game ball winning in the first starting area or the second starting area. With respect to variable display of identification information that has not been started, information for determining whether or not to obtain the specific display result is a storage device that can store information as storage information within a predetermined upper limit storage number (for example, in the RAM 55). A hold storage buffer that is formed), and a hold display means (for example, a special symbol hold storage display 18) that displays hold specific information corresponding to the hold information stored in the hold storage means And the variable display control means executes the variable display of the identification information based on the winning of the game ball in the first start area and the game ball wins in the second start area. When the variable display of the identification information is performed based on the variable display, the variable display is performed in a different manner, and the hold display means corresponds to the hold specific information corresponding to the winning to the first start area, The hold specific information corresponding to the winning in the second start area is displayed in a different manner .
With this configuration, it is possible to notify that a winning abnormality has occurred due to an illegal act on the variable winning device, and as a result, it is possible to reliably prevent an illegal act on the variable winning device. In addition, since the game can be continued even when the winning abnormality is notified, the player is not disadvantaged even when the notification is made due to a malfunction. Furthermore, since the fraudulent act is determined by the effect control means, the load on the game control means can be reduced.
Further, in the specific gaming state, a special variable winning device (for example, a special variable winning ball device 20 that forms a big winning opening) that can be changed from a state in which a game ball does not win to a state where it is easy to win, and the special variable winning device. Winning detection means (for example, a count switch 23) for detecting a game ball won and outputting a winning detection signal, wherein the game control means inputs the winning detection signal from the winning detection means Based on the winning determination means for determining whether or not (for example, the portion of the game control microcomputer 560 that executes steps S257 and S258) and the winning determination means input the winning detection signal, A winning command that transmits a winning detection command (for example, a winning detection designation command) indicating that there has been a winning in the special variable winning device. Transmission means (for example, a part of the game control microcomputer 560 that executes the processes of steps S259A and S260), and the effect control means is based on data indicating the game progress state (for example, an effect control process flag). State control means for controlling the effect device including the variable display device (for example, in the effect control microcomputer 100, a part for executing the processing of steps S800 to S808), and the state control means When the data indicating the game progress state is a predetermined value (for example, “4”), the effect control in the specific game state is performed, and the abnormality notifying unit transmits the winning detection command by the winning command transmitting unit. When the data indicating the game progress state is a numerical value less than the predetermined value (for example, Step If it is determined that N at S648B), and determined to be abnormal winning state may be configured to perform the abnormality notification by the performance apparatus.
The effect control means calculates the abnormal winning number to the second start area detected by the detecting means when the open / close determining means determines that the variable winning device is other than the open state based on the abnormal winning command. Accumulation storage means (for example, abnormal winning accumulation number counter) for accumulating storage is included, and the abnormality notifying means is in an abnormal winning state based on the abnormal winning number (for example, the count value of the abnormal winning accumulation number counter) stored cumulatively by the accumulation storage means (For example, the part in step S649C in the production control microcomputer 100 that executes step S649C), and the production device may be configured to perform abnormality notification.
As described above, since the abnormal winning number is cumulatively counted, it is possible to more accurately determine and notify the illegal act. In addition, the production control means cumulatively counts the number of abnormal winnings and thereby determines fraud, so the load on the game control means can be reduced.
Variable display device include those special symbols are variably displayed (e.g. special symbol display 8), variable display of the special symbols based on the game ball is finished in the first start-up area or the second start region be one that initiates a sensor for detecting the winning to the first starting region and the second start-up region (e.g., the second start hole switch 14a and the stage start-up hole switch 40a) is provided in each It may be configured as follows.
Thereby, even if the first start area and the second start area fluctuate a common special figure, the winning in the second start area when the variable winning device is other than the open state is ensured. It is possible to detect and accurately notify abnormality.
A third start area (first start winning opening 13) is further provided in the game area, and the variable display device is capable of identifying a plurality of types that can identify each based on the winning of the game ball in the third start area. a gaming machine to derive displaying variable display was carried out display result information, the stage is provided on the upper portion of the second starting region or the third starting region of the game ball that ball entrance to the stage part second starting region or the third starting region of the straight upper to can be derived structures (e.g., structures that can be derived by the guide groove 19, or enter the opening 42 A ball having a structure in which a game ball can be led out through the discharge guide 36, and a recess (for example, a recess 34) and a protrusion (for example, a protrusion 38) having continuously different heights, and a rear side Restriction part (for example, restriction part 22) for restricting rolling to The concave portion and the convex portion have a structure in which a game ball can roll along the concave portion and the convex portion, and the convex portion is provided at a substantially central portion of the stage, and the top portion thereof is on the rear side. A game that has a guide groove (for example, guide groove 17) that is inclined so as to be lowered and can be guided rearward depending on the speed at which the game ball rolls, and the restricting portion rolls the guide groove. sphere has an opening which can be ball entrance (e.g. stage start winning opening 40), opening is a first starting region, a recess on both sides of the convex portion, the first start region The game ball that has not entered may be configured to be discharged from the inclined surface that is inclined forward (for example, the inclined surface of the recessed portion 34) of the recessed portion to the front surface.
With such a configuration, it is possible to enhance interest when a game ball enters the stage.
  Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
Embodiment 1 FIG.
First, the overall configuration of a pachinko gaming machine that is an example of a gaming machine will be described. FIG. 1 is a front view of a pachinko gaming machine as viewed from the front. In the following embodiments, a pachinko gaming machine will be described as an example. However, the gaming machine according to the present invention is not limited to a pachinko gaming machine, and can be applied to other gaming machines such as a slot machine.
  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) installed to be openable and closable with respect to the outer frame, a mechanism plate to which mechanism parts and the like are attached, and various parts attached to them (excluding a game board described later). Is a structure including
  As shown in FIG. 1, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape. On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, an extra ball receiving tray 4 for storing game balls that cannot be accommodated in the hit ball supply tray 3 and a hitting operation handle (operation knob) 5 for launching the game balls are provided. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.
  Near the center of the game area 7, each is identified based on the establishment of a predetermined start condition (for example, the hit ball has won the first start winning opening 13, the second starting winning opening 14 or the stage start winning opening 40). A variable display device 9 is provided that variably displays a plurality of types of decorative designs for effects and derives and displays a display result. In this embodiment, the variable display device 9 is constituted by a liquid crystal display device (LCD), and is configured such that decorative symbols are displayed and controlled in three display areas (decorative symbol display areas) of left, middle, and right. Yes. Note that winning means that a game ball has entered a predetermined area such as a winning opening. Deriving and displaying the display result means that the symbol is stopped and displayed (except for a temporary stop before so-called re-variation).
  In this embodiment, the symbols “0” to “9” are used as decorative symbols displayed in the three display areas of the variable display device 9. During variable display (fluctuation) of decorative symbols, in principle, decorative symbols “0” to “9” are displayed in numerical order.
  On the right side of the variable display device 9, a special symbol display device (special symbol display device) 8 for variably displaying a special symbol as identification information is provided. In this embodiment, the special symbol display 8 is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers “0” to “9”, for example. The special symbol display 8 may be configured to variably display more types of numbers such as “0” to “99” in order to make it difficult for the player to grasp a specific stop symbol.
  The variable display device 9 performs variable display of a decorative symbol as a symbol for decoration (production) during the variable symbol display period of the special symbol by the special symbol indicator 8. The variable display device 9 that performs variable display of decorative symbols is controlled by the effect control microcomputer 100 mounted on the effect control board 80. The special symbol display 8 that performs variable display of the special symbol is controlled by a game control microcomputer 560 mounted on the game control board.
  On the right side of the variable display device 9, the number of valid winning balls that have entered the first start winning opening 13, the second starting winning opening 14, and the stage start winning opening 40, that is, the number of held memories (also referred to as start memory or start winning memory). There is provided a special symbol storage memory display 18 composed of four displays for displaying. Every time there is an effective start prize, the display color of one display is changed. Each time the variable display on the special symbol display 8 is started, the display color of one display is restored. In this example, since the special symbol display 8 and the special symbol hold memory display 18 are provided separately, the number of hold memories can be displayed even during variable display. In the display area of the variable display device 9, a special symbol reserved storage display area including four display areas for displaying the number of reserved memories may be provided. Further, in this embodiment, the upper limit value of the number of reserved memories is 4, but the upper limit value may be a larger value. Further, the upper limit value may be changed according to the gaming state.
  Below the variable display device 9, there is formed a first start winning opening 13 through which a game ball can be won. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.
  Further, a second start winning opening 14 is formed immediately below the first starting winning opening 13. The second start winning opening 14 is provided with a variable winning ball apparatus 15 that opens and closes. When the variable winning ball apparatus 15 is in the physically closed state, the game ball does not win the second starting winning hole 14, and when the variable winning ball apparatus 15 is in the physically open state, the second start winning prize is obtained. A game ball can be won in the mouth 14. The variable winning ball device 15 is opened and closed by a solenoid 16. When the variable winning ball apparatus 15 is in the open state, it becomes easy for the game ball to win the second start winning opening 14 (easy to start winning), which is advantageous for the player. The game ball that has won the second start winning opening 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The first start winning opening 13 and the second start winning opening 14 are independent start winning openings. Since the start port switches (the first start port switch 13a and the second start port switch 14a) are respectively provided, it is possible to determine which winning port has been won.
  Below the second start winning opening 14, there is provided a special variable winning ball apparatus 20 that is opened by the solenoid 21 in the big hit gaming state or the small hit gaming state. The special variable winning ball apparatus 20 includes an opening / closing plate and forms a large winning opening. The game ball that has entered the big prize opening is detected by the count switch 23.
  Above the variable display device 9, a normal symbol display 10 is provided. The normal symbol display 10 variably displays a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.
  When the game ball passes through the gate 32 and is detected by the gate switch 32a, the variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting the left and right lamps (a symbol can be visually recognized when the lamp is lit). For example, if the left lamp is lit when the variable display ends, it is a hit. When the stop symbol on the normal symbol display 10 is a predetermined symbol (winning symbol), the variable winning ball apparatus 15 is opened for a predetermined time for a predetermined number of times. That is, the state of the variable winning ball device 15 changes from a disadvantageous state to a player's advantageous state when the normal symbol is a winning symbol. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of balls passing through the gate 32 is provided. Each time there is a game ball passing to the gate 32, the normal symbol hold memory display 41 increments the LED to be turned on by one. Each time variable display on the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one.
  The game board 6 is provided with a plurality of winning holes 29, 30, 33, and winning of game balls to the winning holes 29, 30, 33 is detected by winning hole switches 29a, 30a, 33a, respectively. Each winning opening 29, 30, 33 constitutes a winning area provided in the game board 6 as an area for accepting game balls and allowing winning. The first start winning opening 13, the second starting winning opening 14, the big winning opening, and the stage starting winning opening 40 also constitute a winning area that accepts a game ball and allows winning. A decorative lamp 25 blinkingly displayed during the game is provided around the left and right of the game area 7 of the game board 6, and an out port 26 into which a hit ball that has not won a prize is taken in at the bottom. In addition, two speakers 27 that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 7. On the outer periphery of the game area 7, a top frame lamp 28a, a left frame lamp 28b, and a right frame lamp 28c are provided. Further, a decoration LED is installed around each structure (such as a big prize opening) in the game area 7. The top frame lamp 28a, the left frame lamp 28b, the right frame lamp 28c, and the decorative LED are examples of a decorative light emitter provided in the gaming machine.
  In addition, a gaming stage 12 is provided immediately above the first start winning opening 13 and the second starting winning opening 14. The stage 12 is formed such that a game ball entered from the stage entrance 11 can reciprocate and roll. The stage entrance 11 is provided at such a height that the entered game ball has energy capable of rolling back and forth on the stage. The game balls that roll back and forth on the stage 12 are discharged to the game area 7 from the front side. Further, a part of the game balls that roll back and forth on the stage 12 wins the stage start winning opening 40.
  FIG. 2 is a perspective view of the stage 12. As shown in FIG. 2A, the stage 12 is formed of a concave portion 34 and a convex portion 38 having continuously different heights. Further, the stage 12 is provided with a restricting portion 22 that restricts the backward rolling. The recess 34 is inclined so as to be lowered toward the front side, and a part of the game ball is discharged from the recess 34 to the front side. A guide groove 17 and a guide groove 19 are formed on the top of the convex portion 38. The guide groove 17 is inclined so as to be lowered to the rear side, and depending on the speed at which the game ball rolls, as shown in FIG. 2B, the game ball is moved to the rear side (stage start winning opening 40). Guide is possible. Further, the guide groove 19 is inclined so as to be lowered to the front side, and as shown in FIG. 2B, to the front side (directly above the first start winning port 13 and the second starting winning port 14). Guide is possible. Further, the regulation unit 22 is provided with a stage start winning opening 40. The game ball that has won the stage start winning opening 40 is guided to the back of the game board 6 and detected by the stage start opening switch 40a. It should be noted that determination of abnormal winning in the stage start winning opening 40 is not performed. Further, the stage start winning opening 40 may be configured by a variable winning ball apparatus, such as providing a shutter that can be opened and closed on the stage 12. In this case, a winning to the stage start winning opening 40 in a state other than the open state of the variable winning device may be determined as an abnormal winning.
