JP5283915B2 - Game machine - Google Patents

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JP5283915B2
JP5283915B2 JP2008019597A JP2008019597A JP5283915B2 JP 5283915 B2 JP5283915 B2 JP 5283915B2 JP 2008019597 A JP2008019597 A JP 2008019597A JP 2008019597 A JP2008019597 A JP 2008019597A JP 5283915 B2 JP5283915 B2 JP 5283915B2
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step
effect
control
process
winning
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JP2009178308A (en
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和俊 中島
正登 安藤
正隆 菅家
督人 藤田
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株式会社三共
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Abstract

<P>PROBLEM TO BE SOLVED: To improve the effects of a continuous performance in a game machine configured to execute the continuous performance. <P>SOLUTION: A performance control microcomputer 100 of this game machine can execute a plurality of stepwise determined performances during a winning combination control, and executes a next-step performance during the winning combination control continuing from the performance during the winning combination control, which is executed corresponding to the finished starting operation, as the performance during the winning combination control corresponding to the next starting operation based on a determination to have a retention storage after finishing the starting operation so as to stepwise improve the performance mode of the performances during the winning combination control based on the retention storage. Therefore, this game machine which is configured to execute the continuous performances during the winning combination control, can improve the effects of the continuous performances during the winning combination control. <P>COPYRIGHT: (C)2009,JPO&amp;INPIT

Description

  The present invention includes a start detection means for detecting a game ball that has entered a start area provided in the game area, and an open state in which the game ball can be won based on the detection of the game ball in the start detection means, A variable winning device that performs a starting operation that changes to a closed state in which a game ball cannot be won, and a specific detection means that detects a game ball that has entered a specific region among a plurality of regions provided in the variable winning device. The present invention relates to a gaming machine that controls to a specific gaming state advantageous to a player based on the fact that a game ball that has entered when the variable winning device is opened by a starting operation is detected by a specific detection means.

  As a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize area such as a prize opening provided in the game area, a predetermined number of game balls are prizes (prize balls) ) Is paid to the player. Furthermore, as a display result of the variable display of the special symbol (identification information) started in the variable display unit based on the winning of the game ball at the start winning opening, a predetermined specific display mode (specific display result) is provided. There is a gaming machine that shifts to a big hit gaming state (specific gaming state) when it is derived and displayed. Note that the derivation display is to stop and display a symbol (excluding stop before so-called re-variation). When a big hit occurs, for example, the big winning opening (one of the winning areas) is opened a predetermined number of times (for example, 16 times), and the game state shifts to a specific gaming state where it 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. Hereinafter, the opening period of each special winning opening is referred to as a round.

  In addition, the gaming machine includes a variable winning ball device that performs an operation from a closed state in which a gaming ball cannot be won to an open state in which a gaming ball can be won when a predetermined condition is satisfied, and is provided in the variable winning ball device. There is a gaming machine configured to shift the gaming state to the specific gaming state based on the fact that a gaming ball has entered (also referred to as a “V winning area”) in a certain area (also referred to as “V winning area”). . In the specific game state, generally, the accessory with the movable member is controlled to be opened a predetermined number of times (for example, 16 times), and after the game ball enters the accessory and passes through the route member provided in the accessory. When entering the winning area, a prize ball is paid out. When the predetermined end condition is satisfied, the movable member is closed.

  In addition, in such gaming machines, there is one configured to perform a continuous effect over a plurality of times in order to enhance the effect. For example, Patent Literature 1 describes a gaming machine configured to continuously generate a notice sound effect in a plurality of variable displays and execute a continuous notice effect. Further, for example, Patent Document 2 describes a gaming machine configured to perform continuous effects continuously over a plurality of games and to change the contents of the effects when the game state changes during the continuous effects. ing.

Japanese Patent Laying-Open No. 2004-121497 (paragraphs 0103-0108, FIG. 6) JP 2002-253741 A (paragraph 0115-0123, FIG. 13-14)

  However, in the gaming machine described in Patent Document 1, merely the notice effect of the same effect mode is continuously executed over a plurality of variable displays, and the stages are performed as the effect is continuously executed. It is not possible to step up the production mode. Therefore, although a continuous production is executed, it is not possible to sufficiently improve the production effect such as increasing the degree of expectation for the big hit. In addition, in the gaming machine described in Patent Document 2, the content of the effect can be changed when the gaming state changes during the continuous effect, but the effect mode is stepped step by step as the effect is continuously executed. You can't up. Therefore, although a continuous production is executed, it is not possible to sufficiently improve the production effect such as increasing the degree of expectation for the big hit.

  Accordingly, an object of the present invention is to improve the effect of providing a continuous effect in a gaming machine configured to execute a continuous effect.

The gaming machine according to the present invention has a start detection means (for example, a first start port) that detects a game medium that has entered a start area (for example, the first start winning port 13 and the second start winning port 14) provided in the game area. switches 13a, and the second start hole switch 14a), the open game media capable prize based on the game medium has been detected in the start detection means, start the game medium is changed to a closed state impossible winning A variable winning device that performs an operation (for example, a variable winning ball device (object) 20) and a game medium that has entered a specific region (for example, a specific winning port 66A) among a plurality of regions provided in the variable winning device. based specific detection means for detecting (e.g., a particular region switch 66a) and a, that game media variable winning device enters when it is opened at the starting operation is detected by a specific detector There advantageous specific gaming state (e.g., jackpot gaming state) for the player to a gaming machine to control, the number of detections was detected that is not yet run the startup operation starting detection means, a predetermined upper limit number of stored Storage means (for example, a stored memory number counter) that stores as a storage within the range of, and a start operation corresponding effect corresponding to the start operation (for example, continuous execution from the change of the special symbol until the change stop) effect. roles was controlled during the starting operation corresponding demonstration execution means for executing effect) (e.g., step S843B in effect control microcomputer 100, S843C, 844, S851A~S858A, a portion) to perform S1864, S808, the starting operation pending stores are determined coercive Tomeban constant means whether stored (for example in the hold memory means to exit the corresponding effect , And a portion) for performing the steps S1889 in effect control microcomputer 100, the starting operation corresponding presentation execution means, a plurality of starting operation corresponding defined stepwise from one step to a predetermined step greater than the maximum storage number It is capable of executing an effect, based on the pending store pending memory means by holding Tomeban constant means is determined to be stored, after the completion of the starting operation, in response to the starting operation was such termination executed run the starting operation corresponding presentation of the next successive stages to the starting operation corresponding effect as starting operation corresponding effect corresponding to the next starting operation (e.g., the effect control microcomputer 100, it is determined that N in step S1889 In step S1890, the production step number counter is incremented by 1, and the step number is updated based on the updated production step number. S843B, S843C, 844, S851A~S858A, executes S1864, S808), based on the pending store pending memory means by holding determining means is determined not to be stored, to end the starting operation corresponding effect that It is characterized by.

Gaming machine is provided with a starting operation control means for executing the starting operation at variable winning devices (e.g., portions for performing the steps S304~S306 in the gaming control microcomputer 560), the starting operation control means, the starting operation The variable winning device is controlled to be opened once or a plurality of times (for example, the gaming control microcomputer 100 controls the opening of the accessory 20 once or twice using the control table for releasing the accessory shown in FIG. 43). to), the starting operation corresponding demonstration execution means may hold memory is determined to be stored by holding determination Priority determination means, a plurality of times opened variable winning device in subsequent starting operation based on the stored pending stores After the start operation is finished, the next to the start operation corresponding effect executed corresponding to the finished start operation The stage start operation corresponding effect is executed as the start operation corresponding effect corresponding to the next start operation (for example, the effect control microcomputer 100 determines the effect step counter in step S625C based on having determined Y in step S625B). 1 is added, and steps S843B, S843C, 844, S851A to S858A, S1864, and S808 are executed based on the number of effect steps after the update .

Gaming machine, when the variable winning device is in the open state at startup operation, a winning detecting means for detecting a game media prize variable winning devices (e.g., the first roles was winning switch 71a, second roles includes things winning switch 72a), the starting operation corresponding demonstration execution means detects a winning game medium to the variable winning device when it is opened by the starting operation, hold stored by holding determination Priority determination means is stored based on that it has to have been determined, after the completion of the startup operation, the startup operation corresponding presentation of the next successive stages to the starting operation corresponding effect was executed in response to the starting operation was such termination following starting operation (For example, the production control microcomputer 100 uses the process tables [0] to [30] for production-in-control production shown in FIG. 76). Executing a character object control in effect corresponding to the number of steps) may be configured so.

The gaming machine has an effect corresponding to when the entry of the game medium into the specific area is detected by the specific detection means, at the time of the specific game state or at the end of the specific game state (for example, the effect at the time of V winning, the effect during the big hit game, the effect after the big hit) Specific game state corresponding effect executing means (for example, a portion of steps S806, S810, and S811 in the effect control microcomputer 100), and the specific game state corresponding effect executing means moves to the specific area by the specific detecting means. When the entry of the game medium into the specific area is detected by the specific detection means in the effect mode corresponding to the effect mode of the start operation corresponding effect that was executed when the entry of the game medium is detected, or in the specific game state An effect corresponding to the end of the specific gaming state is executed (for example, the effect control microcomputer 100 uses the current effect shown in FIG. Step S810, S811 to run) may be configured to use a process table or the process table for the jackpot after effect for the jackpot in game effects in accordance with the number of steps out.

The variable winning device is provided with a plurality of guiding routes (for example, a normal route and a special route) that can guide the game medium that has entered the variable winning device to a plurality of areas, and the plurality of guiding routes are the first guiding routes. (For example, a normal route) and a second guidance route (for example, a special route) configured such that the probability that the game medium enters the specific area is higher than that of the first guidance route. And a second route entry detecting means (for example, a special route detection switch 72b) for detecting the game medium that has entered the guidance route, and the start action corresponding effect executing means is moved to the second guidance route by the second route entry detecting means. when entry of the game medium is detected, the starting operation pairs corresponding to the representation embodiment of the starting operation corresponding effect that was running when the ingress of game medium to the second guide route is detected Production is executed (for example, production control microcomputer 100 selects a process table for production at the time of special route entry corresponding to the number of production steps in step S889 based on the determination of Y in step S888). It may be configured.

The gaming machine has a winning detection means (for example, a first prize winning switch 71a, a second prize, etc.) for detecting a game medium won in the variable prize winning device when the variable prize winning device is in an open state by the starting operation. A winning switch 72a), a discharge detecting means (for example, an accessory discharge switch 85a) for detecting game media discharged from the variable winning device, and a specific detecting means when the variable winning device is opened in the starting operation. with entry is not detected in the game media to a particular region, the variable winning device to determine the number of detection by the detecting speed and the discharge detection means by winning detecting means after having changed to the closed state and match, game media to a particular area Specific region non-detection corresponding effect execution means (for example, a step in the effect control microcomputer 100) that executes an effect corresponding to the fact that no entry has been detected. And the specific region non-detection corresponding performance executing means that the number of detections by the winning detection means and the number of detections by the discharge detection means match after the variable winning device changes to the closed state. The effect corresponding to the fact that the entry of the game medium into the specific area is not detected is performed in the effect mode corresponding to the effect mode of the start operation corresponding effect that was executed when the determination was made (for example, the effect control micro The computer 100 may be configured to use a process table for off-stage effects [0] to [30] shown in FIG. 76 to execute a off-line effect (step S809) according to the number of effect steps.

When the start detection means detects the entry of the game medium into the start area during execution of the start action corresponding effect corresponding to the start operation, the start operation corresponding effect executing means ends after the start operation is ended. The start operation corresponding effect corresponding to the next start operation is executed in succession to the start operation corresponding effect executed corresponding to the start operation (for example, the effect control microcomputer 100 has a role as shown in FIG. 109). As a result of starting winning a prize during the object control, N is determined in step S1889 based on the reserved memory number designation command received from the game control microcomputer 560, and the effect step number counter is incremented by 1 in step S1890 and updated. (Step S808 is executed based on the number of production steps).