  Also, below the left speaker 27 is provided a prize ball LED 51 that is lit while paying out the prize ball, and below the right speaker 27 is provided a ball cut LED 52 that is lit when the supply ball is cut. Yes. Further, a prepaid card unit that enables lending of a ball by inserting a prepaid card is installed adjacent to the pachinko gaming machine 1 (not shown).
  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 or the second start winning opening 14 and is detected by the first start opening switch 13a or the second start opening switch 14a, or the game ball enters the stage start winning opening 40 and starts the stage. If detected by the mouth switch 40a, if the special symbol variable display can be started (for example, the end of the big hit game or the end of the previous variable display), the special symbol display unit 8 variable display (variation) of the special symbol Is started, and the variable display device 9 starts variable display of decorative symbols. If the variable symbol special display cannot be started, the reserved memory number for the special symbol storage memory display 18 is increased by one.
  In this embodiment, the number of the special symbol display 8 and the special symbol hold storage display 18 is one, but a plurality of them may be present. For example, the special symbol display 8 may be provided with a first special symbol display area and a second special symbol display area. Then, the special symbol hold memory display 18 is composed of four displays, each of which includes a first special symbol hold storage display area corresponding to the first special symbol display area and a second special symbol display area corresponding to the second special symbol display area. And a symbol hold storage display area. In this case, when the game ball wins the second start winning opening 14 or the stage start winning opening 40, the variable display of the special symbol is started in the first special symbol display area, and when the game ball wins the first start winning opening 13, You may make it start the variable display of a special symbol in a special symbol display area. When the game ball wins the second start winning opening 14, the special symbol variable display is started in the first special symbol display area, and when the game ball wins the first start winning opening 13 or the stage start winning opening 40, the second special symbol is displayed. You may make it start the variable display of a special symbol in a display area. Further, when the game ball wins the stage start winning opening 40, the variable display of the special symbol is started in the first special symbol display area, and when the game ball wins the first start winning opening 13 or the second start winning opening 14, the second special symbol is displayed. Variable display of special symbols may be started in the display area. The correspondence relationship between the start winning award and the special symbol display is arbitrary. In this case, variable display of the special symbol may be performed at the same time, or while one of the variable displays is variably displayed, the other variable display may be stopped. When performing simultaneously, the variable display device 9 prepares decorative symbols corresponding to the first special symbol display region and the second special symbol display region, respectively. Then, in accordance with the variable display of the first special symbol display area and the second special symbol display area, the corresponding decorative symbols may be variably displayed. Further, the variable display mode of the variable display of the decorative symbols in the variable display device 9 may be different between the case where the first special symbol display area is variably displayed and the case where the second special symbol display area is variably displayed. The same variable display mode may be used. In addition, the effects on the variable display device 9 performed based on the game ball having won the stage start winning opening 40 are easy to reach, make the decorative design special, change the sound effect, etc. The production mode may be changed by changing the number of lines (from 1 line to 5 lines, etc.). Further, when a game ball enters the stage start winning port 40 and is detected by the start port switch 40a, the special symbol hold memory display 18 uses a different display mode indicating the hold or uses another special symbol hold memory display. For example, it may be possible to identify the reserved ball that has won the stage start winning opening 40.
  The variable display of the special symbol on the special symbol display 8 and the decorative symbol on the variable display device 9 stops when a predetermined time has elapsed. When the stop symbol at the time of stoppage becomes a probable variation symbol (excluding a sudden probability variation symbol described later) or a non-probability variation symbol of the big hit symbol, it shifts to a big hit gaming state (probable big hit or non-probable big hit (also called normal big hit)). . That is, the special variable prize-winning device is opened until a predetermined time (for example, 29 seconds) elapses or until a predetermined number (for example, 10) of game balls have won the big prize opening. It should be noted that one round in the big hit gaming state is a period from when the special variable winning device is opened until a predetermined period elapses or until a predetermined number (for example, ten) of hitting balls wins the big winning opening. In this embodiment, when the stop symbol is changed to the jackpot gaming state based on the probability variation symbol (excluding a sudden probability variation symbol described later) or the non-probability variation symbol, the jackpot gaming state is continued for 15 rounds. The
  In addition, when the stop symbol at the time of stoppage becomes a special probability variation symbol (hereinafter referred to as a sudden probability variation symbol), a special jackpot gaming state (hereinafter referred to as “suddenly sudden”) that makes the player recognize that the gaming state has suddenly shifted to the certain probability variation state. It is called probable big hit.) In the case of sudden probability big hit, the special variable winning device is opened twice for a short period (for example, 5 seconds). In the sudden probability change big hit, it is one round from when the special variable winning device is opened until it is closed, and the gaming state of the sudden probability change big hit is continued for two rounds. It should be noted that, in the sudden odds big win, the period during which the special variable prize winning device is opened is short, and ten game balls do not win while the special variable prize winning device is open. Therefore, until ten game balls win the big prize opening. Need not be defined as one round. When a sudden odd jackpot occurs, unlike in the case of 15 round jackpots, the effects of each round do not proceed in sequence on the variable display device 9, but the game state suddenly shifts to the probable state. A special performance is performed to show the person.
  Further, when the stop symbol at the time of the stop becomes a small hit symbol, the game shifts to a small hit game state in which the game value given to the player is smaller than the big hit game state. That is, it shifts to a gaming state in which the special variable winning device is opened twice only for a short period (for example, 5 seconds). In this way, in the small hit game state, the same game value as the game value given to the player when a sudden probability change big hit occurs is given. However, unlike the case of sudden probability change big hit, the gaming state is not shifted to the probability changing state after the small hit gaming state ends. From this, the player expects the occurrence of a probable big hit suddenly rather than the small hit. Even when a small hit occurs, a special effect similar to that at the time of sudden big odd hit is executed. Such a special effect is called a two-round effect.
  In this embodiment, the variable display of the special symbol on the special symbol display 8 and the variable display of the decorative symbol on the variable display device 9 are synchronized. Here, the synchronization means that the variable display period (variable display time) is the same. In addition, the display result on the special symbol display 8 (a special symbol stop symbol) corresponds to the display result on the variable display device 9 (decorative symbol stop symbol). The correspondence between the two symbols will be described later.
  Next, the type of gaming state and the transition of gaming state will be described.
  The probability variation state (probability variation state) refers to a gaming state that is advantageous to a player who has a higher probability of making a big hit (that is, the symbol is a big hit symbol) than the normal gaming state and the short-time state.
  Also, the short time state (time shortening state) means that the special symbol variable display time (variation time) of the special symbol on the special symbol display 8 and the variable display device 9 is the normal gaming state and the probability variation state (except the probability variation time short state). It means a gaming state that is shortened. By shortening the variable display time in this way, the variable display of symbols is frequently executed, and the probability of jackpot per unit time is improved, resulting in an advantageous state for the player. In the short time state, in the normal symbol display 10, the probability that the stop symbol becomes a winning symbol is higher than the normal gaming state and the probability variation state (excluding the probability variation time short state), and the opening time and the release time in the variable winning ball device 15 are increased. One or both of the number of times is increased more than the normal game state and the probability change state (except for the probability change time short state), which is a more advantageous state for the player. Further, in the short time state, the variable symbol display time (variation time) of the normal symbol on the normal symbol display device 10 is shorter than the normal game state and the probable change state (excluding the probable change short time state), which is further advantageous for the player. It becomes a state. In addition, the probability that the stop symbol of the normal symbol becomes a winning symbol is improved, and one or both of the opening time and the number of times of opening in the variable winning ball apparatus 15 are increased, and the variable display time of the normal symbol is reduced. A normal state other than the high base state is called a low base state.
  The probability change short state means a game state that is a probability change state and a time short state. The probabilistic short time state is a very advantageous state for the player.
  In this embodiment, the gaming state transitions as follows.
(1) When the normal game state and the short-time state, the probability change symbol (excluding the sudden probability variation symbol) will be a big hit, and when the big hit game ends, the gaming state is changed from the normal game state and the short-time state to the probability change time-short state . As a result, the probability that the special symbol and the normal symbol stop symbol become a winning symbol is increased, the variation time of the special symbol and the normal symbol is shortened, and the opening time and the number of times of opening in the variable winning ball apparatus 15 are also increased.
(2) When the probability variation state and the probability variation time short state, the probability variation symbol (excluding sudden probability variation symbol) will be a big hit, and when the big hit game ends, if the game state is the probability variation state, it will shift to the probability variation time short state, When the gaming state is the short state at the time of probability change, the short state at the time of probability change is maintained without changing. As a result, the probability that the special symbol and the normal symbol stop symbol become a winning symbol is increased, the variation time of the special symbol and the normal symbol is shortened, and the opening time and the number of times of opening in the variable winning ball apparatus 15 are also increased.
(3) When the normal game state and the short-time state suddenly become a big hit with a probable change symbol, and when the big hit game is completed, the game state is shifted from the normal game state and the short-time state to a positive change state. At this time, the probability that the stop symbol of the special symbol becomes a winning symbol is increased, but the probability that the stop symbol of the normal symbol becomes a winning symbol is not increased, the fluctuation time of the special symbol and the normal symbol is not shortened, and a variable prize is awarded. The opening time and the number of times of opening in the ball device 15 cannot be increased. It should be noted that after the sudden change game is suddenly ended, the production mode is changed to the production mode (chance mode) that expects the production mode to be changed to the certainty state.
(4) When the probability change state and the probability change time short state suddenly a big hit with a probability change symbol, and when the big hit game ends, if the game state is the probability change state, the probability change state continues without changing, and the game state changes When it is in the short-time state, the state is shifted to the probability variation state. At this time, the probability that the stop symbol of the special symbol becomes a winning symbol is increased, but the probability that the stop symbol of the normal symbol becomes a winning symbol is not increased, the fluctuation time of the special symbol and the normal symbol is not shortened, and a variable prize is awarded. The opening time and the number of times of opening in the ball device 15 cannot be increased. In addition, after the sudden probability big hit game is ended, the production mode is changed to the production mode (chance mode) that expects the production mode to be changed to the probability variation state.
(5) In the normal game state and in the short-time state, a big hit is made with a non-probable variable symbol, and when the big-hit game is ended, the short-time state is controlled by a predetermined number of fluctuations (for example, 100 times) after the big hit. That is, when the gaming state is the normal gaming state, the transition from the normal gaming state to the short-time state is made a predetermined number of times of variation, and when the gaming state is the short-time state, the short-time state is continued for a predetermined number of times of variation. At this time, the variation time of the special symbol and the normal symbol is shortened, and the opening time and the number of times of opening in the variable winning ball apparatus 15 are also increased. Then, when the change of the predetermined number of changes is started, the gaming state is shifted from the short-time state to the normal gaming state.
(6) When the probability change state and the probability change time short state, a big hit is made with a non-probability variation symbol, and when the big hit game is ended, the time is controlled to a short time state by a predetermined number of fluctuations (for example, 100 times) after the big hit ends. In other words, the state is shifted from the probability variation state and the probability variation short time state to the short time state by a predetermined number of fluctuations. At this time, the variation time of the special symbol and the normal symbol is shortened, and the opening time and the number of times of opening in the variable winning ball apparatus 15 are also increased. Then, when the change of the predetermined number of changes is started, the gaming state is shifted from the short-time state to the normal gaming state.
(7) In the normal gaming state and the probability changing state, the small hit symbol is a small hit, and when the small hitting game ends, the normal gaming state and the probability changing state are continued without changing. In addition, after the end of the small hit game, the production mode is changed to the production mode (chance mode) that expects the production mode to be shifted to the certain change state.
(8) When the time-short state and the probability change time short state, the small hit symbol is a small hit, and when the small hit game ends, the time-short state and the probability change time short state are continued without change. In addition, after the end of the small hit game, the production mode is changed to the production mode (chance mode) that expects the production mode to be shifted to the certain change state.
  The transition of the gaming state as described above is an example, and the present invention is not limited to such a configuration.
  Next, the correspondence relationship between the stop symbol of the special symbol and the stop symbol of the decorative symbol (the outlier symbol of both symbols, the probability variation symbol, the non-probability variation symbol, the sudden probability variation symbol, and the small hit symbol symbol) will be described.
  As described above, the special symbols variably displayed on the special symbol display 8 are “0” to “9”. Among these, “0” to “3”, “8”, “9” are outliers, “7” is a probability variable symbol, “6” is a non-probability variable symbol, and “5” is a sudden probability variable symbol. “4” is a small hit symbol.
  Further, as described above, the left, middle and right decorative symbols variably displayed on the variable display device 9 are “0” to “9”, respectively. Here, the off-decoration symbol is a symbol in which the left, middle, and right ornament symbols are not aligned in the same symbol (for example, “358” or the like: excluding a sudden probability variation symbol and a small hit symbol described later). . Note that although the left and right decorative symbols are aligned in the same pattern (although it is a reach), the state in which only the decorative symbols in the middle are not aligned is also an outlier.
  The big hit symbol of the decorative symbol is a symbol in a state in which the decorative symbols on the left, middle and right are aligned in the same symbol. Specifically, “000”, “111”, “222”, “333”, “444”, “555”, “666”, “777”, “888”, “999”. Among these, the symbols (“111”, “333”, “555”, “777”, “999”) in a state of being arranged in an odd number of decorative symbols are probability variation symbols, and the symbols in a state of being arranged in an even number of decorative symbols (“000”, “222”, “444”, “666”, “888”) are non-probable variables.
  The suddenly probabilistic symbol of the decorative symbol is a symbol in a state in which the decorative symbols on the left, middle and right become continuous numbers. Specifically, they are “123”, “234”, “345”, “456”, “567”, “678”, “789”. The sudden probability variation symbol is a kind of jackpot symbol, but it is desirable that the sudden probability variation symbol does not easily recognize the occurrence of the jackpot symbol in order to make it appear that it has suddenly shifted to the probability variation state. For this reason, as described above, the suddenly probable symbols are different from the jackpot symbols. The above-mentioned symbol is an example of a suddenly probabilistic symbol. For example, when the left, middle, and right decorative symbols are different odd numbers, such as “135” and “357”, the suddenly probable symbol may be used.
  The small hit symbol of the decorative symbol is a symbol in a state in which the decorative symbols on the left, middle and right become continuous numbers. That is, they are the same symbols (“123”, “234”, “345”, “456”, “567”, “678”, “789”) as the suddenly probable symbols of the decorative symbols. In this way, by making the small symbol of the decorative symbol the same as the symbol of the sudden probability variation, the player cannot recognize whether the sudden sudden variation big hit or the small bonus has occurred from the stop symbol of the decorative symbol. . In addition, as described above, since the same special performance is executed in the sudden probability change big hit state and the small hit state, the player suddenly has a probability change big hit from the contents of the production, or a small hit has occurred It will not be possible to recognize. Furthermore, after the sudden odds big hit and small hits are finished, it is controlled to either the probability changing state or the normal gaming state, but in both the probability changing state and the normal gaming state, the fluctuation time of special symbols and decorative symbols is shortened. In addition, since the opening time and the number of times of opening in the variable winning ball apparatus 15 are not improved and the fluctuation time of the normal symbol is not shortened, the player cannot recognize to which state the gaming state has been changed. Therefore, the expectation for the transition to the probability change state by the player can be maintained after the sudden probability big hit or small hit ends. As for the special symbols, the sudden probability variation symbol is “5” and the small hit symbol is “4”, which are different symbols.
  Next, the reach display mode (reach) will be described. The reach display mode (reach) in this embodiment is a variable display (variable display) for decorative symbols that have not yet stopped when the stopped decorative symbols constitute a part of the jackpot symbol. And all or part of the decorative symbols are in a state of being variably displayed synchronously while constituting all or part of the jackpot symbol.
  For example, in the left, right and right display areas of the variable display device 9, the left and right display areas are displayed in a state in which a decorative symbol (for example, “7”) which is a part of the jackpot symbol is stopped and displayed. The display area is still in a variable display state, and all or some of the symbols in the display area are synchronously variably displayed while constituting all or part of the jackpot symbol (for example, variable display) The variable display is performed on all of the left, middle, and right display areas in the device 9, and the variable display is always performed in a state where the same symbols are aligned), which is the reach display mode or reach.
  In addition, during the reach, an unusual performance is performed with a lamp or sound. The effect and the reach display mode in the variable display device 9 are called reach effects. Further, in the case of reach, a character (an effect display imitating a person or the like, which is different from a design (decoration design etc.)) or a background display mode (for example, color) of the variable display device 9 is displayed. May be changed.
  FIG. 3 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 3 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to a game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached.
  The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers.
  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.
  Further, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, the count switch 23, the winning port switches 29a, 30a and 33a, and the stage start port switch 40a are sent to the game control microcomputer 560. An input driver circuit 58 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31.
  In addition, the game control microcomputer 560 includes a special symbol display 8 that variably displays special symbols, a normal symbol display 10 that variably displays normal symbols, a special symbol hold memory display 18, and a normal symbol hold memory display 41. Perform display control.
  An information output circuit (not shown) that outputs an information output signal such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer is also mounted on the main board 31.
  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 receives the effect control command from the game control microcomputer 560 via the relay board 77. The display control of the variable display device 9 that receives and variably displays the decorative design is performed.
  Further, the effect control means mounted on the effect control board 80 controls the display of the decorative lamp 25 provided on the game board 6 via the lamp driver board 35 and the ceiling provided on the frame side. The display control of the frame lamp 28a, the left frame lamp 28b, the right frame lamp 28c, the prize ball lamp 51 and the ball-out lamp 52 is performed, and the sound output from the speaker 27 is controlled through the audio output board 70.
  FIG. 4 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 4, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.
  The effect control board 80 is equipped with an effect control microcomputer 100 including an effect control CPU 101 and a RAM (not shown). The RAM may be externally attached. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the variable display device 9 based on the effect control command.
  In this embodiment, a VDP 109 that performs display control of the variable display device 9 in cooperation with the effect control microcomputer 100 is mounted on the effect control board 80. The VDP 109 has an address space independent of the production control microcomputer 100, and maps a VRAM therein. VRAM is a buffer memory for developing image data. The VDP 109 outputs the image data in the VRAM to the variable display device 9 via the frame memory.
  The effect control CPU 101 outputs to the VDP 109 a command for reading out necessary data from a CGROM (not shown) in accordance with the received effect control command. The CGROM stores character image data and moving image data displayed on the variable display device 9, specifically, a person, characters, figures, symbols, etc. (including decorative designs), and background image data in advance. ROM. The VDP 109 reads image data from the CGROM in response to the instruction from the effect control CPU 101. The VDP 109 executes display control based on the read image data.
  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.
  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 4 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).
  Further, the effect control CPU 101 outputs a signal for driving the lamp to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.
  In the lamp driver board 35, a signal for driving the lamp is input to the lamp driver 352 via the input driver 351. The lamp driver 352 amplifies a signal for driving the lamp and supplies the amplified signal to each lamp provided on the frame side such as the top frame lamp 28a, the left frame lamp 28b, and the right frame lamp 28c. Further, it is supplied to a decorative lamp 25 provided on the frame side.
  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data, and outputs it to the amplifier circuit 705. The amplification circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speaker 27. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data indicating the sound effect or sound output mode in a time series in a predetermined period (for example, a decorative symbol variation period).
  Next, the operation of the gaming machine will be described. FIG. 5 is a flowchart showing main processing executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.
  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.
  Next, the CPU 56 checks the state of the output signal of the clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes a normal initialization process (steps S10 to S15, including S44 and S45).
  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) was performed when power supply to the gaming machine was stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.
  When it is confirmed that the power supply stop process has been performed, the CPU 56 performs data check of the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.
  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for an area that may be initialized in the work area is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the gaming state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer) ), A portion in which data indicating the number of unpaid prize balls is set.
  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Then, the process proceeds to step S14.
  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state restoration process.
  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a big hit determination random number) to 0, but is initialized to an arbitrary value or a predetermined value. You may make it do. Alternatively, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, count value data of a counter for generating a big hit determination random number) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).
  By the processing of steps S11 and S12, for example, a normal symbol determination random number counter, a normal symbol determination buffer, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, an award ball flag, a ball out flag, and a payout stop An initial value is set to a flag such as a flag for selectively performing processing according to the control state.
  Further, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted) (a command indicating that the game control microcomputer 560 has executed an initialization process). Is also transmitted to the sub-board (step S13). For example, when the initialization control microcomputer 100 receives the initialization designation command, the variable display device 9 performs screen display for notifying that the control of the gaming machine has been initialized, that is, initialization notification.
  Further, the CPU 56 sets an abnormality notification prohibition flag (step S44) and sets a value corresponding to the prohibition period value in the stop period timer (step S45). The prohibition period value is a value indicating a period during which an abnormal winning notification described later is prohibited. The abnormality notification prohibition flag is a flag indicating that notification of abnormal winning is prohibited, and is maintained in the set state until the stop period timer times out. Therefore, the start of the abnormal winning notification is prohibited for a predetermined period after the initialization notification is started in the variable display device 9.
  Further, the CPU 56 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R (big hit determination random number).
  In step S15, the CPU 56 sets a register of the CTC built in the game control microcomputer 560 so that a timer interrupt is periodically taken every predetermined time (for example, 2 ms). That is, a value corresponding to, for example, 2 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 2 ms.
  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining a stop symbol of a special symbol or a random number for determining a variation pattern, and the display random number update process is for generating a display random number. This is a process of updating the count value of the counter. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is an initial count value such as a counter for generating a random number for determining whether or not to win a normal symbol (ordinary random number generation counter for normal symbol determination). It is a random number for determining the value. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as a variable display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.
  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S35 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output when, for example, a voltage drop monitoring circuit mounted on the power supply board detects a drop in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, the count switch 23, the winning port switches 29a, 30a, 33a and the stage start port switch 40a are input via the input driver circuit 58. These are input, and their state is determined (switch processing: step S21).
  Next, the CPU 56 executes display control processing for performing display control of the special symbol display 8, the normal symbol display 10, the special symbol hold storage display 18, and the normal symbol hold storage display 41 (step S22). For the special symbol display 8 and the normal symbol display 10, control for outputting a drive signal to each display is executed according to the contents of the output buffer set in steps S33 and S34.
  In addition, the CPU 56 detects that a game ball has won the big winning opening at a time other than the regular time, or has detected that a game ball has won the second start winning opening 14 at a time other than the regular time. In such a case, a process for notifying abnormal winning is performed (step S23: abnormal winning notifying process).
  Next, processing for updating the count value of each counter for generating random numbers for determination such as random numbers for determining jackpot symbols used for game control is performed (determination random number update processing: step S24). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S25 and S26).
Each random number is used as follows.
(1) Random 1: Determine type of jackpot (for determining jackpot type)
(2) Random 2: Determine the special symbol's off symbol (for determining off symbol)
(3) Random 3: Determine the variation pattern of the special symbol (for variation pattern determination) (4) Random 4: Determine whether to generate a hit based on the normal symbol (for determination per ordinary symbol)
(5) Random 5: Random 4 initial value is determined (for determining random 4 initial value)
  In step S24 in the game control process shown in FIG. 6, the game control microcomputer 560 uses a counter for generating (1) a big hit type determining random number and (4) a normal symbol determining random number. Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers or initial value random numbers. In addition, in order to improve a game effect, you may make it use random numbers other than the random number of said (1)-(5). In this embodiment, the big hit determination random number is a random number generated by the hardware (random number circuit 503) built in the game control microcomputer 560. The big hit determination random number is used as the big hit determination random number. Software random numbers generated based on the program may be used.
  Further, the CPU 56 performs special symbol process processing (step S27). In the special symbol process, the corresponding symbol is executed in accordance with a special symbol process flag for controlling the special symbol display 8 and the special prize opening in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.
  Next, normal symbol process processing is performed (step S28). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.
  In addition, the CPU 56 performs a process of sending an effect control command or the like related to display control of decorative symbols in the variable display device 9 (decorative symbol command control processing: step S29).
  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S30).
  The CPU 56 also sets the number of winning balls based on detection signals from the first start port switch 13a, the second start port switch 14a, the count switch 23, the winning port switches 29a, 30a, 33a and the stage start port switch 40a. A prize ball process is executed (step S31). Specifically, in response to winning detection based on one of the first starting port switch 13a, the second starting port switch 14a, the count switch 23, the winning port switches 29a, 30a, 33a and the stage starting port switch 40a being turned on. The payout control command (prize ball number signal) indicating the number of winning balls is output to the payout control microcomputer mounted on the payout control board 37. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.
  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S32: output process).
  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S33). For example, if the change speed is 1 frame / 0.2 seconds until the end flag is set when the start flag set in the special symbol process is set, the CPU 56, for example, every 0.2 seconds passes. Then, the value of the display control data set in the output buffer is incremented by one. Further, the CPU 56 performs variable display of the special symbol on the special symbol display 8 by outputting a drive signal in step S22 according to the display control data set in the output buffer.
  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in an output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S34). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.
  Thereafter, the interrupt permission state is set (step S35), and the process is terminated.
  With the above control, in this embodiment, the game control process is started every 2 ms. The game control process corresponds to the processes of steps S21 to S34 (excluding step S30) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.
  7 and 8 are flowcharts showing an example of the power-off process in step S20. In the power-off process, the game control microcomputer 560 first checks whether or not a power-off signal is output (whether or not it is turned on) (step S450). If not on, the value of the backup monitoring timer formed in the RAM 55 is cleared to 0 (step S451). If it is on, the value of the backup monitoring timer is incremented by 1 (step S452).