Starting operation corresponding presentation execution means, after completing the starting operation, based on the pending stored by retention Tomeban constant means is determined to be more (e.g., 2 or more) was performed to correspond to the starting operation has been completed The start operation corresponding effect corresponding to the next start operation is executed in succession to the start operation corresponding effect (for example, the effect control microcomputer 100 is performing the continuous effect in step S1889C based on the determination of Y in step S1889B). The flag may be set, and the update of the production step number counter is started and step S808 is executed).

In the gaming machine described in claim 1, the start action corresponding effect executing means can execute a plurality of start action corresponding effects determined in stages from one stage to a stage exceeding a predetermined upper limit memory number. Tomeban based on the pending store pending memory means by a constant means is determined to be stored, after the completion of the starting operation, continuous to the starting operation corresponding effect was executed in response to the starting operation was such termination Since the effect corresponding to the start operation corresponding to the next start operation is executed as the effect corresponding to the start operation corresponding to the next step, the effect mode of the effect corresponding to the start operation is stepwise based on the fact that there is a reserved memory. You can step up. For this reason, it is easy to accumulate reserved memory, so it is understood that there is a high possibility of entry of a game medium into a specific area, and it is possible to increase a sense of expectation that a game medium enters a specific area and enters a specific game state. . Therefore, in the gaming machine configured to execute the continuous start operation response effect, the effect of the continuous start operation response effect can be improved.

In the gaming machine according to claim 2, the starting operation corresponding demonstration execution unit, along with pending stores is determined to be stored by holding determination Priority determination means, in the next starting operation based on the stored pending stores When the variable winning device is controlled to be opened multiple times, after the start operation is finished, the start operation correspondence effect at the next stage following the start operation correspondence effect executed in response to the finished start operation is followed. As a start operation corresponding effect corresponding to the start operation, the variable winning device is controlled to be opened a plurality of times to step up the effect mode of the start operation corresponding effect step by step. Can be made. In other words, when the variable winning device is controlled to be opened multiple times, the possibility that the game medium enters the specific area is higher than when the variable winning device is controlled to be opened only once. Therefore, it is possible to enhance the expectation that the game medium enters the specific area and enters the specific game state. Therefore, in the gaming machine configured to execute the continuous start operation response effect, the effect of the continuous start operation response effect can be improved.

In the gaming machine according to claim 3, the starting operation corresponding demonstration execution unit detects a winning game medium to the variable winning device when it is opened by the starting operation, hold stored by holding determination Priority determination means next but based on it has been determined to be stored, after finishing the startup operation, the startup operation corresponding presentation of the next successive stages to the starting operation corresponding effect was executed in response to the starting operation was such termination Since it is configured to be executed as a start operation corresponding effect corresponding to the start operation of the game, step up the effect mode of the start operation corresponding effect based on the detection of the winning of the game medium to the variable winning device. Can be made. In other words, if a game medium wins a variable winning device, the possibility of entering the game medium into a specific area increases, so the expectation that the game medium will enter the specific area and enter a specific game state. Can be increased. Therefore, in the gaming machine configured to execute the continuous start operation response effect, the effect of the continuous start operation response effect can be improved.

In the gaming machine according to the fourth aspect, the specific game state corresponding effect executing means is an effect mode of the start operation corresponding effect that is executed when the specific detecting means detects the entry of the game medium into the specific area. Since it is configured to execute the corresponding effect at the time of detection of the entry of the game medium into the specific area by the specific detection means, at the specific game state or at the end of the specific game state in the corresponding effect mode, the start operation corresponding effect In accordance with the step-up of the effect mode, an effect corresponding to the time of detecting the entry of the game medium into the specific area, the time of the specific game state, or the end of the specific game state can be executed as a series of effects.

In the gaming machine according to claim 5, when the start operation corresponding effect execution means detects the entry of the game medium to the second guidance path by the second path entry detection means, Since the start operation corresponding effect corresponding to the effect mode of the start operation corresponding effect that has been executed when the entry of the game medium is detected, the game medium enters the second guidance route. Is detected, it is possible to change the effect mode of the start operation corresponding effect as a series of effects according to the step-up of the effect state of the start operation corresponding effect.

In the gaming machine according to claim 6, the specific region non-detection corresponding effect execution means determines that the number of detections by the winning detection means and the number of detections by the discharge detection means match after the variable winning device changes to the closed state. Since it is configured to execute an effect corresponding to the fact that the entry of the game medium to the specific area has not been detected, in the effect mode corresponding to the effect mode of the start action corresponding effect that was performed when In accordance with the step-up of the effect mode of the start operation corresponding effect, an effect corresponding to the fact that the entry of the game medium into the specific area is not detected can be executed as a series of effects.

In the gaming machine according to the seventh aspect, when the start operation corresponding effect executing means detects the entry of the game medium into the start area by the start detecting means during execution of the start action corresponding effect corresponding to the start operation. In addition, after the start operation is completed, the start operation corresponding effect corresponding to the next start operation is executed in succession to the start operation corresponding effect executed corresponding to the ended start operation. Regardless of the upper limit of the reserved storage, it is possible to step up the effect mode of the start operation corresponding effect according to the entry of the game medium into the start area.

In the gaming machine according to claim 8, the starting operation corresponding demonstration execution means, after completing the starting operation, based on the pending stored by retention Tomeban constant means is determined to be more, the starting operation has been completed Since it is configured to execute the start operation corresponding effect corresponding to the next start operation continuously to the start operation corresponding effect executed corresponding to the start operation corresponding effect, the start operation corresponding effect effect is generated more frequently than necessary. You can avoid stepping up.

Embodiment 1 FIG.
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
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.

  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. The lower part of the hitting ball supply tray 3 has a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3 and the speed at which the hitting ball launching device launches the game balls (that is, the strength of the spring that plays the game balls). And a hitting ball operating handle (operating knob) 5 for adjusting the height).

  The player can adjust the momentum of the game ball fired from the ball striking device by rotating the operation knob 5. Specifically, by rotating the operation knob 5 to the right, the speed of the game ball fired from the ball striking device gradually increases, and when the speed exceeds a predetermined speed, the game ball fired Enters the left area of the gaming area 7 from above through the hitting rail. When the operation knob 5 is further rotated to the right, the launched game ball enters the right area of the game area 7 from above. Therefore, by changing the rotation amount with the operation knob 5 rotated to the right, it is possible to adjust the momentum of the game ball launched from the hitting ball launching device, and to adjust the area into which the game ball is to be shot. .

  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 partitioned by guide rails is formed on the front surface of the game board 6.

  A special variable winning device 20 is arranged almost in the center of the game area 7. Further, a special figure start winning opening 13 is provided below the special variable winning apparatus 20. The winning ball that has entered the special drawing start winning opening 13 is detected by the special drawing start opening switch 13 a and guided to the back of the game board 6. Further, an accessory start winning opening 14 constituted by a normally variable winning ball apparatus 15 is provided below the special figure starting winning opening 13. The winning ball that has entered the winning combination starting winning opening 14 is detected by the winning combination starting opening switch 14 a and guided to the back of the game board 6. The normal variable winning ball apparatus 15 is opened by a solenoid 15a when a predetermined condition is satisfied. In this embodiment, as will be described later, the normal variable winning ball device 15 is opened for a predetermined time when the normal symbol variable display result is won. When the normal variable winning ball device 15 is in the open state, the game ball can be awarded to the accessory start winning port 14, which is advantageous to the player. In addition, in a state where the normal variable winning ball apparatus 15 is in the closed state, the game ball does not win the bonus starting start opening 14. In addition, in a state where the normal variable winning ball apparatus 15 is in the closed state, although it is difficult to win, it may be configured so that it is possible to win (that is, it is difficult for the game ball to win).

  A special symbol display 8 as a variable display device that variably displays a special symbol as identification information is provided at the lower right in the special variable winning device 20. 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. That is, the special symbol display 8 is configured to variably display numbers (or symbols) from 0 to 9.

  The variable display of the special symbol is a variable display start condition (for example, variable display of the special symbol after the start condition which is the execution condition of the variable display is satisfied (for example, that the hit ball has won the special symbol start winning opening 13). Is started, based on the fact that the big hit game is not executed), and when the variable display time has elapsed, the display result (stop symbol) is derived and displayed. 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 stopping and displaying a symbol (an example of identification information).

  The small display is formed in a square shape. In addition, the special symbol display 8 may be configured to variably display, for example, a number (or a two-digit symbol) of 00 to 99, for example.

  Below the special symbol display 8, there are four displays for displaying the number of effective winning balls that have entered the special figure starting winning opening 13, that is, the number of reserved memories (holding memory is also referred to as starting memory or starting prize memory). A special symbol hold memory display 18 is provided. The special symbol storage memory display 18 increases the number of indicators that are turned on by one every time there is an effective start winning. Then, every time variable display on the special symbol display 8 is started, the number of indicators to be turned on is reduced by one.

  When a game ball is won in the accessory start winning port 14 and detected by the accessory starting port switch 14a, the special variable winning device 20 is controlled to open and close a predetermined number of times. By opening / closing control, the open doors 76A and 76B provided above the special variable prize-winning device 20 are linked and opened, so that the special variable prize-winning device 20 is opened and the open doors 76A and 76B are linked. By returning to the closed state, the special variable winning device 20 is closed. The state in which the special variable winning device 20 performs the opening operation in response to the winning detection of the accessory starting port switch 14a in this way is referred to as a starting operation state. In this embodiment, the special variable winning device 20 may be referred to as an accessory. Further, the game board 6 is provided with various kinds of winnings, but in the following, the bonus means the special variable winning device 20.

  An effect display device 9 such as an LCD for effect display is provided on the back side of the special variable winning device 20. The effect display device 9 variably displays a decorative symbol as identification information (variable display). In this embodiment, the effect display device 9 has, for example, three variable display portions (symbol display areas) of “left”, “middle”, and “right”.

  Above the special symbol display 8, a normal symbol display 10 for variably displaying normal symbols is provided. When the game ball passes through the gate 32 provided on the left side of the special variable prize-winning device 20 and is detected by the gate switch 32a, the normal symbol display 10 alternates between normal symbols (in this example, green and red). The variable display of the six LEDs that are repeatedly lit is started. In this embodiment, variable display is performed by alternately changing the six LEDs arranged in the vertical direction between a green-lit state and a red-lit state. For example, at the end of the variable display, the six LEDs are displayed. If it stops in a state of lighting in green, it will be a hit. In the case of winning, the normally variable winning ball apparatus 15 is opened for a predetermined time (that is, the accessory starting winning port 14 is opened and can be won). In the upper left of the normal symbol display 10 (lower right of the effect display device 9), there is provided a normal symbol start memory display 41 having a display unit with four LEDs for displaying the number of balls passed through the gate 32. Yes. Each time the gate 32 passes, the normal symbol start memory display 41 increases the number of LEDs to be turned on by one. Each time variable display on the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one.

  Below the special variable winning device 20, there is provided a big winning opening through which the open / close plate 16 is opened by the solenoid 21 in a specific gaming state (big hit gaming state). The opening / closing plate 16 is means for opening and closing the special winning opening. The winning ball that has entered the big winning opening is detected by the count switch 23.

  A winning opening (ordinary winning opening) 38 is provided at the upper left of the big winning opening, and a winning opening (normal winning opening) 39 is provided at the upper left of the winning opening 38. The game balls that have won the game ball winning openings 38 and 39 are detected by the winning opening switches 38a and 39a. The winning openings 38 and 39 constitute a winning area provided in the game board 6 as an area for accepting game media and allowing winning. The special drawing start winning opening 13 and the accessory starting start opening 14 also constitute a winning area that accepts game media and allows winning, and a winning area is also provided inside the large winning opening. When a game ball wins a winning area, a predetermined number of game balls are paid out to the player as a prize (prize ball).

  Decorative lamps blinking and displayed during the game are provided around the left and right sides of the game area 7, and there is an out port 26 for collecting the game balls that have not won a prize at the bottom.

  Two speakers 27 that emit sound effects 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. Furthermore, a decoration LED is installed around each structure (such as the special variable winning device 20) in the game area 7. The top frame lamp 28a, the left frame lamp 28b, the right frame lamp 28c, and the decoration LED are examples of a decorative light emitter provided in the gaming machine.

  In addition, a prepaid card unit that enables lending a ball by inserting a prepaid card is installed adjacent to the pachinko gaming machine 1 (not shown).