  Next, if the value of the backup monitoring timer coincides with a determination value (for example, 2) (step S453), the game control microcomputer 560 clears the winning cumulative number counter (step S453A). The cumulative winning number counter is a counter for counting the cumulative number of game balls won in the second start winning opening 14 when the variable winning ball apparatus 15 is in a state other than the open state. In this embodiment, the winning cumulative number counter is used when determining an abnormal winning to the second start winning opening 14, as will be described later. In this embodiment, the variable winning ball apparatus 15 is in the open state (also referred to as the second start winning opening 14 being in the open state) means that the variable winning ball apparatus 15 is physically open. And a state from when the variable winning ball apparatus 15 is physically closed until a predetermined interval period (for example, 1 second) elapses.
  Next, the game control microcomputer 560 executes power supply stop processing after step S454, that is, preparation processing for stopping power supply. That is, the state shifts from the state in which the progress of the game is controlled to the state in which the power supply stop process (the power-off control process) for saving the game state is executed. Note that “formed in the RAM” means an area in the RAM.
  By using the backup monitoring timer and the determination value, if the power-off signal is kept on for a time corresponding to the determination value, the power supply stop process is started. That is, even when the power-off signal is turned on for a moment due to noise or the like, the power supply stop process is not erroneously started. Note that the value of the backup monitoring timer is stored by the backup power source for a predetermined period even when power supply to the gaming machine is stopped. Therefore, in step S8 in the main process, it is possible to confirm that the processing result of the power supply stop process is stored because the value of the backup monitoring timer is the same value as the determination value.
  In the power supply stop process, the game control microcomputer 560 creates parity data (steps S454 to S463). That is, first, the clear data (00) is set in the checksum data area (step S454), and the checksum calculation start address corresponding to the start address of the RAM area where the contents should be stored even when the power supply is stopped is set in the pointer. (Step S455). Further, the number of checksum calculations corresponding to the final address of the RAM area where the contents are to be stored even when the power supply is stopped is set (step S456).
  Next, an exclusive OR of the contents of the checksum data area and the contents of the RAM area pointed to by the pointer is calculated (step S457). The calculation result is stored in the checksum data area (step S458), the pointer value is incremented by 1 (step S459), and the checksum calculation count value is decremented by 1 (step S460). Then, the processes in steps S457 to S460 are repeated until the value of the checksum calculation count becomes 0 (step S461).
  When the value of the checksum calculation count becomes 0, the game control microcomputer 560 inverts the value of each bit of the contents of the checksum data area (step S462). Then, the inverted data is stored in the checksum data area (step S463). This data becomes parity data to be checked when the power is turned on. Next, an access prohibition value is set in the RAM access register (step S471). Thereafter, the built-in RAM 55 cannot be accessed.
  Further, the game control microcomputer 560 sets the head address of the port clear setting table stored in the ROM 54 as a pointer (step S472). In the port clear setting table, the number of processes (the number of output ports to be cleared) is set to the head address, and then the output port address and output value data (clear data: the value of the off state of each bit of the output port) However, the output ports for the number of processes are sequentially set.
  The game control microcomputer 560 loads data at the address pointed to by the pointer (that is, the number of processes) (step S473). Further, the value of the pointer is incremented by 1 (step S474), and the data of the address pointed to by the pointer (that is, the address of the output port) is loaded (step S475). Further, the value of the pointer is incremented by 1 (step S476), and the data of the address pointed to by the pointer (that is, output value data) is loaded (step S477). Then, the output value data is output to the output port (step S478). Thereafter, the number of processes is reduced by 1 (step S479), and if the number of processes is not 0, the process returns to step S474. If the number of processes is 0, that is, if all the output ports to be cleared are cleared, the timer interrupt is stopped (step S481) and the loop process is started.
  When the power supply is stopped by the above processing, the power supply stop processing in steps S454 to S481 is executed, and data indicating that the power supply stop processing has been executed (backup monitoring having a determination value). Timer and checksum) are stored in the backup RAM, RAM access is disabled, the output port is cleared, and timer interrupt for executing the game control process is set to disabled.
  In addition, when the power supply to the gaming machine is stopped (when it is confirmed that the power-off confirmation signal is in the on state), the gaming control microcomputer 560 clears the winning cumulative number counter. Therefore, it is possible not to accumulate the number of winnings over a longer period than necessary, and to reliably detect an abnormality in winning due to an illegal act on the variable winning ball device 15. In addition, the cumulative number of winnings can be cleared by turning off the power of the gaming machine, and the abnormality notification can be easily reset.
  FIGS. 9 and 10 are flowcharts showing an example of a special symbol process (step S27) program executed by the game control microcomputer 560 mounted on the main board 31. FIG. As described above, in the special symbol process, a process for controlling the special symbol display 8 and the special winning opening is executed.
  When performing the special symbol process, the game control microcomputer 560 includes a first start port switch 13a for detecting that a game ball has won the first start winning port 13 provided in the game board 6. If it is turned on, that is, if a start winning that causes the game ball to win the first start winning opening 13 has occurred (Y in step S311), the reserved memory number (start winning memory number) is the upper limit value (reserved memory number = 4 ) Is reached (step S312).
  When the number of reserved memories has not reached the upper limit value (N in step S312), the game control microcomputer 560 uses software random numbers (counter values for generating jackpot type determination random numbers, etc.) and random R ( The big hit determination random number) is extracted, and a process of storing them in the storage area in the reserved storage buffer corresponding to the value of the reserved memory number counter as the extracted random number value is executed (step S313). In step S313, the game control microcomputer 560 extracts random numbers 1 to 3 as software random numbers, and extracts random R by reading the count value of the random number circuit 503 as hardware random numbers. In the reserved storage buffer, the same number of storage areas as the upper limit value of the number of reserved memories is secured. In addition, a counter for generating a big hit type determination random number and the like and a holding storage buffer are formed in the RAM 55. “Formed in RAM” means an area in the RAM.
  Then, the game control microcomputer 560 increments the value of the reserved memory counter indicating the reserved memory number by 1 (step S314). Although not shown in FIG. 9, when the value of the pending storage number counter is incremented by 1, the start prize memory designation command (the start prize memory designation command at this time is the start prize memory number when the start prize is generated). Is a command indicating that +1 has been added).
  Next, if the stage start port switch 40a for detecting that the game ball has won the stage start winning port 40 provided on the game board 6 is turned on, the game control microcomputer 560 is turned on. If a start winning to win the stage start winning port 40 has occurred (Y in step S314A), it is confirmed whether the reserved memory number (start winning memory number) has reached the upper limit value (held memory number = 4). (Step S314B).
  When the number of reserved memories has not reached the upper limit (N in step S314B), the game control microcomputer 560 uses software random numbers (counter values for generating big hit type determination random numbers, etc.) and random R ( The big hit determination random number) is extracted, and a process of storing them in the storage area in the reserved storage buffer corresponding to the value of the reserved memory number counter as the extracted random number value is executed (step S314C). Also in step S314C, the game control microcomputer 560 extracts random numbers 1 to 3 as software random numbers, and also extracts random R by reading the count value of the random number circuit 503 as hardware random numbers.
  Then, the game control microcomputer 560 increments the value of the reserved memory counter indicating the number of reserved memories by 1 (step S314D). At this time as well, a start winning memory designation command (a start winning memory designation command at this time is a command indicating that the number of start winning memories is incremented by one due to the occurrence of the start winning) is transmitted.
  Next, the game control microcomputer 560, if the second start port switch 14a for detecting that a game ball has won the second start winning port 14 provided in the game board 6 is turned on, that is, If a start winning that causes the game ball to win the second start winning port 14 has occurred (Y in step S315), whether or not the reserved memory number (start winning memory number) has reached the upper limit (the reserved memory number = 4). Is confirmed (step S316).
  When the number of reserved memories has not reached the upper limit (N in step S316), the game control microcomputer 560 uses software random numbers (counter values for generating big hit type determination random numbers, etc.) and random R ( The big hit determination random number) is extracted, and a process of storing them in the storage area in the reserved storage buffer corresponding to the value of the reserved memory number counter as the extracted random number value is executed (step S317). Also in step S317, the game control microcomputer 560 extracts random numbers 1 to 3 as software random numbers, and also extracts random R by reading the count value of the random number circuit 503 as hardware random numbers.
  Then, the game control microcomputer 560 increments the value of the reserved memory counter indicating the number of reserved memories by 1 (step S318). At this time as well, a start winning memory designation command (a start winning memory designation command at this time is a command indicating that the number of start winning memories is incremented by one due to the occurrence of the start winning) is transmitted.
  Thereafter, any one of steps S300 to S310 is performed according to the internal state (specifically, the special symbol process flag values 0 to 10).
  Special symbol normal processing (step S300): When the microcomputer 560 for game control is in a state where variable symbol special display can be started, the number of numerical data stored in the reserved memory buffer (the number of reserved memories) is confirmed. The number of numerical data stored in the hold storage buffer can be confirmed by the count value of the hold storage counter. Then, if the count value of the holding storage counter is not 0, it is determined whether or not to make a big hit (whether or not the display result of the variable symbol special display is the specific display result). In the case of a big hit, the big hit flag is set, and the type of big hit (non-probable big hit, probable big hit, sudden probable big hit, etc.) is determined. If it is not a big hit, it is determined whether to make a small hit. In the case of a small hit, a small hit flag is set. Then, the internal state (special symbol process flag) is updated to a value (specifically “1”) according to step S301.
  Fluctuation pattern setting process (step S301): For determining a variation pattern that is extracted when a variation pattern of variable display of a special symbol (effect mode during symbol variation: variation time is also specified by the variation pattern) is generated at the time of start winning. Selection is made from among a plurality of types of variation patterns determined in advance according to the value of a random number (one of display random numbers). Further, based on the determined variation pattern, after setting the variable display time (variation time) until the special symbol is variably displayed and derived and displayed in the special symbol process timer, the special symbol process timer is started. Then, the internal state (special symbol process flag) is updated to a value (specifically “2”) according to step S302.
  Special symbol changing process (step S302): When the variation time of the variation pattern selected in the variation pattern setting process elapses (the special symbol process timer set in step S301 times out), the variable symbol display on the special symbol display 8 is displayed. Stop and display the stop symbol. Further, an effect control command (decorative symbol stop designation command: also referred to as symbol confirmation designation command) for designating stop of variable display of the decorative symbols in the variable display device 9 is transmitted to the effect control board 80. The special symbol process timer is started after the special symbol process time is set in the special symbol process timer. Then, the internal state (special symbol process flag) is updated to a value (specifically “3”) according to step S303.
  Special symbol stop process (step S303): When the symbol stop time set in the special symbol changing process has elapsed, it is confirmed whether or not the big hit flag is set. If the jackpot flag is set, the time from when the jackpot symbol is stopped until the jackpot game starts (the jackpot display time) is set in the jackpot control timer, and then the jackpot control timer is started. Let In addition, the effect control board 80 is provided with an effect control command (fanfare command) for causing the effect control microcomputer 100 to execute a signal effect (fanfare effect) indicating that the jackpot game is to be started after the jackpot symbol is stopped and displayed. Send. Then, the internal state (special symbol process flag) is updated to a value (specifically, “4”) according to step S304. If the big hit flag is not set, it is confirmed whether the small hit flag is set. When the small hit flag is set, after setting the time from the stop display of the small hit symbol to the start of the small hit game (small hit display time) in the big prize control timer, Start the control timer. Further, after the small hit symbol is stopped and displayed, an effect control command (fanfare command) for causing the effect control microcomputer 100 to execute a special effect (effect for two rounds) in the small hit game is transmitted to the effect control board 80. . Then, the internal state (special symbol process flag) is updated to a value (specifically “8”) according to step S308. When the big hit flag and the small hit flag are not set, the internal state is updated to a value (specifically, “0”) according to step S300.
  Preliminary winning opening opening process (step S304): When the big hit display time has elapsed, control for opening the large winning opening is started. Specifically, the solenoid 21 is driven to open the special variable prize-winning device to open the big prize opening. The number of rounds is counted by a counter. In addition, the execution time (round time) of the special winning opening control process is set in the special winning opening control timer, and the internal state (special symbol process flag) is set to a value (specifically “5”) according to step S305. Update.
  Processing for opening a special prize opening (step S305): A process for confirming the closing condition of the special prize opening is performed. When the closing condition for the big prize opening is established, the solenoid 21 is driven to close the special winning prize opening by closing the special variable prize winning device. In addition, the time (interval time) from the end of the round to the start of the next round is set in the big prize control timer, and the internal state (special symbol process flag) is set to a value (specifically, a value corresponding to step S306). Is updated to “6”).
  Post-winner opening process (step S306): When the interval time has elapsed, it is confirmed whether there is a remaining round. If there are remaining rounds, control to open the big prize opening is started. Specifically, the solenoid 21 is driven to open the special variable prize-winning device to open the big prize opening. The number of rounds is counted by a counter. In addition, the execution time (round time) of the special winning opening control process is set in the special winning opening control timer, and the internal state (special symbol process flag) is set to a value (specifically “5”) according to step S305. Update. On the other hand, when all rounds are finished, an effect control command (ending command) for causing the effect control microcomputer 100 to perform an effect (ending effect) for notifying the player that the big hit gaming state has ended is issued. After transmitting to the effect control board 80 and setting the execution time of the big hit end process (big hit end time) in the big prize opening control timer, the internal state is updated to a value (specifically “7”) according to step S307. To do.
  Big hit end process (step S307): A predetermined flag set / reset process for ending the big hit gaming state is performed. Then, the internal state is updated to a value (specifically “0”) according to step S300.
  Small hit release pre-processing (step S308): When the small hit display time or interval time has elapsed, it is checked whether there is a remaining round. If there are remaining rounds, control to open the big prize opening is started. Specifically, the solenoid 21 is driven to open the special variable prize-winning device to open the big prize opening. The number of rounds is counted by a counter. Also, the execution time (round time) of the small hit release process is set in the big prize opening control timer, and the internal state (special symbol process flag) is updated to a value (specifically “9”) according to step S309. To do. On the other hand, when all rounds are completed, an effect control command (ending command) for causing the effect control microcomputer 100 to perform an effect (ending effect) for notifying the player that the small hit gaming state has ended. Is sent to the effect control board 80, and the execution time of the small hit end process (small hit end time) is set in the big winning opening control timer, and then the internal state is a value corresponding to step S310 (specifically “10”). ).
  Opening process for small hits (step S309): A process for confirming the closing condition of the big prize opening is performed. When the closing condition for the big prize opening is established, the solenoid 21 is driven to close the special winning prize opening by closing the special variable prize winning device. Then, the time (interval time) from the end of the round to the start of the next round is set in the big prize opening control timer, and the internal state is set to a value (specifically “8”) according to step S308. Update.
  Small hit end process (step S310): A predetermined flag set / reset process for ending the small hit gaming state is performed. Then, the internal state is updated to a value (specifically “0”) according to step S300.
  Next, a method for sending a control command from the game control microcomputer 560 to the effect control microcomputer 100 will be described. FIG. 11 is an explanatory diagram showing a signal line of an effect control command transmitted from the main board 31 to the effect control board 80. As shown in FIG. 11, in this embodiment, the effect control command is transmitted from the main board 31 to the effect control board 80 via the relay board 77 by using eight signal lines of the effect control signals CD0 to CD7. Further, between the main board 31 and the effect control board 80, a signal line of the effect control INT signal for transmitting the capture signal (effect control INT signal) is also wired.
  In this embodiment, the presentation control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.
  As shown in FIG. 12, the 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process. Therefore, when viewed from the effect control microcomputer 100, the effect control INT signal corresponds to a signal that triggers the capture of effect control command data.
  The effect control command is sent only once so that the effect control microcomputer 100 can recognize it. In this example, “recognizable” means that the level of the effect control INT signal changes, and that it is sent only once so as to be recognizable means that, for example, each of the first and second bytes of the effect control command data Accordingly, the production control INT signal is output in a pulse shape (rectangular wave shape) only once. The effect control INT signal may have a polarity opposite to that shown in FIG.
  13 and 14 are explanatory diagrams illustrating an example of the contents of the effect control command sent to the effect control board 80. FIG. In this embodiment, the effect control command has a 2-byte configuration. The first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always “1”, and the first bit (bit 7) of the EXT data is always “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.
  In the example shown in FIG. 13, commands 8000 (H) to 800 F (H) are effect control commands (variation) for designating a variation pattern of decorative symbols variably displayed on the variable display device 9 in response to variable display of special symbols. Pattern command). The effect control command for designating the variation pattern is also a command for designating the variation start.
  Commands 8C00 (H) to 8C06 (H) are effect control commands for designating the contents of the stop symbols (display results) of the decorative symbols in the variable display device 9. In this embodiment, commands 8C00 (H) to 8C06 (H) are referred to as symbol information designation commands.
  The command 8C00 (H) is an effect control command (outgoing designation command) for designating that the stop symbol (display result) of the special symbol is determined as the offcoming symbol. Command 8C01 (H) is an effect control command (ordinary big hit designation command) that designates that the stop symbol of the special symbol has been decided as a non-probable variation symbol (that is, a non-probability variation big hit (also referred to as a normal big hit)). ).
  The command 8C02 (H) is an effect control command (designated to specify that the stop symbol of the special symbol is determined to be a probable variation symbol (that is, a probable variation big hit is determined), and that it is determined not to execute the re-lottery effect after the big hit game starts. 1 specified command per probability variation. Command 8C03 (H) is an effect control command (probability variable big hit 2 designation command) that designates that the stop symbol of the special symbol is decided as the probability varying symbol and that it is decided to execute the re-lottery effect during the big hit game. Command 8C04 (H) is an effect control command (probability variable big hit) that designates that the stop symbol of the special symbol is determined to be a probable variable symbol and that it is determined to execute the re-lottery effect after the big hit game is finished (during the ending effect) 3 designation command).
  Command 8C05 (H) is an effect control command (suddenly probable big hit designation command) for designating that the stop symbol of the special symbol has been suddenly determined to be a probable change symbol (that is, that it has been determined to be suddenly probable big hit). The command 8C06 (H) is an effect control command (small hit designation command) that designates that the stop symbol of the special symbol is determined as the small hit symbol (that is, determined as the small hit symbol).
  Here, the “re-lottery effect” refers to an effect that makes it appear that the jackpot symbol is re-lotted and displayed after the jackpot symbol is stopped and displayed on the variable display device 9. Specifically, when it is determined in advance that the jackpot symbol (non-probability variable symbol or probability variable symbol) is derived and displayed on the variable display device 9, the left, right and right decorative symbols are the same in the variable display device 9. This is an effect of deriving and displaying a jackpot symbol (non-probability variation symbol or probability variation symbol) after stopping and displaying the non-probability variation symbol and then changing the non-probability variation symbol again (see FIG. 77). The re-lottery effect includes a case where a non-probable variable symbol is promoted to a probable variable symbol (when a non-probable variable symbol is displayed after being stopped), and a case where a non-probable variable symbol is not promoted to a probable variable symbol (non-probable variable symbol However, in this embodiment, only the case where the non-probability variable symbol is promoted to the probable variation symbol is shown. Therefore, the re-lottery effect may be referred to as “promotion effect” or “rising effect”.
  The command 8F00 (H) is an effect control command (decoration symbol stop designation command, symbol confirmation designation command) for designating stop of variable display (fluctuation) of decoration symbols on the variable display device 9.
  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.
  Commands 9500 (H) to 9503 (H) are effect control commands (background designation commands) for designating background display according to the gaming state in the variable display device 9. Command 9500 (H) is an effect control command (normal state background designation command) for designating background display when the variable display device 9 is in the normal gaming state. The command 9501 (H) is an effect control command (high probability state background designation command) for designating background display when the variable display device 9 is in the probability variation state (high probability state). The command 9502 (H) is an effect control command (time-short state background designation command) for designating background display when the variable display device 9 is in the time-short state. The command 9503 (H) is an effect control command (chance state background designation command) for designating background display when the variable display device 9 is in the chance mode state. The chance mode is an effect mode in which an expectation for the transition to the probability change state is given after the sudden probability big hit and the small hit end.
  The command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating display during the customer waiting demonstration.
  In the example shown in FIG. 14, commands A000 (H) to A004 (H) are effect control commands (fanfare designation commands) for designating that a big hit game is started. Command A000 (H) is an effect control command (fanfare 1 designation command) that designates the start of a big hit when a normal big hit (non-probable big hit) is determined. Command A001 (H) is an effect control command (fanfare 2 designation command) that designates the start of a big hit when it is determined that the probability variation big hit is determined and the re-lottery effect is not executed after the big hit game is started. Command A002 (H) is an effect control command (fanfare 3 designation command) that designates the start of a big hit when it is determined that a probability variation big hit is determined and a re-lottery effect is executed during the big hit game. Command A003 (H) is an effect control command (fanfare 4 designation command) that designates the start of a jackpot when it is determined that a probability variation jackpot is determined and the re-lottery is to be executed after the jackpot game ends (during the ending effect) It is. Command A004 (H) is an effect control command (fanfare 5 designation command) that designates the start of sudden probability variation jackpot.
  The command A1XX (H) is an effect control command (specifying command for opening a big prize opening) that designates display during a round in the 15 round jackpot game. The command A2XX (H) is an effect control command (designation command after opening the big prize opening) that designates display after the round (display of the interval between rounds) in the 15 round big hit game. Note that the number of rounds displayed in “XX” is set.
  Commands A301 (H) to A305 (H) are effect control commands (ending designation commands) that designate the end of the big hit game. The command A301 (H) is an effect control command (ending 1 designation command) for designating the end of the normal jackpot game (displaying that the game will shift to the short time state after the jackpot game is finished). Command A302 (H) is an effect control command (ending 2 designation command) for designating the end of jackpot when it is determined that the probability variation jackpot is determined and the re-lottery effect is not executed after the jackpot game is started. The command A303 (H) is an effect control command (ending 3 designation command) for designating the end of the big hit when the probability variation big hit is determined and it is determined to execute the re-lottery during the big hit game. Command A304 (H) is an effect control command (ending 4 designation command) that is promoted to a probable variation symbol in the re-lottery effect after the end of the big hit game (during the ending effect) and designates that it will be a promising big hit. Command A 305 (H) is an effect control command (ending 5 designation command) for designating the end of sudden probability variation jackpot.
  Command A4XX (H) is an effect control command (specifying command for opening a big prize opening) that designates display during a round in a two-round big hit game (suddenly probable big hit game). Command A5XX (H) is an effect control command (designation command after opening the big prize opening) that designates display after the round (display of the interval between rounds) in the two round big hit game (suddenly probable big hit game). In “XX”, the number of rounds is set.
  Command A600 (H) is an effect control command (small hit fanfare designation command) that designates that a small hit game is started.
  The command C0XX (H) is an effect control command (start winning memory designation command) for designating the number of starting winning memories shown by XX.
  Commands D000 (H) and D001 (H) are production control commands (abnormal winning notification designation commands) for instructing abnormal winning notification. In this embodiment, the abnormal winning notification designation command is transmitted when an abnormal winning at the second start winning opening 14 is detected or when an abnormal winning at the big winning opening is detected. The command D000 (H) is an effect control command (abnormal winning notification 1 designation command) for instructing an abnormal winning notification based on detection of an abnormal winning at the second start winning opening 14. The command D001 (H) is an effect control command (abnormal winning notification 2 designation command) for instructing an abnormal winning notification based on the detection of an abnormal winning at the special winning opening.
  When the effect control microcomputer 100 mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31, the contents shown in FIG. 13 and FIG. Accordingly, the display state of the variable display device 9 is changed, the display state of the lamp is changed, and the sound number data is output to the sound output board 70. Note that effect control commands other than the effect control commands shown in FIGS. 13 and 14 are also transmitted from the main board 31 to the effect control board 80. For example, when displaying the number of winning balls that is a big hit on the variable display device 9, an effect control command for designating the count number of the count switch 23 is also transmitted from the main board 31 to the effect control board 80.
  FIG. 15 is an explanatory diagram showing an example of a variation pattern used in this embodiment. In FIG. 15, “EXT” indicates EXT data of the second byte in the effect control command having a two-byte structure. “Time” indicates the variation time of the special symbol (variable display period of identification information).
  In this example, each variation pattern of the special symbol includes a variation pattern when the stop symbol of the decorative symbol is “out-of-line” (a variation pattern dedicated to loss), and a stop symbol of the decorative symbol (at the time of the variable stop before the big hit) When the stop symbol is “non-probable variable” or “probable variable”, the fluctuation pattern (normal big hit / probable big hit combined fluctuation pattern) and the decorative symbol stop symbol (stop symbol at the time of variable stop before big hit) Variation pattern when “probability variation” (variation pattern dedicated to probability variation big hit) and variation pattern when decoration symbol stop symbol (stop symbol at the time of fluctuation stop before big hit) becomes “non-probability variation” (normal) A variation pattern dedicated to big hits), a variation pattern when the stop symbol of the decorative pattern is "Suddenly Probable Change", and a stop pattern of the decorative symbol is "Small Ri are distinguished in the variation pattern when the symbol "(variation pattern of Koatari only).
  The fluctuation pattern dedicated to outliers is the fluctuation pattern of normal fluctuation without reach in the normal gaming state, the fluctuation pattern of normal fluctuation in short time without the reach in the short-time state (including the short state at the time of probability change), and normal reach It is divided into a fluctuation pattern with (simple reach mode), a fluctuation pattern with long reach, a fluctuation pattern with super reach A, a fluctuation pattern with super reach B, and a fluctuation pattern with super reach C. Yes.