  The game ball launched from the ball striking device enters the game area 7 through the ball striking rail, and then falls in the game area 7. When the hit ball passes through the gate 32 and is detected by the gate switch 32a, the normal symbol starts variable display on the normal symbol display 10. If it is not in a state in which the variable display of the symbol can be started, if the number of start winning memories which is the reserved storage of the variable symbol display on the normal symbol display 10 is not the upper limit, the number of starting winning memories is increased by one. That is, the number of LEDs to be lit in the normal symbol start memory display 41 is increased by one. When the stop symbol displayed on the normal symbol display 10 is a predetermined display result (a winning symbol), the normal variable winning ball apparatus 15 is opened for a predetermined number of times, and the hit ball is played. It becomes possible to enter the product start winning opening 14. When the hit ball fired from the hit ball launching device enters the accessory start winning port 14 and is detected by the accessory starting port switch 14a, the special variable winning device 20 is controlled to open and close a predetermined number of times as described above.

  On the other hand, if the hit ball launched from the hit ball launching device enters the special figure start winning port 13 and is detected by the special figure start port switch 13a, the special symbol display unit 8 will display a special symbol display 8 as long as it can start variable display of the symbol. The symbol starts variable display. If it is not in a state in which the variable display of the symbol can be started, if the number of start winning memories which is the reserved storage of the variable display of the special symbol on the special symbol display 8 is not the upper limit number, the starting winning memory number is increased by one. That is, the number of LEDs to be turned on in the special symbol start memory display 18a is increased by one.

  The variable display of special symbols (“0” to “9”) on the special symbol display 8 stops when a predetermined time has elapsed. If the special symbol at the time of stoppage is a jackpot symbol (specific display result: specifically, symbols “1” to “9” other than “0”, for example), the first jackpot gaming state ( It shifts to the big hit gaming state that is started without going through the starting operation state. In the starting operation state, when a game ball wins in a specific area provided in the special variable winning device 20, the state shifts to a second big hit gaming state (a big hit gaming state started after passing through the starting operation state). . In the following, the first big hit is a big hit based on the fact that the special symbol variation display result has become a big hit symbol without going through the starting operation state, and a game ball won in a specific area in the starting operation state. A big hit based on that is also called a second big hit.

  Next, the special variable winning device 20 will be described with reference to FIGS. FIG. 2 is a perspective view of the special variable prize-winning device 20 as viewed from the upper right side. As shown in FIG. 2, two open doors, a first open door 76 </ b> A and a second open door 76 </ b> B, are provided above the special variable prize-winning device (right) 20. In addition, two advance entrances, a first entrance 71 and a second entrance 72 (not shown in FIG. 2) through which game balls enter, are provided above the special variable winning device 20. In this embodiment, when the first opening door 76A is in a closed state, the first opening 71 is covered by the first opening door 76A, and the game ball cannot enter the first opening 71. It is. Further, when the second open door 76B is in the closed state, the second open door 72B covers the second entrance 72, and the game ball cannot enter the second entrance 72. Further, in this embodiment, when the first opening door 76A is opened, the first entrance 71 is opened and the game ball can enter the first entrance 71. Further, when the second opening door 76B is opened, the second entrance 72 is opened, and the game ball can enter the second entrance 72.

  The first open door 76A and the second open door 76B do not completely cover the first entrance 71 and the second entrance 72 in the closed state, but partially cover them. It may be. By doing so, when the first open door 76A and the second open door 76B are in the closed state, the game is compared with when the first open door 76A and the second open door 76B are in the open state. The sphere may be made difficult to enter the first entrance 71 and the second entrance 72, respectively. Further, when the first open door 76A and the second open door 76B are in the open state, the game ball enters the first approach compared to when the first open door 76A and the second open door 76B are in the closed state. You may make it easy to approach the opening 71 and the 2nd entrance 72, respectively.

  In this embodiment, the first open door 76A and the second open door 76B are integrally formed as one component. Therefore, the first open door 76A and the second open door 76B are controlled to be in an open state at the same timing in conjunction with each other, and are controlled to be in a closed state at the same timing.

  In the special variable winning device 20, a decorative member 78 is provided below the open doors 76A and 76B. In addition, in the special variable winning device 20, a movable member 77 (not shown in FIG. 2) that moves in conjunction with the decorative member 78 is provided on the back side of the decorative member 78. As shown in FIG. 2, in this embodiment, the decoration member 78 is formed in a shape imitating a sword, and is decorated with a color or the like corresponding to the sword. In addition, the decoration member 78 is disposed on the front side of the area through which the game ball passes in the special variable winning device 20, so that the behavior of the game ball that has entered the special variable winning device 20 is not affected. Is arranged. The movable member 77 is disposed on the back side of the decorative member 78 and is formed using a transparent or substantially transparent synthetic resin. When viewed from the front of the gaming machine (that is, viewed from the player), the movable member 77 is decorated. It is covered with the member 78 and cannot be visually recognized (or is difficult to visually recognize).

  A rotating body 86 that can be driven to rotate is provided below the special variable winning device 20. The rotating body 86 is provided with an opening 66 for guiding the game ball to the specific winning opening (V winning opening) on the upper surface, and the gaming ball dropped on the rotating body 86 is provided on the upper surface of the rotating body 86. It is configured to be able to win a specific winning opening by entering the. The rotating body 86 is also provided with an opening 66b that guides the game ball to the specific winning opening on the side surface, and is configured to be able to win the specific winning opening even when the game ball enters the opening 66b. Hereinafter, the opening 66 leading to the specific winning opening is referred to as a specific opening, and the side opening 66b leading to the specific winning opening is also referred to as a specific side opening.

  The opening / closing operations of the open doors 76A and 76B and the movable operations of the movable member 77 and the decorative member 78 will be described. FIG. 3 is a front view of the structural parts of the opening / closing mechanism portions of the open doors 76A and 76B of the special variable winning device 20 and the movable mechanism portions of the movable member 77 and the decorative member 78 as viewed from the front. FIG. 4 is a perspective view of the structural parts of the opening / closing mechanism portions of the open doors 76A and 76B of the special variable winning device 20 and the movable mechanism portions of the movable member 77 and the decorative member 78 as viewed obliquely from the upper right.

  As shown in FIGS. 3 and 4, the first open door 76 </ b> A and the second open door 76 </ b> B are each formed in a substantially plate shape. Further, the open doors 76A and 76B are integrally formed via a connecting portion 76C. Specifically, the open doors 76A and 76B are integrally formed by molding in advance using a synthetic resin material or the like. The open doors 76A and 76B may be integrally formed by fabricating and assembling the open doors 76A and 76B and the connecting portion 76C as separate parts. An opening solenoid 75 for opening and closing the opening doors 76A and 76B is disposed on the back side of the opening doors 76A and 76B. The open doors 76A and 76B are controlled to be in an open state in conjunction with the open solenoid 75 being driven. The open doors 76A and 76B are controlled to be in a closed state in conjunction with the drive of the open solenoid 75 being stopped. In the example shown in FIGS. 3 and 4, the open doors 76 </ b> A and 76 </ b> B are shown in a closed state. As shown in FIGS. 3 and 4, when the open doors 76A and 76B are in the closed state, the first advance inlet 71 and the second advance inlet 72 are closed by the open doors 76A and 76B. The game ball cannot enter the entrance 71 and the second entrance 72.

  FIG. 5 is a front view of the opening and closing mechanism and the movable mechanism when the open doors 76A and 76B are opened. FIG. 6 is a perspective view of the opening and closing mechanism and the movable mechanism when the open doors 76A and 76B are opened, as viewed from diagonally upward to the right. As shown in FIGS. 5 and 6, when the opening solenoid 75 is driven, the opening doors 76 </ b> A and 76 </ b> B are driven to rotate counterclockwise about the lower side of the opening doors 76 </ b> A and 76 </ b> B (rotating shaft). In conjunction with this, it is opened. In this embodiment, drive components (not shown in FIGS. 5 and 6) are connected to the rotation shafts of the open doors 76A and 76B. When the opening solenoid 75 is driven by the game control microcomputer 560 (specifically, the CPU 56), the driving component is driven by the opening solenoid 75, and the opening doors 76A and 76B are rotated counterclockwise about the rotation axis. Are rotated, the open doors 76A and 76B are interlocked to be in an open state. In this embodiment, it is expressed that the open doors 76A and 76B are rotated clockwise or counterclockwise. Specifically, the open doors 76A and 76B are viewed from the front direction of the gaming machine (that is, from the player who is playing the game). (See) Rotating drive clockwise or counterclockwise. Further, when the opening doors 76A and 76B are opened, a path of game balls to the first advancement inlet 71 and the second advancement entrance 72 is formed, and the first advancement entrance 71 and the second advancement entrance 72 are formed. The game ball is ready to enter. As shown in FIGS. 5 and 6, at least the first open door 76A and the second open door 76B that are integrally formed have planar surface portions 76a and 76b that are located on the upper surface side in the open state, Each of the surface portions 76a and 76b is formed to have a width that allows at least one game ball to pass through. Each of the surface portions 76a and 76b faces upward in the open state and is positioned below the first open door 76A and the second open door 76B to guide the game ball to the first and second entrances 71 and 72. Is possible.

  The second opening door 76B is smaller than the first opening door 76A. Each of the open doors 76A and 76B serves as a tray for guiding the game balls to the respective entrances 71 and 72 in the open state, but the second open door 76B is smaller than the first open door 76A. Therefore, the second entrance 72 is smaller in size than the first entrance 71 and is less likely to enter than the first entrance 71.

  As shown in FIGS. 5 and 6, the open doors 76 </ b> A and 76 </ b> B are controlled to protrude obliquely upward in the open state. Such control makes it easy for the game balls that have fallen to the surfaces of the open doors 76A and 76B in the open state to be guided to the respective entrances 71 and 72 through the slopes of the open and close doors 76A and 76B.

  As shown in FIGS. 3 and 4, two bolt-shaped members 77 </ b> A and 78 </ b> A each having a spiral surface are formed on the left side of the special variable winning device 20. Among these, the bolt-shaped member 77 </ b> A is fitted with a nut-shaped member 77 </ b> C whose inner surface is spirally formed with a groove, and the nut-shaped member 77 </ b> C is connected to the movable member 77. The bolt-shaped member 78A is fitted with a nut-shaped member 78C whose inner surface is spirally formed with a groove, and the nut-shaped member 78C is connected to the decorative member 78. The nut-shaped members 77C and 78C have spiral grooves formed on the inner surfaces so as to engage with the grooves formed on the bolt-shaped members 77A and 78A, respectively. In the example shown in FIG. 3, the nut-shaped member 77C is located on the back side of the nut-shaped member 78C.

  A movable member drive motor 77B for moving the movable member 77 and a decorative member drive motor 78B for moving the decorative member 78 are disposed below the bolt-shaped members 77A and 78A. In this embodiment, the bolt-shaped member 77A is rotationally driven by driving the movable member drive motor 77B. Further, the nut-like member 77C slides between the groove formed on the surface of the bolt-like member 77A and the groove formed on the inner surface of the nut-like member 77C in accordance with the rotational drive of the bolt-like member 77A. It moves upward or downward along the 77-shaped member. Then, the movable member 77 connected to the nut-shaped member 77C moves according to the movement of the nut-shaped member 77C. In this embodiment, the bolt-shaped member 78A is rotationally driven by driving the decorative member drive motor 78B. Further, the nut-shaped member 78C slides between the groove formed on the surface of the bolt-shaped member 78A and the groove formed on the inner surface of the nut-shaped member 78C in accordance with the rotational drive of the bolt-shaped member 77A. It moves up or down along the shaped member 78A. Then, the decorative member 78 connected to the nut-shaped member 78C moves according to the movement of the nut-shaped member 78C. The decoration member 78 can operate separately from the movable member 77.

  In the example shown in FIGS. 3 and 4, the nut-like members 77C and 78C are in the uppermost position. In this state, as shown in FIGS. 3 and 4, the movable member 77 and the decorative member 78 are in a horizontal state in the special variable winning device 20.

  FIG. 7 is a front view of the opening / closing mechanism portion and the movable mechanism portion when the nut-like members 77C and 78C are moved downward most as viewed from the front. FIG. 8 is a perspective view of the opening and closing mechanism and the movable mechanism when the nut-like members 77C and 78C move downward, as viewed from the upper right. In this embodiment, the nut-shaped member 77C is connected to the left end portion of the movable member 77. The nut-shaped member 78C is connected to the left end portion (sword tip portion) of the decorative member 78. Therefore, as shown in FIGS. 7 and 8, when the nut-like members 77C and 78C move downward, the left end portions of the movable member 77 and the decorative member 78 are lowered downward according to the movement of the nut-like member 77C. 77 and the decorative member 78 are inclined obliquely downward from the right end portion toward the left end portion. In this case, as shown in FIGS. 7 and 8, the movable member 77 and the decorative member 78 are movable and tilted obliquely downward from the right end portion toward the left end portion on the front side of the effect display device 9. The display area of the effect display device 9 is overlapped.

  A rail member is provided at the right end portions of the movable member 77 and the decorative member 78, and the right end portions of the movable member 77 and the decorative member 78 can move slightly in the left-right direction. That is, as the left end portions of the movable member 77 and the decorative member 78 are lowered downward, the right end portions of the movable member 77 and the decorative member 78 are also pulled leftward. The right end part absorbs it by moving to the left.

  The decoration member 78 is equipped with a sword drive motor 79 for opening and closing the decoration member 78 itself. In this embodiment, as shown in FIGS. 7 and 8, the sword drive motor 79 is driven when the decorative member 78 is moved and inclined obliquely downward from the right end portion toward the left end portion. Thus, the decorative member 78 is opened (in this example, the sword is opened in two in the longitudinal direction). In this embodiment, when the decorative member 78 is in a closed state, the movable member 77 is covered with the decorative member 78 and cannot be seen when viewed from the front, but as shown in FIGS. In addition, when the decorative member 78 is in an open state, the movable member 77 positioned on the back side of the decorative member 78 can be viewed from the front. Further, since the movable member 77 is formed using a transparent or substantially transparent synthetic resin material and forms a part of the path of the game ball as will be described later, the decorative member 78 is opened. As a result, the game ball passing through the movable member 77 can be visually recognized.

  In this embodiment, after a game ball enters a second path in the accessory 20 to be described later and is detected by the second accessory winning switch 72a, it becomes a movable member moving time and interlocks with the movable member 77. When the decorative member 78 is moved, the sword drive motor 79 is driven as the decorative member 78 is moved, and the decorative member 78 is opened. Note that the timing for performing the control to open the decoration member 78 is not limited to the timing shown in this embodiment, and for example, the second path in the accessory 20 at a timing at which it is easy to win a specific winning opening 66A in the accessory 20. When the game ball enters, the sword drive motor 79 may be driven so that the decorative member 78 is opened. Further, for example, the sword drive motor 79 may be driven and the decorative member 78 may be opened according to the number of times the accessory 20 is released or the type of the special symbol that is stopped and displayed as the variable display result.

  The movable winning ball apparatus 20 is provided with position sensors 91a and 91b for detecting the positions of the movable member 77 and the decorative member 78. In this embodiment, the upper position sensor 91a is disposed above the bolt-shaped members 77A and 78A, the movable member 77 and the decorative member 78 are moved upward, and the nut-shaped members 77C and 78C are positioned at the uppermost position. Then, it is detected by the upper position sensor 91a and a detection signal is output. In this embodiment, the lower position sensor 91b is disposed below the bolt-shaped members 77A and 78A, the movable member 77 and the decorative member 78 are moved downward, and the nut-shaped members 77C and 78C are positioned at the lowest position. In this state, the lower position sensor 91b detects and outputs a detection signal.

  Next, the path of the game ball in the special variable winning device 20 will be described. In this embodiment, two paths for game balls are provided in the special variable winning device 20. Specifically, a first path (also referred to as a normal route) through which a game ball entered from the first entrance 71 that can be entered when the first open door 76A is opened and a second open door 76B are provided. There is provided a second route (also referred to as a special route) through which the game ball entered from the second entrance 72 can be entered when it is opened. In this embodiment, as described above, the first entrance 71 is easier to enter than the second entrance 72, but by passing through the first route, compared to the case via the second route. As a result, it is difficult to reach the specific winning opening or the discharging opening in a short time and to win the specific winning opening. In addition, as described above, the second entrance 72 is less likely to enter than the first entrance 71, but the specific award is obtained by passing through the second route as compared to the case through the first route. It takes a long time to reach the mouth or the outlet, and it is easy to win a specific prize opening.

  First, a description will be given of a first path through which a game ball that has entered from the first entrance 71 passes when the first opening door 76A is opened. FIG. 9 is an explanatory diagram showing a first route provided in the special variable winning device 20. The game ball that has entered from the first entrance 71 is detected by a first prize winning switch 71 a provided near the first entrance 71 and guided to the left in the special variable prize-winning device 20. Then, it is guided to the lower left in the special variable winning device 20 through the inside of the path member 92 provided on the left side in the special variable winning device 20.

  As shown in FIG. 9, a first storage member 93 a that is movable back and forth with respect to the front direction is provided on the lower left side of the special variable winning device 20, and the game ball guided through the path member 92. The 1st storage part which stores temporarily is formed. Further, on the lower left side of the special variable prize-winning device 20, there is provided a discharge port 83 for entering the first entrance 71 and discharging the second and subsequent game balls guided from the first path.

  FIG. 10 is an explanatory diagram showing a mode in which the game ball guided from the first route after entering the first entrance 71 is stored. As shown in FIG. 10 (A), the game ball guided through the path member 92 is in a state where the path is blocked by the first storage member 93a and stored. Further, when two or more game balls further enter the first entrance 71 and are guided through the path member 92, they are already stored in the first storage section as shown in FIG. 10B. It is repelled by the game ball and discharged from the discharge port 83.

  FIG. 11 is an explanatory diagram illustrating an aspect in which the storage state of the game balls stored in the first storage unit is released. A first reservoir solenoid 90a (not shown in FIG. 11) for driving the first reservoir member 93a is disposed on the lower left rear surface of the special variable winning device 20, and the first reservoir solenoid 90a By driving, the 1st storage member 93a moves to a back direction. Then, the storage state of the game balls stored in the first storage unit is released and is guided downward in the special variable winning device 20. Below the special variable winning device 20, there is provided an inclined portion 73 that is inclined obliquely downward toward the rotating body 86. The game ball is guided to the front side of the rotating body 86, and the inclined portion 73 is played through the inclined portion 73. The ball rolls and then enters the openings 66b and 84 of the rotating body 86 (the openings led to the specific winning opening or the opening to be removed). Although not shown in FIG. 11, a synthetic resin transparent plate extending upward is provided on the front side (stage end) of the inclined portion 73, and a game ball guided to the front side is a stage. It is configured not to fall from the front side.

  As shown in FIG. 11, the rotating body 86 is provided with a specific side surface opening 66 b in a side surface portion adjacent to the specific opening 66 provided on the upper surface. When the game ball is led to the front side of the rotating body 86 at the timing when the side surface on which the specific side surface opening 66b of the rotating body 86 is provided faces the front side, the gaming ball is stored in the specific side surface opening 66b. And enter the specific prize opening. Specifically, the specific winning opening is provided so as to be positioned below the rotating body 86, and the game ball that has entered the specific side surface opening 66 b is further added to the specific winning opening provided below the rotating body 86. enter in. In addition, a specific area switch 66a is provided at the specific winning opening, and a game ball won at the specific winning opening is detected by the specific area switch 66a. Note that the game ball that has won the specific winning opening and is detected by the specific area switch 66a is further detected by the accessory discharge switch 85a.

  The rotating body 86 is provided with a plurality of side surface openings 84 together with the specific side surface opening 66b. If the game ball is not guided to the front side of the rotating body 86 at the timing when the side surface on which the specific side opening 66b of the rotating body 86 is provided faces the front side, the gaming ball is opened to the specific side opening. It cannot enter 66b, and enters the side opening 84 other than the specific side opening 66b. In this case, the game ball cannot win a specific winning opening provided below the rotator 86 and is discharged from an outlet provided on the side of the rotator 86. In addition, the accessory discharge switch 85a is provided in the discharge port, and the game ball discharged from the discharge port is detected by the accessory discharge switch 85a. In addition, the game balls that have entered the first entrance 71 after the second and discharged from the discharge port 83 are also detected by the accessory discharge switch 85a.

  In this embodiment, the total size of the openings of all the side openings 86 provided on the side surface of the rotating body 86 is 9 with respect to the size 1 of the opening of the specific side opening 66b. is there. Therefore, the game ball that has entered the first entrance 71 and led to the first path enters the specific side opening 66b with a probability of 1/10 and wins the specific winning opening, and is selected by the specific area switch 66a. Detected. In other words, it is a big hit with a probability of 1/10.

  Next, a description will be given of a second route through which a game ball that has entered from the second entrance 72 passes when the second opening door 76B is opened. 12 and 13 are explanatory diagrams showing the second route provided in the special variable prize-winning device 20. FIG. A game ball that has entered through the second entrance 71 is detected by a second prize winning switch 72a provided in the vicinity of the second entrance 72, and passes through the inside of the path member 94 provided in the special variable winning device 20. It is guided to the upper right in the special variable winning device 20 through. A second storage member 93b that is movable to the left and right is provided at the upper right of the special variable winning device 20, and a second storage unit that temporarily stores the game ball guided through the path member 94 is formed. Yes. Therefore, as shown in FIG. 12, the game ball that has entered from the second entrance 72 and led through the path member 94 is temporarily stored in the second storage section. In the following description, the first prize winning switch 71a and the second prize winning switch 72a may be collectively referred to as an “act winning prize switch”.

  In this embodiment, when a game ball enters the second path in the accessory 20 to be described later and is detected by the second accessory winning switch 72a, the second storage section opening time described later is reached. In addition, the second reservoir solenoid 90b is driven, the second reservoir member 93b is moved, and the second reservoir is opened. In this embodiment, when the game ball has not entered the second path in the accessory 20 and is not detected by the second accessory winning switch 72a, the second storage unit is not opened. Control. In addition, the timing which opens a 2nd storage part is not restricted to the timing shown in this embodiment, For example, a 2nd storage part is open | released at the timing which is easy to win a specific winning opening 66A in the accessory 20, You may make it open | release a 2nd storage part at random timing.

  A second storage portion solenoid 90b for driving the second storage member 93b is disposed on the upper right rear surface of the special variable winning device 20. When a predetermined time has elapsed with the game ball once stored in the second storage part, the second storage member 93b is moved leftward by driving the second storage part solenoid 90b as shown in FIG. The second storage part is opened. Then, the game ball once stored in the second storage unit is guided downward by the opening of the second storage unit, and is guided into the movable member 77. Further, by driving the movable member drive motor 77B and the decorative member movable motor 78B, the variable member 77 and the decorative member 78 move in conjunction with each other, and the movable member 77 and the decorative member 78 are inclined obliquely from the upper right to the lower left. It becomes a state. Further, by driving the sword drive motor 79, the decorative member 78 is opened in two in the longitudinal direction (as shown in FIGS. 7 and 8, the sword is also opened in two). As shown in FIG. 13, a special route detection switch 72 b that detects that a game ball has entered the second route (special route) is provided on the back side of the movable member 77. When a game ball enters, the special route detection switch 72b detects the game ball.

  When the movable member 77 is inclined, the game ball guided from the second storage portion passes through the movable member 77 and is guided to the path member 95 provided below the special variable prize winning device 20. It is burned. In this case, as shown in FIG. 13, the decoration member 78 is controlled to be opened in two in the longitudinal direction, so that the game ball passing through the movable member 77 can be viewed from the front. The path member 95 provided below the special variable prize-winning device 20 is slightly inclined obliquely downward from the left to the right, and the game ball guided to the path member 95 passes through the path member 95. It rolls to the right and falls onto the upper surface of the rotating body 86.