  The normal big hit / probable big hit variation pattern is a variation pattern with normal reach, a variation pattern with long reach, a variation pattern with super reach A, a variation pattern with super reach B, and a variation with super reach C. It is divided into patterns.
  The fluctuation pattern dedicated to the probable big hit is only the fluctuation pattern with super reach D. Usually, the only variation pattern dedicated to jackpot is the variation pattern with super reach E.
  The variation pattern dedicated to the sudden probability variation big hit is only the variation pattern of the special variation for sudden probability variation. The variation pattern dedicated to small hits is only the variation pattern of special variation for small hits.
  16 to 18 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal processing, the game control microcomputer 560 is in a state in which the variation of the special symbol can be started (the value of the special symbol process flag is a value indicating step S300 (specifically “0”)). In other words, in other words, when the special symbol display 8 does not display the variation of the special symbol and is neither a big hit game nor a small hit (step S51), the starting winning memory number (holding memory number) is set. Confirmation (step S52). Specifically, the count value of the start winning counter is confirmed.
  If the starting winning memory number is not 0, each random number value stored in the storage area corresponding to the starting winning memory number = 1 is read out and stored in the random number buffer area of the RAM 55 (step S53), and the starting winning memory number 1 is reduced by 1 and the contents of each storage area are shifted (step S54). That is, each random number value stored in the storage area corresponding to the start winning memory number = n (n = 2, 3, 4) is stored in the storage area corresponding to the starting winning memory number = n−1.
  Next, the game control microcomputer 560 confirms the current game state (normal game state, probability change state, short time state, etc.) and sets the address of the background designation command transmission table corresponding to the game state to the pointer (step). S55). Then, the game control microcomputer 560 executes a command set process (FIG. 32) described later (step S56). If the current gaming state is the normal gaming state, a normal state background designation command is transmitted. If the current gaming state is the probability variation time short state, the probability variation state background designation command is transmitted, and the current gaming state is short. If it is in a state, a time-short state background designation command is transmitted. In this embodiment, a chance state background designation command is transmitted when the mode is changed to the chance mode suddenly after the end of a game with big odds or small hits.
  Next, the game control microcomputer 560 reads the jackpot determination random number from the random number storage buffer (step S57), and executes the jackpot determination processing module (step S58). The jackpot determination module is a program that executes a process of comparing a jackpot determination value determined in advance with a random number value for jackpot determination and determining that the jackpot determination value is a jackpot if they match. Here, in the big hit determination, when the gaming state is a probable change state (including a short time state during probability change), the probability that a big hit will be higher than when the gaming state is a non-probable change state (a normal game state and a short time state). It is configured. Specifically, a high-probability jackpot determination table in which a large number of jackpot determination values are set in advance and a low-probability jackpot determination table in which the number of jackpot determination values is set smaller than the high-probability jackpot determination table are provided. Keep it. Then, the game control microcomputer 560 checks whether or not the game state is a probability change state (and a probability change short time state). If the game state is a probability change state, the game control microcomputer 560 uses the high probability big hit determination table to make a big hit. When the gaming state is the normal gaming state and the short time state, the jackpot determination process is performed using the low probability jackpot determination table. With such a configuration, the probability that a big hit is higher in the probability variation state (and the probability variation short time state) than in the normal game state and the short time state.
  Note that whether or not the current gaming state is the probability variation state (including the probability variation time short state) is determined by whether or not the probability variation flag indicating that the gaming state is the probability variation state is set.
  If it is determined in the big hit determination module that the big hit is not made (N in step S59), the game control microcomputer 560 proceeds to the process in step S64 in FIG.
  When it is determined to be a big hit in the big hit determination module (Y in step S59), a big hit flag is set (step S60). The game control microcomputer 560 reads the jackpot type determination random number from the random number storage buffer (step S61), and hits the jackpot type (normal jackpot, probability variable jackpot, probability variable jackpot, jackpot that executes the re-lottery effect during the jackpot game. After the game is over, a process of determining a probability variation big hit for executing a re-lottery effect or a sudden probability variation big hit) is executed (step S62).
  The jackpot type determination process is performed using a jackpot type determination table as shown in FIG. In the jackpot type determination table, a predetermined number of jackpot type determination random number values are distributed in advance for each jackpot type. The game control microcomputer 560 determines the jackpot type, that is, the big jackpot, the normal jackpot, the probable big jackpot, the probable big jackpot (promoting big jackpot), the probable big jackpot (ending) according to which range the random number for determining the big jackpot read in step S61 belongs Promotion) and sudden probable jackpots. In this way, by determining the big hit type, not only whether the big hit is a normal big hit, a probable big hit, or a sudden probable big hit, whether to execute a re-lottery effect (promotion effect) and what kind of re-lottery effect It is also determined whether to execute at the timing.
  Although not shown in FIG. 16, since only one type of jackpot symbol is provided according to the jackpot type, the jackpot symbol is automatically determined by determining the jackpot type. Specifically, the non-probability variable symbol “6” is determined for a normal big hit (non-probable big hit), the probabilistic variable symbol “7” is determined for a probable big hit, and the sudden probable symbol “5” for a sudden probable big hit. Will be determined.
  Next, the game control microcomputer 560 stores (stores) the decorative symbol information corresponding to the jackpot type determined in step S62 in the decorative symbol information buffer (step S63), and proceeds to the processing of step S72 of FIG. .
  In step S63, after the decorative symbol information corresponding to the jackpot type is stored in the decorative symbol information buffer, the decorative symbol command control process (steps S29 and 31 in FIG. 6) is executed in response to the occurrence of the timer interrupt. The command set process (FIG. 32) is executed, and the command transmission process (FIG. 33) is executed. Thus, a symbol information designation command (normal jackpot designation command, probability variation big hit 1 designation command, probability variation big hit 2 designation command, probability variation big hit 3 designation command, sudden probability variation big hit designation command) corresponding to the big hit type is transmitted. Detailed contents will be described later.
  In step S64 of FIG. 17, the game control microcomputer 560 executes a small hit determination module that determines whether or not to make a small hit based on the value of the big hit determination random number read in step S57 (step S64). . The small hit determination module is a program that compares a predetermined determination value with a big hit determination random number value and executes a process of determining a small hit when they match.
  If it is determined in the small hit determination module that the small hit is determined (Y in step S65), the decorative symbol information corresponding to the small hit is stored in the decorative symbol information buffer (step S66), and the small hit flag is set. (Step S67). Then, the value of the special symbol process flag is updated to a value (specifically “1”) corresponding to the variation pattern setting process (step S68). Although not shown in FIG. 17, when it is determined that a small hit is made, the small hit symbol “4” is automatically determined.
  In step S66, after the decorative symbol information corresponding to the small hit is stored in the decorative symbol information buffer, the decorative symbol command control process (steps S29 and 31 in FIG. 6) is executed in response to the occurrence of the timer interrupt. The command set process (FIG. 32) is executed, and the command transmission process (FIG. 33) is executed. Thereby, a symbol information designation command (small hit designation command) for designating the small hit is transmitted. Detailed contents will be described later.
  When it is determined in the small hit determination module that the small hit is not made (N in step S65), the game control microcomputer 560 reads the random number for symbol determination (one of the display random numbers) from the random number storage buffer. (Step S69) Based on the value of the read out design determining random number, a process of determining a special design out of design is executed (Step S70). One of the symbols “0” to “3”, “8”, and “9” is determined as the special symbol loss symbol.
  Next, the game control microcomputer 560 stores the decorative symbol information corresponding to the loss in the decorative symbol information buffer (step S71). Then, the value of the special symbol process flag is updated to a value (specifically “1”) corresponding to the variation pattern setting process (step S68).
  In step S72 of FIG. 18, the game control microcomputer 560 checks whether or not the big hit type determined in step S62 is a probable big hit, and if it is not a probable big hit (N in step S72), the big hit type Without setting the flag indicating that the process proceeds to step S82.
  When the probability variation big hit is found (Y in step S72), the probability variation big hit flag indicating that the probability variation big hit occurs is set (step S73). Then, it is confirmed whether or not the probability variation jackpot is a sudden probability variation jackpot (step S74). If it is a sudden probability change big hit (Y in step S74), a sudden probability change flag indicating that a sudden probability change big hit occurs is set (step S75), and the process proceeds to step S82.
  If it is not suddenly a probable big hit (N in Step S74), it is confirmed whether or not a re-lottery effect is executed (Step S76). When the re-lottery effect is not executed (N in Step S76), the process proceeds to Step S82. When the re-lottery effect is executed (Y in Step S76), the re-drawing effect is executed. A lottery execution flag is set (step S77), and it is confirmed whether the re-lottery effect is executed during the big hit (step S78). When the re-lottery effect is executed during the big hit (Y in step S78), the big hit execution flag indicating that the re-lottery effect is executed during the big win is set (step S79), and the process proceeds to step S82. To do. When it is not executed during the big hit (N in Step S78), it is confirmed whether or not the re-lottery effect is executed during the ending (Step S80). When the re-lottery effect is executed during the ending (Y in step S80), an ending execution flag indicating that the re-lottery effect is executed during the ending is set (step S81), and the process proceeds to step S82. . In step S82, the value of the special symbol process flag is updated to a value (specifically “1”) corresponding to the variation pattern setting process (step S301) (step S82).
  FIG. 20 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the game control microcomputer 560 first checks whether or not the big hit flag is set (step S201). When the big hit flag is set (Y in step S201), the game control microcomputer 560 checks whether or not the sudden probability change flag is set (step S202). When the sudden probability variation flag is set (Y in step S202), since sudden probability variation big hit occurs, it is determined to use the variation pattern determination table for sudden probability variation (step S203). Then, the process proceeds to step S207.
  Only the variation pattern (“0EH”) selected in the sudden probability variation big hit shown in FIG. 15 is set in the sudden probability variation variation pattern determination table.
  When the probability change flag is not set suddenly (N in step S202), the game control microcomputer 560 checks whether or not the probability change big hit flag is set (step S204A). When the probability variation big hit flag is set (Y in step S204A), it is confirmed whether or not the re-lottery execution flag is set (step S204B). If the re-lottery execution flag is not set (N in step S204B), a probability variation big hit will occur, so it is decided to use the probability variation big hit variation pattern determination table (step S205).
  In the variation pattern determination table for probability variation big hit, variation patterns (“07H” to “0CH”) selected in advance for probability variation big hit shown in FIG. 15 are set, and a plurality of determination values are assigned to each variation pattern. ing.
  When the re-lottery execution flag is set (Y in step S204B), a non-probable variable big hit occurs and is promoted to a probable big hit during or after the big hit game (the non-probable variable symbol is promoted to a probable variable symbol). Therefore, it is decided to use the normal big hit variation pattern determination table (step S206).
  In step S204A, when the probability variation jackpot flag is not set (N in step S204A), a normal jackpot (non-probability variation jackpot) will occur, so it is decided to use the normal jackpot variation pattern determination table ( Step S206).
  In the normal big hit variation pattern determination table, variation patterns (“07H” to “0BH”, “0DH”) selected in the case of the normal big hit shown in FIG. 15 are set in advance, and a plurality of determinations are made for each variation pattern. A value has been assigned.
  In step S207, the game control microcomputer 560 reads the variation pattern determination random number from the random number storage buffer, and based on the read variation pattern determination random number value, the sudden variation variation determination table, the variation pattern for probability variation big hit. The design variation pattern is determined using the determination table or the normal big hit variation pattern determination table (step S207). Specifically, the variation pattern corresponding to the determination value that matches the variation pattern determination random value is determined as the variation pattern of the symbol to be variably displayed next. Then, the process proceeds to step S213.
  If it is determined in step S201 that the big hit flag is not set (N in step S201), the game control microcomputer 560 checks whether or not the small hit flag is set (step S208). When the small hit flag is set (Y in step S208), since a small hit occurs, it is decided to use the small hit variation pattern determination table (step S209).
  In the variation pattern determination table for small hits, only the variation pattern (“0FH”) selected in advance for small hits shown in FIG. 15 is set.
  When the small hit flag is not set (N in step S208), the game control microcomputer 560 checks whether or not the time reduction flag is set (step S210). When the time reduction flag is not set (N in step S210), it is determined to use the normal time deviation variation pattern determination table used in the normal gaming state (step S211).
  In the normal time deviation variation pattern determination table, variation patterns (“00H”, “02H” to “06H”) selected in advance in the normal gaming state shown in FIG. 15 are set in advance. A plurality of judgment values are assigned to.
  On the other hand, when the hour / hour flag is set (Y in step S210), it is decided to use the hour / hour deviation variation pattern determination table used in the time saving state (step S212).
  In the fluctuation pattern determination table for deviation in time reduction, variation patterns ("01H" to "06H") selected at the time of deviation in the time reduction state (including the short period in probability change) shown in FIG. A plurality of judgment values are assigned to the variation pattern.