  FIG. 14 is an explanatory diagram showing the movement of the game ball after dropping onto the upper surface of the rotating body 86. In this embodiment, as shown in FIG. 14 (A), the rotating body 86 is driven to rotate at a constant speed in the clockwise direction after the open doors 76A and 76B of the special variable winning device 20 are opened. Start. The rotating body 86 may be driven to rotate counterclockwise at a constant speed, or the rotating direction may be reversed at a predetermined timing. A specific opening 66 is provided in a region of the outer peripheral portion on the upper surface of the rotating body 86. Further, a specific side surface opening 66 b and a plurality of side surface openings 84 are provided on the side surface of the rotating body 86. In addition, a plurality of groove-shaped portions 96 for guiding game balls are formed on the upper surface of the rotating body 86, and the game balls dropped on the upper surface of the rotating body 86 are identified through any of the groove-shaped portions 96. It is guided to the opening 66 or the side opening 84.

  FIG. 14B shows the movement of the game ball when the game ball falls on the upper surface of the rotating body 86 at the timing when the specific opening 66 is positioned on the front side with respect to the player. The rotating body 86 is arranged so as to be slightly inclined downward from the back direction to the front direction with respect to the player, and the game ball dropped on the upper surface of the rotating body 86 is grooved according to the inclination of the upper surface of the rotating body 86. It rolls in the front side direction through the shape portion 96. In the example shown in FIG. 14B, since the specific opening 66 is positioned on the front side, the game ball dropped on the upper surface of the rotating body 86 rolls on the upper surface of the rotating body 86 in the front direction and enters the specific opening 66. Then, a prize is awarded to a specific prize opening 66A provided below the rotator 86, and as shown in FIG. 14B, it is detected by a specific area switch 66a provided in the special prize slot 66A and discharges an accessory. It is detected by the switch 85a. Note that a wall portion 66c is provided on the outer peripheral portion of the upper surface of the rotating body 86 where the specific opening 66 is provided, and the game ball that faces the specific opening 66 on the upper surface of the rotating body 86 jumps over the specific opening 66. Thus, it does not jump out from the rotating body 86 to the front side.

  14C and 14D show the movement of the game ball when the game ball falls on the upper surface of the rotating body 86 at the timing when the specific opening 66 is positioned on the side facing the front side with respect to the player. ing. A wall portion 66d is provided on the outer peripheral portion of the region facing the region where the specific opening 66 is provided on the upper surface of the rotating body 86, and the game ball dropped on the upper surface of the rotating body 86 is placed on the upper surface of the rotating body 86. It rolls in the direction of the wall part 66d through the groove shape part 96 according to inclination. Then, as shown in FIG. 14C, the game ball is blocked from traveling by the wall portion 66d and is temporarily stored on the upper surface of the rotating body 86. Next, when the rotating body 86 rotates clockwise and the specific opening 66 is located on the front side with respect to the player, as shown in FIG. The sphere rolls in the front side direction through the groove-shaped portion 96 according to the inclination of the upper surface of the rotating body 86. In the example shown in FIG. 14D, since the specific opening 66 is located on the front side, the game ball once stored near the wall portion 66d rolls the upper surface of the rotating body 86 in the front direction and the specific opening 66. Enter. And it wins in the specific winning opening 66A provided under the rotary body 86, and it detects with the special area switch 66a, and also detects with the accessory discharge switch 85a. Therefore, in this embodiment, the game ball that has entered the second entrance 72 and has passed through the second path falls into the rotating body 86 at the timing when the specific opening 66 is located on the front side, and when the specific opening 66 is At two timings, when it falls to the rotating body 86 at the timing facing the front side, it is detected by the specific area switch 66a and detected by the accessory discharge switch 85a at the specific winning opening 66A. May be.

  When the game ball falls on the upper surface of the rotating body 86 at a timing other than the timing at which the specific opening 66 is positioned on the front side and the timing at which the specific opening 66 is positioned on the side facing the front side, the upper surface of the rotating body 86 The game ball that has fallen to the side passes through the groove-shaped portion 96 according to the inclination of the upper surface of the rotating body 86 and falls to the side surface side of the rotating body 86.

  Further, as shown in FIG. 14, in this embodiment, groove-shaped portions 96 are formed in six directions on the upper surface of the rotating body 86, as shown in FIGS. 14 (B), (C), and (D). Thus, when guided to the two-way groove shape portion 96 of the six-direction groove shape portions 96, there is a possibility that the game ball will win the specific winning opening 66A and be detected by the specific region switch 66a. . Therefore, the game ball that has entered the second entrance 72 and led to the second route enters the specific opening 66 with a one-third probability and wins the specific winning opening 66A, and is detected by the specific area switch 66a. And is detected by the accessory discharge switch 85a. That is, it is a big hit with a probability of one third.

  FIG. 15 shows a game ball when the game ball falls on the upper surface of the rotating body 86 at a timing other than the timing at which the specific opening 66 is positioned on the front side and the timing at which the specific opening 66 is positioned on the side facing the front side. It is explanatory drawing which shows a motion. In this case, as shown in FIG. 15B, the game ball that has dropped onto the upper surface of the rotating body 86 passes through the groove-shaped portion 96 and falls to the side surface side of the rotating body 86 according to the inclination of the upper surface of the rotating body 86. In this case, if the game ball enters the side opening 84 as it is after falling to the side surface of the rotator 86, the game ball cannot enter the specific winning opening 66A. It is discharged from the discharge port provided on the side of (i.e., disengaged). Specifically, as shown in FIG. 15, each side surface opening 84 provided on the side surface side of the rotating body 86 has a shape that is recessed inward so that a game ball flowing down to the side surface side can be fitted. However, the depth of the hollow portion is formed so as not to reach the specific winning opening 66 </ b> A provided below the rotating body 86. Therefore, the game ball fitted in the side opening 84 is guided to the left side of the rotating body 86 according to the rotational drive of the rotating body 86 without winning the specific winning opening 66A. A discharge port connection port 83a connected to the discharge port 83 is provided on the left side of the rotating body, and the game ball guided to the left side of the rotation body 86 is guided to the discharge port 83 from the discharge port connection port 83a. , And detected by the accessory discharge switch 85a.

  On the other hand, even if it falls to the side surface side of the rotating body 86, the game ball may stay on the inclined portion 73 without entering the side surface side opening 84 due to bouncing at the momentum of falling. In this case, as shown in FIG. 15B, when the specific side surface opening 66b is next positioned on the front side according to the rotation of the rotating body 86, the game ball staying on the inclined portion 73 is specified. The player enters the side opening 66b and enters the specific winning port 66A, and is detected by the specific area switch 66a and detected by the accessory discharge switch 85a. Therefore, in this embodiment, even if the game ball that has entered the second entrance 72 and passed through the second path cannot enter the specific opening 66 on the upper surface of the rotating body 86 and falls to the side surface side, the specific side surface is further reduced. There is a possibility of entering the side opening 66b and winning the specific winning opening 66A. If the opening located on the front side next to the rotation of the rotating body 86 is the side opening 84 other than the specific side opening 66b, even if the gaming ball stays on the inclined portion 73, the gaming ball The specific winning opening 66A cannot be won, and is discharged from the discharge port 83 through the discharge port connection port 83a provided on the left side of the rotating body 86 and detected by the accessory discharge switch 85a ( That is, it will be out of place).

  In this embodiment, as shown in FIG. 14 and FIG. 15, an accessory discharge switch 85 a for detecting a game ball won in the specific winning slot 66 A and a role for detecting a game ball discharged from the outlet 83. Although the case where the object discharge switch 85a is provided separately has been shown, the detection may be performed using only one accessory discharge switch 85a. For example, a path through which the game ball that has won the specific winning opening 66A and a path through which the game ball has entered the discharge port 83 are merged on the back side of the game board 6, and one bonus discharge switch is provided for the path after the merge. 85a may be provided to detect both the game ball that has won the specific winning port 66A and the game ball that has entered the discharge port 83.

  A sensor for position detection is provided in the vicinity of the rotating body 86. The sensor includes, for example, a light emitting element such as a light emitting diode and a light receiving element such as a photodiode or a phototransistor installed so as to sandwich the rotating body 86. The sensor is provided below the rotating body 86 and rotates together with the rotating body 86. A slit (hole) is provided in the disk member. The slit is formed at a predetermined position in the inner region of the rotating body 86. Specifically, when the disk member rotates together with the rotating body 86 and the area including the slit comes to a position corresponding to the sensor installation position, the light is emitted from the light emitting element to the light receiving element side. Yes. Hereinafter, the light receiving element is referred to as a rotating body position sensor 87a. In this embodiment, the rotating body position sensor 87a is provided at a position for detecting the slit at the timing when the side of the rotating body 86 where the specific opening 66 and the specific side surface opening 66b are provided reaches the front side. ing. Therefore, the rotary body position sensor 87a outputs an ON signal at the timing when the side where the specific opening 66 and the specific side surface opening 66b of the rotary body 86 are provided reaches the front side.

  FIG. 16 is an explanatory diagram showing an example of how the game proceeds in the gaming machine of this embodiment. As shown in FIG. 16, when a game ball wins the start winning opening 13 and 14 and the detection signals of the start opening switches 13a and 14a are turned on, a lottery is executed by the game control means for controlling the progress of the game. . In this embodiment, the lottery result is either a big hit or a small hit, and there is no loss. When the result of the lottery is a small hit, the game control means for controlling the progress of the game executes the lottery and determines one of the first small hit, the second small hit, or the third small hit.

  Then, the variation (variable display) of the special symbol is started. In addition, the decorative symbol variation (variable display) is started in synchronization with the special symbol variation. When the variation of the special symbol and the decorative symbol is finished, when the big hit is determined, the gaming state is shifted to the big hit gaming state (first big hit gaming state). In this big hit gaming state (first big hit gaming state), the big winning opening by the opening and closing plate 16 is controlled to open and close, for example, 16 times (16 rounds, 1 round opening permissible time is 29 seconds). Note that the variation (variable display) of the decorative symbol synchronized with the variation (variable display) of the special symbol is performed in preference to the variation (variable display) of the decorative symbol synchronized with the variation (variable display) of the normal symbol. Therefore, for example, even if the variation of the normal symbol is started during the variation of the decorative symbol synchronized with the variation of the special symbol, the decorative symbol is synchronized with the variation of the special symbol without being synchronized with the variation of the normal symbol. And continue to fluctuate.

  When the small hit is determined, the game control means controls the accessory 20 to the open state and starts the starting operation. In the starting operation state, the accessory 20 is opened for a predetermined time and a predetermined number of times. In the start-up operation state, a V-winning occurs when the game ball wins the winning combination 20, and when the game ball wins the specific winning slot 66A and is detected by the specific area switch 66a. When a V prize is generated, the gaming state is shifted to a big hit gaming state (second big hit gaming state). In this jackpot gaming state (second jackpot gaming state), for example, the big winning opening by the opening / closing plate 16 is 3 times (3 rounds, 1 round opening allowance time is 29 seconds), 8 times (8 rounds, 1 round opening allowance) Time is 29 seconds) or 16 times (16 rounds, 1 round opening permissible time is 29 seconds). If no V prize is generated, the game does not enter the second big hit gaming state. In other words, it becomes out of place.

  FIG. 17 is a block diagram illustrating an example of a circuit configuration in the main board (game control board) 31. FIG. 17 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to 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 a 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. 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. The random number circuit 503 may be provided outside the game control microcomputer 560 on the main board 31 instead of being built in the game control microcomputer 560.

  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power supply created on the power supply board. In this embodiment, the entire RAM 55 is backed up.

  In the game control microcomputer 560, the CPU 56 executes control in accordance with a program stored in the ROM 54. Therefore, 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.

  In addition, the gate switch 32a, the start opening switches 13a and 14a, the first prize winning switch 71a, the second prize winning switch 72a, the special route detection switch 72b, the specific area switch 66a, the accessory discharge switch 85a, and the upper position sensor 91a. An input driver circuit 58 for supplying detection signals from the lower position sensor 91b, the rotating body position sensor 87a, the prize opening switches 38a and 39a and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. Further, a movable part solenoid 62 for opening and closing the ordinary variable winning ball apparatus 15, a solenoid 21 for opening and closing the opening and closing plate 16, a movable member drive motor 77B for moving the movable member 77, and a rotating body 86 are driven to rotate. Rotational drive motor 87, opening solenoid 75 that opens and closes the open doors 76A and 76B, a first reservoir solenoid 90a that moves the first reservoir member 93a, and a second reservoir solenoid that moves the second reservoir member 93b. An output circuit 59 for driving 90b in accordance with a command from the game control microcomputer 560 is also mounted on the main board 31. Furthermore, via an information terminal board 34 connected to an external device such as a hall computer, an information output signal such as jackpot information indicating the occurrence of a jackpot gaming state (a starting port 1 signal, a symbol determination number 2 signal, which will be described later, a symbol determination) An information output circuit 64 that outputs 1 signal, 1 big hit, 2 big hits, short time signal, 3 big hits, 4 big hits, abnormal signal, prize ball signal, door open signal) to the external device is also provided on the main board 31. It is installed. The information terminal board 34 is installed on the back surface of the gaming machine and is connected only to the main board 31.

  Further, in this embodiment, the gaming machine 1 includes a door opening switch 154 for detecting that the glass door frame 2 or the mechanism plate is opened with respect to the front frame, and the gaming frame 11 itself with respect to the outer frame. A door opening switch 155 for detecting that the door is opened is attached. A backup power supply circuit 506 including a backup power supply (for example, a battery or a capacitor) 505 is mounted on the main board 31, and even when power supply to the gaming machine 1 is stopped, a door opening switch The voltage from the backup power source 505 is applied to 154 and the door opening switch 155. The backup power supply 505 may be shared with the backup power supply that supplies the RAM 55. By sharing in this way, the cost of the backup power supply can be reduced. Further, the door opening signal from the door opening switch 154 and the door opening signal from the door opening switch 155 are input to the backup power supply circuit 506 and the game control microcomputer 560, and the door opening of the one input to the backup power supply circuit 506 is input. The signal is input to the information terminal board 34.

  In this embodiment, the signal lines of the door opening signal from the door opening switch 154 and the door opening signal from the door opening switch 155 are physically supplied to the information terminal board 34 via the backup power supply circuit 506 of the main board 31. Since it is connected, even if the power supply to the gaming machine is stopped, the door opening signal from the door opening switch 154 and the door opening signal from the door opening switch 155 are supplied to the information terminal board 34. . In addition, since the power from the backup power source 505 mounted on the backup power supply circuit 506 is supplied to the information terminal board 34, the information terminal board 34 has the backup power source even when the power supply to the gaming machine is stopped. A door opening signal can be output to an external device (for example, a hall computer) via the circuit 506.

  In this embodiment, the backup power source for the RAM 55 is provided separately from the backup power source 505 installed in the backup power source circuit 506. In this embodiment, by separately providing the backup power supply as described above, it is possible to prevent the information stored in the RAM 55 from being damaged due to the door open detection state.

  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.

  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 177. The display control of the effect display device 9, the lighting control of the lamp, and the control of the speaker 27 are performed.

  FIG. 18 is a block diagram illustrating a circuit configuration example of the relay board 177, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 18, 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 has an effect control microcomputer 100 including an effect control CPU 101 and a RAM. 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 signal from the main board 31 input via the relay board 177. In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.

  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 allows the signal input from the relay board 177 to pass 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 177). It is also a unidirectional circuit as a regulating means.

  Further, the signal direction regulation that allows the signal input from the main board 31 to pass through the relay board 177 only in the direction toward the effect control board 80 (the signal does not pass in the direction from the effect control board 80 to the relay board 177). A unidirectional circuit 177A as a means is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 18 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 directed from the relay board 177 to the inside of the main board 31 is restricted. That is, the signal from the relay board 177 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 which is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 177 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 (not shown) 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).

  The signal for driving the lamp and the sound number data are transmitted between the effect control CPU 101, the lamp driver board 35 and the audio output board 70 in two-way communication (such as transmitting a response signal from the signal receiving side to the transmitting side). Communication).

  The effect control CPU 101 reads necessary data from a character ROM (not shown) in accordance with the received effect control command. The character ROM is for storing character image data displayed on the effect display device 9, specifically, a person, a character, a figure, a symbol or the like (including a decorative design and a background design) in advance. The effect control CPU 101 outputs the data read from the character ROM to the VDP 109. The VDP 109 executes display control based on the data input from the effect control CPU 101.

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

  Further, the effect control CPU 101 outputs a signal for driving a decoration member drive motor 78B for moving the decoration member 78 and a sword drive motor 79 for opening / closing the decoration member 78 via the output port 105.

  FIG. 19 is a block diagram illustrating a configuration example of the information terminal board 34. In the example shown in FIG. 19, a signal is input to the information terminal board 34 from the main board 31 via the cable 343 and the connector 341. A signal input via the cable 343 is output to, for example, a hall computer via the driver circuit 345, the connector 347, and the cable 349.

  20 and 21 are explanatory diagrams showing examples of output port assignment in the game control means. As shown in FIG. 20, the output port 0 is an output port for a payout command signal (award ball number signal, award ball REQ signal) and a power supply confirmation signal transmitted to the payout control board 37. The high level “1” of the prize ball number signal corresponds to the ON state, and the high level “1” of the power confirmation signal corresponds to the ON state (a state where power is supplied). Further, the low level “0” of the prize ball REQ signal corresponds to an ON state (a state where a payout request is made).

  From the output port 1, a solenoid (large winning opening door solenoid) 21 for opening and closing a variable winning ball apparatus 20 for opening and closing a large winning opening and a solenoid (ordinary electric accessory solenoid) 16 for opening and closing the variable winning ball apparatus 15 are opened. The drive signal for is output.

  As shown in FIG. 21, the output ports 2 and 3 are output ports for signals output to the information terminal board 34 (via the hall computer). Signals output from the output ports 2 and 3 are input to the information terminal board 34 from the connector 341 shown in FIG. From the output port 2, a start port 1 signal, a symbol determination frequency 1 signal, a big hit 1 signal, a big hit 2 signal, and a time reduction signal are outputted. The signal output from the output port 2 is a control information signal generated during the execution of the game control process.

  Also, an abnormal signal and a prize ball information signal (also called prize ball signal or payout information) are output from the output port 3. In this embodiment, when an abnormal winning to the big winning opening or the second start winning opening 14 is detected, a magnetic abnormality to the big winning opening is detected, or a vibration abnormal state of the gaming machine is detected. When an abnormal opening of the special winning opening is detected, an abnormal signal is output. The prize ball information signal is a signal input from the payout control board 37 to the main board 31.

  The output ports 1 to 3 are a part of the I / O port unit 57 shown in FIG. Further, the time when the signal is in the ON state corresponds to the state where the “signal is being output”.

  FIG. 22 is an explanatory diagram showing an example of bit assignment of input ports in the game control means. As shown in FIG. 22, bits 0 to 5 of the input port 0 are detected by the count switch 23, the gate switch 32a, the winning port switches 38a and 39a, the first starting port switch 13a, and the second starting port switch 14a, respectively. A signal is input.

  In addition, a prize ball count signal, a full tank signal, a ball runout signal, and a payout error signal from the payout control board 37 are input to bits 0 to 3 of the input port 1, respectively. The high level “1” of the prize ball count signal corresponds to the on state (the state where the payout number count switch 301 is turned on). The high level “1” of the full tank signal corresponds to the on state (the state in which the full switch 48 is turned on). The high level “1” of the ball-out signal corresponds to the on state (the state in which the ball-out switch 187 is on). A high level “1” of the payout error signal corresponds to an ON state (a state in which a payout error has occurred).

  In addition, a magnetic detection signal from a magnetic sensor provided at the special winning opening is input to bit 5 of the input port 1. A high level “1” of the magnetic detection signal corresponds to an ON state (a state in which the magnetic sensor detects a magnetic abnormality and is turned ON). A vibration detection signal from a vibration sensor attached to the gaming machine is input to the bit 6 of the input port 1. A high level “1” of the vibration detection signal corresponds to an on state (a state in which the vibration sensor is turned on after detecting an abnormal vibration state). The bit 7 of the input port 1 is inputted with the big winning opening signal from the opening detection sensor 192 provided at the big winning opening. The high level “1” of the big prize opening signal corresponds to the on state (the state in which the open detection sensor 192 detects the open state of the big prize opening and turns on).

  Bits 0 and 1 of the input port 2 are supplied with a power-off signal from the power supply board and a clear switch detection signal (clear signal), respectively. The power-off signal is a signal that is output when a power supply monitoring circuit mounted on the power supply board detects a decrease in a predetermined voltage. The clear switch is a switch that can be operated by a game clerk or the like, and is a switch that is operated when the RAM 55 is to be initialized. The winning ball BUSY signal from the payout control board 37 is input to bit 2 of the input port 2. The prize ball BUSY signal is a signal that is output when a prize ball is being paid out. Note that the input ports 0 to 2 are a part of the I / O port unit 57 shown in FIG. Further, the time when the signal is in the ON state corresponds to the state where the “signal is input”.

  Note that a logic opposite to the “logic” shown in FIGS. 20 to 22 may be used. For example, an input signal in which 1 is on may be an input signal in which 0 is on. 20 to 22 (output port, input port) are ports that can be accessed at one time, that is, ports that can be accessed by the same interrupt.

  FIG. 23 is a circuit diagram showing an internal configuration of the information terminal board. In the information terminal board 34 shown in FIG. 23, the left connector CN corresponds to the connector 341 for connecting the cable 343 for transmitting the signal from the main board 31 shown in FIG. 19, and the right connectors CN1 to CN8 are This corresponds to the connector 347 for connecting the cable 349 for transmitting a signal to the hall computer shown in FIG. Semiconductor relays (PhotoMOS relays) PC1 to PC8 correspond to the driver circuit 345 shown in FIG.

  When the cable 343 from the main board 31 is connected to the connector CN, various signals are input to the information terminal board 34 from the main board 31 (game control microcomputer 560). Specifically, a start port 1 signal is input to the terminal “2” of the connector CN, a symbol determination number 1 signal is input to the terminal “3” of the connector CN, and a jackpot 1 signal is input to the terminal “4” of the connector CN. Then, two jackpot signals are input to the terminal “5” of the connector CN, a time reduction signal is input to the terminal “6” of the connector CN, an abnormal signal is input to the terminal “7” of the connector CN, and the connector CN The prize ball information signal is input to the terminal “8”.

  As shown in FIG. 23, in the information terminal board 34, the signal line of the reference potential is connected to the terminal “1” of the connector CN, the signal line branches, and the input terminals “1” of the respective semiconductor relays PC1 to PC7. "It is connected to the. The signal lines connected to the terminals “2” to “11” of the connector CN are connected to the input terminals “2” of the semiconductor relays PC1 to PC7 via the 1 KΩ resistors R1 to R10, respectively. The signal lines connected to the output terminals “4” of the semiconductor relays PC1 to PC7 are connected to the terminals “1” of the connectors CN1 to CN7, respectively. The signal lines connected to the output terminals “3” of the semiconductor relays PC1 to PC7 are connected to the terminals “2” of the connectors CN1 to CN7, respectively.

  On the other hand, as shown in FIG. 23, for the door opening signal, detection signals (door opening signals) from the door opening switches 154 and 155 are input to the information terminal board 34 via the backup power supply circuit 506 of the main board 31. Is done. Then, it is input to the semiconductor relay PC8 mounted on the information terminal board 34. As shown in FIG. 23, a reference potential signal line is connected to the input terminal “2” of the semiconductor relay PC8 via the backup power supply circuit 506 of the main board 31. A ground line is connected to the input terminal “1” of the semiconductor relay PC8 via the backup power supply circuit 506 of the main board 31. The signal line connected to the output terminal “4” of the semiconductor relay PC8 is connected to the terminal “1” of the connector CN8. The signal line connected to the output terminal “3” of the semiconductor relay PC8 is connected to the terminal “2” of the connector CN8. In this embodiment, since the backflow prevention diode 506a is provided on the input side of the reference potential of the backup power supply circuit 506 of the main board 31, other than the semiconductor relay PC8 provided on the information terminal board 34. Thus, the current from the backup power source 505 is prevented from being supplied to each circuit and each circuit element. In this embodiment, expressions such as “door open signals from door open switches 154 and 155 are input” are used. Specifically, as shown in the circuit diagram of FIG. When one or both of the opening switches 154 and 155 are turned on (energized), a detection signal from either or both of the door opening switches 154 and 155 passes through the backup power supply circuit 506 of the main board 31. The information is input to the information terminal board 34.