  Then, as described above, the game control microcomputer 560 reads the variation pattern determination random number from the random number storage buffer, and based on the value of the read variation pattern determination random number, the deviation variation pattern determination table or the time The variation pattern of the symbol is determined using the variation pattern determination table for time deviation (step S207). Then, the process proceeds to step S213.
  In the case of the probability variation state, the variation pattern determination table for deviation is used in the normal time as in the normal gaming state, and in the case of the probability variation short state, the variation pattern for deviation in the time reduction is similar to that in the time reduction state. A variation table is determined using the determination table.
  In step S213, the game control microcomputer 560 stores the variation pattern command data corresponding to the variation pattern determined in step S207 in the variation pattern buffer (step S213). Then, the game control microcomputer 560 sets the variation time in the special symbol process timer (step S214). Next, the game control microcomputer 560 stores the address of the variable command transmission table in the decorative symbol command transmission pointer (step S215). In response to this processing being performed, control for transmitting the variation pattern command is executed in the decorative symbol command control processing (step S29 in FIG. 6, FIG. 31). Then, the game control microcomputer 560 executes the variation number monitoring process (step S216).
  In the fluctuation count monitoring process, the game control microcomputer 560 is changed to a short-time state (except for the short-time state at the time of probability change) after the big hit game ends (when the short-time flag is set), a special symbol after the big hit game ends. The number of fluctuations is counted with a fluctuation number counter. Then, the game control microcomputer 560 confirms whether or not the count value of the fluctuation count counter has reached a value indicating a predetermined fluctuation count (for example, 100) that can continue the short-time state, and the count value is the predetermined fluctuation count. When the value becomes, the hourly flag is reset. As a result, when the number of fluctuations of the special symbol after the big hit game ends becomes a predetermined number of fluctuations, the time-shifted state is shifted to the normal gaming state.
  Thereafter, the value of the special symbol process flag is updated to a value (specifically, “2”) corresponding to the special symbol changing process (step S302) (step S217).
  FIG. 21 is a flowchart showing the special symbol changing process (step S302) in the special symbol process. In the special symbol changing process, first, the game control microcomputer 560 decrements the value of the special symbol process timer by 1 (step S221). Then, it is confirmed whether or not the special symbol process timer has timed out (that is, whether or not the value of the special symbol process timer is 0) (step S222), and if it has not timed out (N in step S222), The process is terminated as it is. If the special symbol process timer has timed out (Y in step S222), the game control microcomputer 560 stops the variation of the special symbol in the special symbol display 8, and derives and displays the stop symbol (step S223). Further, the game control microcomputer 560 sets the address of the decorative symbol stop designation command transmission table in the pointer (step S224), and executes the command setting process (step S225). As a result, control for transmitting a decorative symbol stop designation command is executed.
  Further, the game control microcomputer 560 sets a symbol stop time for stopping and displaying the special symbol stop symbol in the special symbol process timer, and starts the timer (step S226). Then, the game control microcomputer 560 updates the value of the special symbol process flag to a value (specifically “3”) corresponding to the special symbol stop process (step S303) (step S227).
  FIG. 22 is a flowchart showing the special symbol stop process (step S303) in the special symbol process. In the special symbol stop process, the game control microcomputer 560 decrements the value of the special symbol process timer by 1 (step S231). Then, it is confirmed whether or not the special symbol process timer has timed out (that is, whether or not the value of the special symbol process timer is 0) (step S232). If it has not timed out (N in step S232), the process is terminated as it is.
  If the special symbol process timer has timed out (Y in step S232), the game control microcomputer 560 checks whether or not the big hit flag is set (step S233). If the jackpot flag is set (Y in step S233), the game control microcomputer 560 stops the jackpot symbol in the jackpot control timer that measures the time for controlling the opening / closing of the jackpot. The time from the display until the big winning opening is opened (a big hit display time) is set (step S234). In the jackpot display time, an effect (fanfare effect) for notifying the player that the jackpot game is started is executed.
  Note that different jackpot display times may be set for the big hit of 15 rounds and the big hit of 2 rounds. In this case, for example, the jackpot display time is 3 seconds for a big hit of 15 rounds, and the jackpot display time is 5 seconds for a big hit of two rounds.
  Next, the game control microcomputer 560 sets the address of the fanfare command transmission table corresponding to the jackpot type to the pointer (step S235), and executes the command setting process (step S236). Thereby, control for transmitting a fanfare command corresponding to the jackpot type is executed. For the big hit type, the probability change big hit flag is set, suddenly the probability change flag is set, the re-draw lotion execution flag is set, the big hit execution flag is set, or the ending execution flag is set It can be confirmed based on whether or not. After that, the game control microcomputer 560 clears the winning cumulative number counter (step S236A), and sets the value of the special symbol process flag to a value (specifically, “ 4 ") (step S237).
  If the big hit flag is not set (N in step S233), the game control microcomputer 560 checks whether the small hit flag is set (step S238). If the small hit flag is set (Y of step S238), the game control microcomputer 560 displays the time from the small winning symbol stop display to the big prize opening control timer until the big prize opening is released ( The small hit display time) is set (step S239). As described above, the small hit design of the decorative design is the same design as the sudden probability variation design. Further, when the small hit game is started, the same two-round effect as when the sudden probability big hit is started is started.
  Next, the game control microcomputer 560 sets the address of the small hitting fanfare command transmission table in the pointer (step S240), and executes command setting processing (step S241). Thereby, control for transmitting a fanfare command for small hitting is executed. Thereafter, the game control microcomputer 560 clears the winning cumulative number counter (step S241A) and sets the value of the special symbol process flag to a value (specifically, “8” corresponding to the small hit release pre-processing (step S308). ”) (Step S242).
  If the small hit flag is not set (N in step S238), the value of the special symbol process flag is updated to a value (specifically “0”) corresponding to the special symbol normal process (step S300) (step S243). ).
  In this embodiment, the above process is executed, so that the winning cumulative number counter is cleared when the big hit gaming state or the small hit state is entered. Therefore, it is possible not to accumulate the number of winnings over a longer period than necessary, and to reliably detect an abnormality in winning due to an illegal act on the variable winning ball device 15.
  In this embodiment, a case where the winning cumulative number counter is cleared at the start of the big hit gaming state or the small hit state is shown. The cumulative number counter may be cleared. For example, the game control microcomputer 560 may clear the winning cumulative number counter when ending the big hit gaming state or the small hit state. In this case, for example, the game control microcomputer 560 executes the process of step S479 in the jackpot ending process described later, and then clears the winning cumulative number counter and sets the value of the special symbol process flag to the special symbol normal process (step S300) may be updated to a value (specifically “0”) (see step S480). In addition, for example, the game control microcomputer 560 executes the process of step S533 in the small hit end process described later, and then clears the winning cumulative number counter and changes the value of the special symbol process flag to the special symbol normal process (step S300) may be updated to a value (specifically “0”) (see step S534).
  FIG. 23 is a flowchart showing the pre-opening process for the special winning opening in the special symbol process (step S304). In the pre-opening process for the big winning opening, the game control microcomputer 560 decrements the value of the big winning opening control timer by 1 (step S401), and confirms whether or not the value of the big winning opening control timer is 0 ( Step S402). If the value of the big prize opening control timer is not 0 (N in step S402), the processing is ended as it is. If the value of the big prize control timer is 0 (Y in step S402), the game control microcomputer 560 determines whether the number of big hits is 15 rounds or 2 rounds (step S403). ). If the probability variation jackpot flag is not set, or if the probability variation jackpot flag is set but suddenly the probability variation flag is not set, it can be determined that the round is a big hit of 15 rounds. When the probability variation flag is set, it can be determined that the game is a big hit of two rounds.
  If it is a big hit for 15 rounds (Y in step S403), the game control microcomputer 560 sets the address of the command sending table for the 15 round big hits in the big prize opening opening command pointer to the pointer (step S404), and sets the command. Is executed (step S405). As a result, control for transmitting a 15-round big prize opening opening command for designating the display state according to the number of rounds during the opening of the big prize opening (during round) is executed. The number of rounds is recognized by checking the value of a round number counter that counts the number of rounds in the big hit game. Then, the game control microcomputer 560 controls the solenoid 21 to be driven to open the special winning opening (opening / closing plate 20) (step S406), and increments the value of the round number counter (step S407).
  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided, and the game control microcomputer 560 turns on / off the solenoid in the RAM area of the output port in step S406. The content related to off is set according to the open / close state of the solenoid to be driven. Then, the contents set in the RAM area of the output port in the output process of step S32 are output to the output port. As a result, a drive command signal is output from the output port to the solenoid circuit 59. The solenoid circuit 59 outputs a drive signal for driving the solenoid in response to a drive command signal to drive the solenoid. Hereinafter, in the process of opening and closing the solenoid, such an operation is performed.
  In addition, the maximum time (15-round round time) that can be opened in each round of the 15 round big hits is set in the big prize opening control timer (step S408). The round time for 15 rounds is, for example, 29.5 seconds. Then, the value of the special symbol process flag is updated to a value (specifically, “5”) corresponding to the special winning opening opening process (step S305) (step S414).
  When it is a big hit of two rounds in step S403 (N in step S403), the game control microcomputer 560 sets the address of the command winning table during the big winning opening release command for the two rounds big hit in the pointer (step S409). ), Command set processing is executed (step S410). As a result, a control is executed to transmit a two-round big prize opening opening command for designating a display state corresponding to the number of rounds during the opening of the big prize opening (during round). Then, the game control microcomputer 560 drives the solenoid 21 to release the special winning opening (step S411) and increments the value of the round number counter by 1 (step S412). In addition, the maximum time for which the big prize opening can be opened in each round in the big hit of two rounds (round time for two rounds) is set in the big prize opening control timer (step S413). The round time for 2 rounds is a short time, for example, 5 seconds. Therefore, in the big hit of two rounds, ten game balls (the maximum number of game balls that can be won) will not win the big prize opening during the round. Then, the value of the special symbol process flag is updated to a value (specifically, “5”) corresponding to the special winning opening opening process (step S305) (step S414).
  FIG. 24 is a flowchart showing the special winning opening opening process (step S305) in the special symbol process. In the special winning opening opening process, the game control microcomputer 560 first decrements the value of the special winning prize control timer by -1 (step S421). And it is confirmed whether the number of big hits is 15 rounds (whether it is a big hit of 15 rounds or a big hit of 2 rounds) (step S422).
  If it is a big hit of 15 rounds (Y in step S422), the game control microcomputer 560 checks whether or not the value of the big prize opening control timer is 0 (step S423). When the value of the big prize opening control timer is not 0 (N in step S423), it is checked whether or not the game ball has won the big prize opening by checking whether or not the count switch 23 is turned on. Confirmation is made (step S424). If the count switch 23 is not turned on (N in step S424), the process is terminated as it is. If the count switch 23 is on (Y in step S424), the game control microcomputer 560 increments the value of the winning number counter that counts the number of winning game balls to the big winning opening (step S425). Then, the game control microcomputer 560 checks whether or not the value of the winning number counter is a predetermined number (for example, 10) (step S426). If the value of the winning number counter is not the predetermined number (N in step S426), the process is ended as it is.
  When the value of the big prize opening control timer is 0 (Y in step S423) or when the value of the winning number counter is a predetermined number (Y in step S426), the game control microcomputer 560 is Then, the solenoid 21 is driven to control to close the special winning opening (opening / closing plate 20) (step S427). Then, the value of the winning number counter is cleared (set to 0) (step S428).
  Next, the game control microcomputer 560 sets the address of the command transmission table after opening the big winning opening for 15 rounds big hit to the pointer (step S429), and executes the command setting process (step S430). As a result, control for transmitting a command after opening the big prize opening for 15 rounds that specifies a display state according to the number of rounds after the big prize opening is opened (after the end of the round) is executed.
  Then, the game control microcomputer 560 sets a time (interval time for 15 rounds) from the end of the round to the start of the next round in the big win of 15 rounds in the big prize opening control timer ( In step S431), the value of the special symbol process flag is updated to a value (specifically “6”) corresponding to the special winning opening opening post-processing (step S308) (step S432). The interval time for 15 rounds is, for example, 5 seconds.
  If it is a big hit of two rounds (N in step S422), the game control microcomputer 560 checks whether or not the value of the big prize control timer is 0 (step S433), and the value of the big prize control timer If is not 0 (N in step S433), the process is terminated as it is. When the value of the big prize opening control timer is 0 (Y in step S433), the solenoid 21 is driven to control to close the big prize opening (opening / closing plate 20) (step S434).
  Then, the game control microcomputer 560 sets the address of the display command transmission table after the two-round big winning opening is opened to the pointer (step S435), and executes the command setting process (step S436). As a result, the control for transmitting a command after opening the big winning opening for two rounds for specifying the display state according to the number of rounds after the opening of the big winning opening (after the end of the round) is executed. Next, the game control microcomputer 560 sets the time from the end of the round to the start of the next round (interval time for two rounds) in the big winning prize control timer (two rounds). In step S437), the value of the special symbol process flag is updated to a value (specifically, “6”) corresponding to the special winning opening opening post-processing (step S306) (step S432). The interval time for 2 rounds is the same as the interval time for 15 rounds, for example, 5 seconds.