  In the semiconductor relays PC1 to PC8, when a signal current flows through the input terminal, the light emitting element (LED) on the input side emits light. The emitted light is applied to the photoelectric element (solar cell) provided opposite to the LED through the transparent silicon. The photoelectric element that has received the light is exchanged for voltage according to the amount of light, and this voltage passes through the control circuit to charge the MOSFET gate of the output section. When the MOSFET gate voltage supplied from the photoelectric element reaches the set voltage value, the MOSFET becomes conductive and turns on the load. When the signal current at the input terminal is cut off, the light emitting element (LED) stops emitting light. When the light emission of the LED stops, the voltage of the photoelectric element decreases, and when the voltage supplied from the photoelectric element decreases, the gate load of the MOSFET is rapidly discharged by the control circuit. With this control circuit, the MOSFET is turned off and the load is turned off.

  Through the operation of the semiconductor relays PC1 to PC8 as described above, the signal input from the input side connector CN and the door opening signals from the door opening switches 154 and 155 are transmitted to the output side connectors CN1 to CN8 to the hall computer. Are output. Specifically, a start port 1 signal is output from the connector CN1, a symbol determination number 1 signal is output from the connector CN2, a jackpot signal is output from the connector CN3, a jackpot signal is output from the connector CN4, and a connector CN5. A time-short signal is output from the connector CN6, an abnormal signal is output from the connector CN6, a prize ball information signal is output from the connector CN7, and a door opening signal is output from the connector CN8.

  In this embodiment, as shown in FIG. 23, an abnormal winning to the big winning opening or the second starting winning opening 14, a magnetic abnormality around the big winning opening, a vibration abnormality state of the gaming machine, an abnormal winning prize opening. When opening is detected, an abnormal signal is output using the common connector CN6. Therefore, it is possible to prevent an increase in the number of parts of a mechanism for outputting information to an external device such as a hall computer and complication of wiring work.

  As described above, by providing the semiconductor relays PC1 to PC8 on the information terminal board 34, signal input from the outside to the inside of the gaming machine can be prevented, and as a result, illegal acts can be reliably prevented. . In the above example, the semiconductor relays PC1 to PC8 are provided on the information terminal board 34, but other relay elements such as mechanical relays may be used instead of the semiconductor relays PC1 to PC8.

  In this embodiment, since the door opening signal from the door opening switches 154 and 155 is input to the information terminal board 34 via the backup power supply circuit 506 of the main board 31, the gaming machine is turned off. Even in this case, the power of the backup power supply 505 mounted on the backup power supply circuit 506 is supplied to the door opening switches 154 and 155 and the semiconductor relay PC8 of the information terminal board 34, and the door opening signal is transmitted to the output connector CN8. Output to the hall computer.

  In this embodiment, the door opening switches 154 and 155 are in an off state (non-energized state) when the door (glass door frame 2 or mechanism plate) or the game frame is not opened, and when opened. It becomes energized and turned on. Therefore, compared with the case where the door opening switches 154 and 155 are configured to be in an on state when the door and the game frame are not opened and to be in an off state when opened, the power consumption is reduced. Can do. The door opening switches 154 and 155 are in an on state (energized state) when the door (glass door frame 2 or mechanism plate) or the game frame is not opened, and are in a non-energized state when the door is opened. You may use what will be in a state.

  FIG. 24 is an explanatory diagram showing a configuration in which the open detection sensor 192 installed in the vicinity of the special winning opening detects that the special winning opening has been opened. The open detection sensor 192 will be described as including a light emitting unit 192a and a light receiving unit 192b that is installed in a direction facing the light emitting unit 192a and receives light emitted from the light emitting unit 192a.

  FIG. 24A shows that the special variable winning ball apparatus 20 is in a closed state. As shown in FIG. 24A, the solenoid arm 21b of the solenoid 21 is stopped at a position where the solenoid 21b is pushed away from the main body of the solenoid 21 by the spring 21c. The link 130 that rotates about the shaft 140a has convex portions 130a, 130b, and 130c, and is connected to the solenoid arm 21b at the end of the convex portion 130b. Then, as shown in FIG. 24 (A), the convex portion 120a provided at the end of the door of the special variable winning ball device 120 is formed by a convex portion 130a and a convex portion 130c of the link 130, so that the special variable winning ball device is provided. 120 is locked in a closed position.

  As shown in FIG. 24A, in the closed state of the special variable winning ball apparatus 120, the convex portion 130a provided on the link 130 is between the light emitting portion 192a and the light receiving portion 192b of the opening detection sensor 192. To position. Therefore, the light receiving unit 192b of the open detection sensor 192 cannot receive the light emitted from the light emitting unit 192a. The light receiving unit 192b of the open detection sensor 192 does not output a big prize opening signal when the light emitted from the light emitting unit 192a cannot be received.

  When the solenoid 21 is energized, the solenoid arm 21b coupled to the plunger 21a moves in a direction approaching the main body of the solenoid 21. When the solenoid arm 21b moves in a direction approaching the main body of the solenoid 21, the link 130 connected to the solenoid arm 21b at the end of the convex portion 130b rotates about the shaft 140a, and the convex portion 130a becomes a special variable prize. The special variable winning ball apparatus 120 is rotated about the shaft 140b so that the convex section 120a provided at the end of the door of the ball apparatus 120 is pushed up to open the special variable winning ball apparatus 120.

  Then, as shown in FIG. 24B, in the open state of the special variable winning ball apparatus 120, the convex portion 130a provided on the link 130 is between the light emitting portion 192a and the light receiving portion 192b of the open detection sensor 192. Without being positioned, the light receiving unit 192b of the open detection sensor 192 can receive the light emitted from the light emitting unit 192a. The light receiving unit 192b of the open detection sensor 192 outputs a big prize opening signal when receiving light emitted from the light emitting unit 192a.

  Note that whether or not the special variable winning ball apparatus 120 is in an open state may be detected by another method. Specifically, for example, when the special variable winning ball apparatus 120 is in an open state, the special variable winning ball apparatus 120 is in an open state by a switch installed at a position pressed by one of the convex portions provided on the link 130. It may be detected whether or not. Further, for example, it may be detected whether or not the special variable winning ball apparatus 120 is in an open state by a switch installed at a position where the special variable winning ball apparatus 120 is pressed by the solenoid arm 21b. . Further, the open detection sensor 192 may be realized by a reflective photosensor. Further, the open detection sensor 192 may be installed at another position (specifically, for example, the top surface of the special variable winning ball apparatus 120). That is, the opening detection sensor 192 may be installed at any location and any type of sensor as long as it can detect that the special variable winning ball apparatus 120 is physically opened. In order to prevent a game ball from colliding with the opening detection sensor 192 and damaging the opening detection sensor 192, as illustrated in FIG. 24 in the description of the present embodiment, the opening detection sensor 192 is directly connected to the game. It is preferable to be provided in a place that does not contact the sphere.

  Next, the operation of the gaming machine will be described. FIG. 25 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing the 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. The CPU 56 also executes processing for initializing the random number circuit 503. The CPU 56 performs setting for causing the random number circuit 503 to update the value of the random R. The random number circuit 503 generates a random number using a predetermined clock signal. As an example, the random number circuit 503 is set to output any numerical value of 0 to 598 to the CPU 56 when the numerical value is read from the CPU 56.

  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 parts that should not be initialized include, for example, data indicating the gaming state before the power supply is stopped (special symbol process flag, etc.), the area where the output state of the output port is saved (output port buffer), unpaid prize balls This is the part where data indicating the number 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 S15.

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

  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but it is set to an arbitrary value or a predetermined value. It may be initialized. Further, 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 random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).

  By the processing of steps S10 to S12, for example, an initial value (for example, 0) is set to a flag for performing processing selectively according to the control state such as a special symbol process flag.

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

  Further, the CPU 56 sets an abnormality notification prohibition flag (step S44) and sets a value corresponding to the prohibition period value in the prohibition 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 an abnormal winning is prohibited, and is maintained in the set state until the prohibition 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 effect display device 9.

  In addition, the CPU 56 sets a value of “3” as a threshold value in the abnormal winning determination counter that counts the number of abnormal winnings (step S46). The threshold set in step S46 is a value that allows a game ball to be awarded to the special variable winning ball device 120 in a normal state other than the big hit gaming state. In other words, in the normal state, the game ball should not win the special variable winning ball device 120, but the game ball is blocked in the special variable winning ball device 120, and the blockage is eliminated after the big hit gaming state is finished. It is also conceivable that a winning game ball is detected. Further, there may be a case where it is erroneously detected that a detection signal is output from the count switch 23 due to noise or the like. Therefore, in this embodiment, even if the count switch 23 detects a game ball in the normal state, the number of detection is limited to two (that is, the number of winnings to the special variable winning ball device 120 is two). In order to allow the winning of game balls to the winning ball apparatus 120, a value of “3” is set as a threshold value in step S46. As will be described later, when the number of detections of the count switch 23 is three, it is determined that an abnormal winning has occurred, and processing for executing abnormality notification is executed (see steps S260 and S261 in FIG. 58). The abnormal winning determination counter is formed in a predetermined area of the RAM 55.

  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 the display random number update process and the initial value random number update process are executed, the interrupt disabled state is set (step S16). Set (step S19). In this embodiment, the display random number is a random number for determining the stop symbol of the normal symbol, and the display random number update process is to update the count value of the counter for generating the display random number. It is processing. 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 a count value of a counter for generating a random number for determining whether or not the display result of the normal symbol is a winning symbol (normal random number generation counter for determining per symbol). For determining the initial value of the random number for determining the initial value of the counter and the counter value for generating the random number for determining the variation pattern of the special symbol (random number generation counter for determining the special symbol variation pattern) It is a random number. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In a process for transmitting a command signal to cause another microcomputer to control, or a game machine control process), the count value of the counter for generating a random number for determining a normal symbol is one round (normal When the number of values between the minimum value and the maximum value of the random values for determination per symbol is increased), an initial value is set in the counter.

  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process in steps S20 to S36 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, via the input driver circuit 58, the gate switch 32a, the start port switches 13a and 14a, the first winning combination winning switch 71a, the second winning winning combination switch 72a, the special route detection switch 72b, the specific area switch 66a, the winning combination. The detection signals of the discharge switch 85a, the prize opening switches 38a and 39a, the count switch 23, the upper position sensor 91a, the lower position sensor 91b, and the rotating body position sensor 87a are input, and their state is determined (switch processing: step S21). ).

  Next, the CPU 56 executes a display control process 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 S34 and S35.

  In addition, the CPU 56 performs a process for notifying the abnormal winning when, for example, it is detected that the game ball has won the big winning opening at a time other than the regular time (step S23: abnormality notification processing).

  Next, a process of updating the count value of each counter for generating each determination random number such as a big hit determination random number used for game control is performed (determination random number update process: 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).

FIG. 27 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1: Decide a special symbol's off symbol (stop symbol) (for determining off symbol)
(2) Random 2: Determines the variation pattern (variation time) of the normal symbol (for determining the normal symbol variation pattern)
(3) Random 3: Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(4) Random 4: Determine initial value of random 3 (for determining random 3 initial value)
(5) Random 5: Determine a special symbol variation pattern (variation time) (for determining a special symbol variation pattern)
(6) Random 6: Random 5 initial value is determined (for determining random 5 initial value)

  Note that a random number generated by the random number circuit 503 is used as a big hit determination random number for determining whether to win a big hit or a small hit. Hereinafter, the jackpot determination random number may be referred to as a random R. The random numbers (1) to (6) may be referred to as software random numbers.

  In step S24 in the game control process shown in FIG. 26, the game control microcomputer 560 generates a counter for determining a normal symbol per (3) and a random number for determining a special symbol variation pattern (5). 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)-(6). 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). The special symbol process process corresponds to a special symbol process flag for controlling the special symbol display 8 and the special winning opening (large winning port by the accessory 20 and the opening / closing plate 16) in a predetermined order according to the gaming state. Execute the process. The CPU 56 updates the value of the special symbol process flag according to the gaming state.