  FIG. 25 and FIG. 26 are flowcharts showing the special winning opening opening post-processing (step S306) in the special symbol process. In the post-opening process for the big prize opening, the game control microcomputer 560 first decrements the value of the big prize opening control timer by -1 (step S441), and checks whether the value of the big prize opening control timer is 0 or not. (Step S442). If the value of the big prize opening control timer is not 0 (N in step S442), the processing is ended as it is. If the value of the big prize control timer is 0 (Y in step S442), the game control microcomputer 560 determines whether the number of rounds is 15 rounds (15 rounds or 2 rounds Is determined (step S443).
  If it is a big hit of 15 rounds (Y in step S443), the game control microcomputer 560 checks whether or not the value of the round number counter is 15 (step S444). If the value of the round number counter is not 15 (N in Step S444), the address of the command transmission table for the 15 round round big prize opening open command transmission table is set in the pointer (Step S445), and the command setting process is executed. (Step S446). As a result, control for transmitting a 15-round big prize opening opening command for designating the display state according to the number of rounds during the opening of the big prize opening (during round) is executed. Then, the game control microcomputer 560 controls to open the special winning opening (opening / closing plate 20) by driving the solenoid 21 (step S447) and increments the value of the round number counter by 1 (step S448).
  Further, the game control microcomputer 560 sets a round time for 15 rounds in the special winning opening control timer (step S449). Then, the value of the special symbol process flag is updated to a value (specifically “5”) corresponding to the special winning opening opening process (step S305) (step S450).
  If the value of the round counter is 15 (Y in step S444), the game control microcomputer 560 sets the address of the ending command transmission table corresponding to the jackpot type in the pointer (step S451), and sets the command Processing is executed (step S452). Thereby, control for transmitting an ending command corresponding to the jackpot type is executed.
  Then, the game control microcomputer 560 sets the jackpot end time (execution time of the ending effect) for notifying the player of the end of the jackpot in the jackpot control timer (step S453), and sets the value of the special symbol process flag. It is updated to a value (specifically, “7”) according to the big hit end process (step S307) (step S454).
  If it is a big hit of 2 rounds in step S443 (N in step S443), the game control microcomputer 560 checks whether the value of the round number counter is 2 (step S455 in FIG. 26). If the value of the round counter is not 2 (N in Step S455), the address of the command transmission table for the 2 round big hit big winning opening is set in the pointer (Step S456), and the command setting process is executed. (Step S457). As a result, a control is executed to transmit a two-round big prize opening opening command for designating a display state corresponding to the number of rounds during the opening of the big prize opening (during round). Then, the game control microcomputer 560 drives the solenoid 21 to release the special winning opening (step S458) and increments the value of the round number counter by 1 (step S459). Further, the round time for two rounds is set in the special winning opening control timer (step S460). Then, the value of the special symbol process flag is updated to a value (specifically “5”) corresponding to the special winning opening opening process (step S305) (step S461).
  If the value of the round number counter is 2 (Y in step S455), the game control microcomputer 560 suddenly sets the address of the ending command transmission table for the probability variation big hit in the pointer (step S462), and sets the command. Processing is executed (step S463). As a result, the control for suddenly transmitting the ending command for probability variation big hit is executed. Then, the game control microcomputer 560 sets a big hit end time in the big prize opening control timer (step S464), and sets the value of the special symbol process flag to a value (specifically, a big hit end process (step S307)). "7") (step S465).
  FIG. 27 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the big hit ending process, the game control microcomputer 560 first decrements the value of the big prize winning control timer by -1 (step S471). Then, it is confirmed whether or not the value of the big prize opening control timer is 0 (step S472). If the value of the big prize opening control timer is not 0 (N in step S472), the process is terminated as it is. If the value of the big prize opening control timer is 0 (Y in step S472), the game control microcomputer 560 executes a game state setting process after the big hit (step S473).
  In the game state setting process after the big hit, the process of setting / resetting the probability variation flag and the short time flag according to the game state after the end of the big hit game is executed. Specifically, when the gaming state shifts to the short-time state after the big hit game ends, only the short-time flag is set, and when the gaming state shifts to the probability change state after the big hit game ends, only the probability change flag is set. When the gaming state is shifted to the probability change time-short state after the game ends, the probability change flag and the time-short flag are set.
  Next, the game control microcomputer 560 resets the jackpot flag (step S474). If the probability variation jackpot flag is set, the probability variation jackpot flag is reset (step S475), and the sudden probability variation flag is set. In this case, the probability variation flag is suddenly reset (step S476). If the re-lottery execution flag is set, the re-lottery execution flag is reset (step S477). If the big-hit execution flag is set, the big-hit execution is executed. The flag is reset (step S478). Further, if the ending execution flag is set, the ending execution flag is reset (step S479).
  Thereafter, the game control microcomputer 560 updates the value of the special symbol process flag to a value (specifically, “0”) corresponding to the special symbol normal process (step S300) (step S480).
  FIG. 28 is a flowchart showing the small hit release pre-processing (step S308) in the special symbol process. In the small hit release pre-processing, the game control microcomputer 560 decrements the value of the big prize opening control timer by 1 (step S501), and checks whether the value of the big prize opening control timer is 0 (step). S502). If the value of the big prize opening control timer is not 0 (N in step S502), the process is ended as it is. If the value of the big prize opening control timer is 0 (Y in step S502), the game control microcomputer 560 checks whether or not the value of the round number counter is 2 (step S503). If the value of the round number counter is not 2 (N in step S503), the solenoid 21 is driven to control to open the special winning opening (opening / closing plate 20) (step S504), and the value of the round number counter Is incremented by 1 (step S505).
  In addition, the maximum time (round time for small hits) in which the big winning opening can be opened in each round in the small hit is set in the big winning opening control timer (step S506). Note that the round time for small hits is the same as the round time for two rounds (for example, 5 seconds). Then, the value of the special symbol process flag is updated to a value (specifically “9”) corresponding to the small hit releasing process (step S309) (step S507).
  If the value of the round number counter is 2 (Y in step S503), the game control microcomputer 560 sets a small hit end time for notifying the player of the end of the small hit in the big prize opening control timer. (Step S508), the value of the special symbol process flag is updated to a value (specifically “10”) corresponding to the small hit end process (Step S310) (Step S509).
  It should be noted that during the small hit game, the control for transmitting the special winning opening open command is not executed.
  FIG. 29 is a flowchart showing the small hit releasing process (step S309) in the special symbol process. In the small hit release processing, the game control microcomputer 560 first decrements the value of the big prize winning control timer by -1 (step S511). It is confirmed whether or not the value of the big prize opening control timer is 0 (step S512). If the value of the big prize opening control timer is not 0 (N in step S512), the processing is ended as it is. When the value of the big prize opening control timer is 0 (Y in step S512), the game control microcomputer 560 performs control to drive the solenoid 21 to close the big prize opening (opening / closing plate 20). (Step S513).
  Then, the game control microcomputer 560 sets the time (interval time for small hits) from the end of the round to the start of the next round in the small winnings of the two rounds in the big prize opening control timer. (Step S514), the value of the special symbol process flag is updated to a value (specifically “8”) corresponding to the small hit release pre-processing (Step S308) (Step S515). The interval time for small hits is, for example, 5 seconds.
  During the small hit game, the control for transmitting the command after the big winning opening is released is not executed.
  FIG. 30 is a flowchart showing the small hit end process (step S310) in the special symbol process. In the small hit end process, the game control microcomputer 560 first decrements the value of the big prize winning control timer by -1 (step S531). Then, it is confirmed whether or not the value of the big prize opening control timer is 0 (step S532). If the value of the big prize opening control timer is not 0 (N in step S532), the process is terminated. If the value of the big prize winning control timer is 0 (Y in step S532), the game control microcomputer 560 resets the small hit flag (step S533) and sets the special symbol process flag value to the special symbol normal symbol. The value (specifically “0”) corresponding to the process (step S300) is updated (step S534).
  FIG. 31 is a flowchart showing a decorative symbol command control process (step S29). In the decorative symbol command control process, the game control microcomputer 560 loads the decorative symbol command transmission pointer onto the pointer (step S551), and loads the data pointed to by the pointer (step S552). Then, the game control microcomputer 560 determines whether it is the transmission timing of the decorative symbol command (variation pattern command, symbol information designation command, start winning memory designation command) (step S553). At this time, if it is the timing for transmitting the variation pattern command, the address of the variation command transmission table is stored in the decoration symbol command transmission pointer in step S215 of the variation pattern setting process (step S301) in the special symbol process (step S27). The data pointed to by the pointer is the address of the variable command transmission table. Therefore, the game control microcomputer 560 can determine whether or not it is the timing to transmit the variation pattern command based on whether or not the data pointed to by the pointer is the address of the variation command transmission table.
  When it is time to transmit the variation pattern command (Y in Step S553), the game control microcomputer 560 executes command set processing (Step S554). As a result, control for transmitting the variation pattern command is executed. Next, the game control microcomputer 560 stores the pointer in the decorative symbol command transmission pointer (step S555).
  At this time, in step S572 of the command set process (FIG. 32) executed in step S554, the address of the command transmission table is incremented by 1, so that the address pointed to by the pointer is changed from the address of the variable command transmission table to the symbol information designation command. This is the address of the transmission table. Accordingly, in step S555, the address of the symbol information designation command transmission table is stored in the decorative symbol command transmission pointer.
  In the decorative symbol command control processing when the next timer interrupt occurs (after 2 ms), the game control microcomputer 560 loads the decorative symbol command transmission pointer again to the pointer (step S551), and stores the data pointed to by the pointer. It is loaded (step S552), and it is determined whether it is the transmission timing of the decorative symbol command (variation pattern command, symbol information designation command, start winning memory designation command) (step S553). At this time, if it is time to transmit the symbol information designation command, in step S555, the address of the symbol information designation command transmission table is stored in the decorative symbol command transmission pointer, and the data pointed to by the pointer is the address of the symbol information designation command transmission table. It has become. Therefore, the game control microcomputer 560 can determine whether or not it is the timing to transmit the symbol information designation command based on whether or not the data pointed to by the pointer is the address of the symbol information designation command transmission table.
  When it is time to transmit the symbol information designation command (Y in step S553), the game control microcomputer 560 executes a command set process (step S554). As a result, control for transmitting a symbol information designation command is executed. Next, the game control microcomputer 560 stores the pointer in the decorative symbol command transmission pointer (step S555).
  At this time, in step S572 of the command set process (FIG. 32) executed in step S554, the address of the command transmission table is incremented by 1, so that the address pointed to by the pointer starts from the address of the symbol information designation command transmission table. This is the address of the storage designation command transmission table. Accordingly, in step S555, the address of the start winning memory designation command transmission table is stored in the decorative symbol command transmission pointer.
  In the decorative symbol command control processing when the next timer interrupt occurs (after 2 ms), the game control microcomputer 560 loads the decorative symbol command transmission pointer again to the pointer (step S551), and stores the data pointed to by the pointer. It is loaded (step S552), and it is determined whether it is the transmission timing of the decorative symbol command (variation pattern command, symbol information designation command, start winning memory designation command) (step S553). At this time, if it is time to transmit the start winning memory designation command, in step S555, the address of the start winning memory designation command transmission table is stored in the decorative symbol command transmission pointer, and the data pointed to by the pointer is transmitted to the start winning memory designation command. It is the address of the table. Therefore, the game control microcomputer 560 can determine whether it is the timing to transmit the start winning memory designation command based on whether or not the data pointed to by the pointer is the address of the start winning memory designation command transmission table. .
  When it is time to transmit the start winning memory designation command (Y in step S553), the game control microcomputer 560 executes a command set process (step S554). Thereby, control for transmitting the start winning memory designation command is executed. The start prize memory designation command is an effect control command for designating (notifying) the current start prize memory number (holding memory number), but the start prize memory number is confirmed in the special symbol process (step S27). The number is set as a value designated by the start winning memory designation command. Next, the game control microcomputer 560 stores the pointer in the decorative symbol command transmission pointer (step S555).
  In this case, when the address of the command transmission table is incremented by 1 in step S572 of the command set process (FIG. 32) executed in step S554, the command transmission table for transmitting the decorative symbol command by the address pointed to by the pointer. The address is not shown. Accordingly, in the decorative symbol command control process when the next timer interrupt occurs (after 2 ms), the decorative symbol command transmission pointer is loaded again into the pointer (step S551), and the data pointed to by the pointer is loaded (step S552). Whether or not it is the transmission timing of the decorative symbol command is determined (step S553), but it is determined in step S553 that it is not the transmission timing of the decorative symbol command.