  Further, normal symbol process processing is performed (step S28). In the normal symbol process, the CPU 56 executes a corresponding process according to a normal symbol process flag for controlling the display state of the normal symbol display 10 and the control state of the normal variable winning ball apparatus 15 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.

  Next, the CPU 56 performs a process of sending an effect control command related to the display control of the effect display device 9 (effect control command control process: 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).

  Further, the CPU 56 determines the number of winning balls based on the detection signals of the start opening switches 13a and 14a, the first winning combination winning combination switch 71a, the second winning combination winning combination switch 72a, the winning opening opening switches 33a, 38a and 39a, and the count switch 23. Prize ball processing for setting and the like is executed (step S31). Specifically, this is based on the fact that any of the start opening switches 13a and 14a, the first winning combination winning switch 71a, the second winning combination winning switch 72a, the winning opening switches 33a, 38a and 39a, and the count switch 23 is turned on. In response to the winning detection, a payout control command indicating the number of prize 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, but the CPU 56 turns on / off the solenoid in the RAM area (port output RAM area) of the output port. The contents relating to off are output to the output port (step S32: solenoid output processing).

  Further, an initial position control process, which is a process for setting the positions of the rotating body 86 and the movable member 77 provided in the accessory 20 to the initial positions, is executed (step S33).

  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 S34). For example, if the fluctuation speed of the special symbol is 1 frame / 0.2 seconds, the CPU 56 increments the value of the display control data set in the output buffer by 1 every time 0.2 seconds elapse. 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 S35). For example, if the fluctuation rate of the normal symbol is 1 frame / 0.2 seconds, the CPU 56 increments the value of the display control data set in the output buffer by 1 every time 0.2 seconds elapse. 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 S36), and the process ends.

  With the above control, in this embodiment, the game control process is started every 2 ms. The game control process corresponds to the processes in steps S21 to S35 (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.

  FIG. 28 is an explanatory diagram showing an example of the relationship between the special symbol variable display result and the determination value of the jackpot determination random number. In this embodiment, it is assumed that the range of numerical values that can be taken by the jackpot determination random number (random R) is 0 to 65535. The total number of determination values is 65536, which is a number that the jackpot determination random number can take. The CPU 56 extracts the count value from the random number circuit 503 at a predetermined time and uses the extracted value as the big hit determination random value. 1st small hit, 2nd small hit or 3rd small hit). In addition, since the second big hit game is started when the V winning is generated in the starting operation state, the decision to make the big hit or the small hit is substantially the first big hit or the second big hit. It is also to decide whether. In addition, as shown in FIG. 28, in this embodiment, when the small hit is determined, the number of releases of the accessory 20 in the small hit game and the number of rounds after the second big hit shift are different. Is determined to be one of the small hits (first small hit, second small hit, third small hit). Further, the relationship between the stop symbol of the special symbol and the determination value as shown in FIG. 28 is stored in the ROM 54 as a table. That is, a table in which each determination value is set corresponding to the type of special symbol is stored in the ROM 54.

  FIG. 29 is an explanatory diagram illustrating an example of a relationship between a stop symbol of a normal symbol and a determination value. In this embodiment, the range of numerical values that can be taken by the random number for random determination per symbol (random 3) is assumed to be 0 to 149. The total number of determination values is 150, which is the number that the jackpot determination random number can take.

  In this embodiment, as shown in FIG. 29, the number of determination values corresponding to the hit is constant regardless of whether the gaming state is an advantageous state or a normal state (non-advantageous state). Specifically, in this embodiment, as shown in FIG. 29, regardless of whether the gaming state is an advantageous state or a normal state, it is a hit with a probability of one third. In this embodiment, the advantageous state means a state in which the fluctuation time of the normal symbol is shortened. A state in which the normal symbol variation time is shortened is called a time-short state. Further, the normal state (also referred to as normal time) refers to a state that is not a time-short state (non-time-short state). Note that the special symbol variation time may be shortened in a short time state.

  FIG. 30 is an explanatory diagram showing the relationship between the jackpot determination result and the operation. As shown in FIG. 30, in this embodiment, there are a plurality of types of small hits. The small hits include a first small hit that opens the accessory 20 once in the starting operation state, and a second small hit and a third small hit that open the accessory 20 twice in the starting operation state. The small hit type and the special symbol stop symbol correspond to each other. In addition, there are a plurality of types of second big hit games that are started on condition that a V prize is generated in the starting operation state. That is, there is a second big hit game with a different number of rounds.

  As shown in FIG. 30, when it is decided to win a big hit, when the variation of the special symbol and the decorative symbol is finished, the 16-round big hit gaming state (the first big hit gaming state is not directly passed through the starting operation state. ).

  Further, as shown in FIG. 30, when it is determined to be the first small hit, when the variation of the special symbol and the decorative symbol is completed, the state is shifted once to the starting operation state. That is, the accessory 20 is controlled to be opened once. When the winning combination 20 is controlled by the opening of the accessory 20, the game shifts to a three-round big hit gaming state (second big hit gaming state).

  In addition, as shown in FIG. 30, when it is determined to be the second small hit, when the variation of the special symbol and the decorative symbol is finished, the state is shifted twice to the starting operation state. That is, the accessory 20 is controlled to be opened twice. When the winning combination 20 is controlled by the open state of the accessory 20, the game shifts to the 8-round big hit gaming state (second big hit gaming state).

  In addition, as shown in FIG. 30, when it is determined to be the third small hit, when the change of the special symbol and the decorative symbol is finished, the state is shifted twice to the starting operation state. That is, the accessory 20 is controlled to be opened twice. When the winning combination 20 is controlled by the open state of the accessory 20, a 16-round big hit gaming state (second big hit gaming state) is entered.

  In this embodiment, as shown in FIG. 30, a plurality of types of small hits are provided, and the number of releases of the bonus 20 and the number of big hits rounds are set according to each small hit. Can be improved.

  Further, as shown in FIG. 30, in this embodiment, when the first small hit is determined, the variation pattern # 4 not including the reach effect is used. In addition, when the second small hit is determined, variation patterns # 5 and # 6 are used. The variation pattern # 5 is a variation pattern with normal reach during the variation of the decorative design. The variation pattern # 6 is a variation pattern accompanied by a super reach A having a reach form different from the normal reach during the variation of the decorative design.

  When the third small hit is determined, variation patterns # 7 to # 9 are used. The variation pattern # 7 is a variation pattern with normal reach during the variation of the decorative design. The variation pattern # 8 is a variation pattern accompanied by super reach A during the variation of the decorative design. The variation pattern # 9 is a variation pattern with a super reach B having a reach form different from the normal reach and the super reach A during the variation of the decorative design.

  As described above, in this embodiment, when the small win is determined and the reach effect is executed during the change of the decorative design, the second small hit game or the third small hit game is executed, and the reach is performed. When the effect is not executed, the first small hit game is executed. In the small hit game that is started after the reach effect is executed, the second small hit game or the third small hit game in which the number of releases of the accessory 20 is large is executed. As a result, it is possible to enhance the expectation for shifting to the second gaming state.

  Also, as shown in FIG. 30, when the big hit is determined, the variation patterns # 1 to # 3 are used. The variation pattern 1 is a variation pattern with normal reach during the variation of the decorative design. Further, the variation pattern # 2 is a variation pattern accompanied by super reach A during the variation of the decorative design. The variation pattern # 3 is a variation pattern with super reach B during the variation of the decorative design.

  As shown in FIG. 30, in this embodiment, when the super reach effect is executed during the change of the decorative design, the ratio of the big hit is high. It is possible to increase the expectation that a big hit will occur.

  FIG. 31 is an explanatory diagram illustrating an example of a relationship between a display result of a normal symbol and a variation pattern. As shown in FIG. 31, when it is determined to be per ordinary figure, the fluctuation pattern is determined as normal reach, long reach, or super reach based on the random number value for determining the normal symbol fluctuation pattern. In the example shown in FIG. 31, when it is determined to be per common map, the normal reach variation time is 20 seconds, the long reach variation time is 30 seconds, and the super reach variation time is 35 seconds. Seconds. In this embodiment, as shown in FIG. 31, when the opening time of the normally variable winning ball apparatus 15 is determined to be 5.0 seconds, the long reach is more likely than when it is determined to be 0.1 seconds. And determine fluctuation patterns including super reach.

  Further, as shown in FIG. 31, when it is determined to be out of place, the fluctuation pattern is determined to be out (no reach), normal reach is out, or long reach is out, based on a random number value for determining a normal symbol fluctuation pattern. . In the example shown in FIG. 31, when it is determined to be a deviation, the fluctuation time of the deviation (no reach) is 10 seconds, the fluctuation time of the deviation of normal reach is 19.5 seconds, and the long reach is lost. The variation time is 29.5 seconds.

  In this embodiment, as will be described later, the effect step is stepped up based on the fact that the reserved memory for the special symbol is accumulated at the end of the accessory control, but the gate reserved memory for the normal symbol is accumulated. You may make it step up a production | presentation step based on what is. In addition, for example, the production step may be stepped up when 15 of the normally variable winning cry complaints are released for 5.0 seconds.

  FIG. 32 is a flowchart illustrating an example of a special symbol process (step S27) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the special symbol display 8 and the special winning opening is executed.

  When the CPU 56 performs the special symbol process, the start port switches (start port switches 13a and 14a) for detecting that the game ball has won the start winning port provided in the game board 6 are turned on. In other words, if a start winning that causes the game ball to win the start winning opening has occurred (step S321), a start opening switch passing process is executed (step S322). Then, any one of steps S300 to S311 is performed.

  The processes in steps S300 to S311 are as follows.

  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is ready to start the variable display of the special symbol, it checks the number of reserved memories (the number of start winning memories). The reserved memory number can be confirmed by the count value of the reserved memory number counter. If the number of reserved memories is not 0, it is determined whether or not to win. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) corresponding to the variation pattern setting process (step S301).

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

  Special symbol changing process (step S302): This process is executed when the value of the special symbol process flag is 2. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the internal state (special symbol process flag) is specially set. It is updated to a value (3 in this example) corresponding to the symbol stop process (step S303).

  Special symbol stop process (step S303): executed when the value of the special symbol process flag is 3. The variable display on the special symbol display 8 is stopped and the stop symbol is derived and displayed. Moreover, control which transmits the special symbol confirmation designation | designated command to the microcomputer 100 for effect control is performed. If the big hit flag is set, the internal state (special symbol process flag) is updated to a value (7 in this example) corresponding to the pre-opening process for the big prize opening (step S308). When the big hit flag is not set, the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to the pre-release of the accessory (step S304). The effect control microcomputer 100 controls the effect display device 9 to stop the decorative symbol corresponding to the special symbol when the special symbol confirmation designation command transmitted by the game control microcomputer 560 is received.

  Pre-opening process of accessory (step S304): This process is executed when the value of the special symbol process flag is 4. The game control microcomputer 560 executes a process for performing the starting operation, and changes the internal state (specifically, the value of the special symbol process flag) in accordance with the process of releasing the accessory (step S305). Update to the value (5 in this example).

  Processing during opening of an accessory (step S305): This process is executed when the value of the special symbol process flag is 5. It is confirmed whether or not the specific area switch 66a is turned on, and whether or not the accessory release time has elapsed. When the specific area switch 66a is turned on, the V winning flag is set. When the bonus release time has elapsed, the bonus is closed. Then, if the number of times of opening of the accessory has not reached the determined number of times of opening, the accessory is brought into an open state in order to perform the starting operation again. When the number of times of opening of the accessory has reached the determined number of times of opening, the internal state (special symbol process flag) is a value (6 in this example) corresponding to the processing after the accessory closing (step S306). Update to

  Post-combination processing (step S306): This is executed when the value of the special symbol process flag is 6. When the V winning flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to the pre-opening process for the big winning opening (step S308). When the V winning flag is not set, a value corresponding to the production time is set in the production time timer for production of the outage production period, and the internal state (special symbol process flag) is out of production processing. It is updated to a value (7 in this example) corresponding to (Step S307).

  Out of effect production process (step S307): This process is executed when the value of the special symbol process flag is 7. When the off-line production time has elapsed, the internal state (special symbol process flag) is updated to a value (in this example, 0) corresponding to the special symbol normal process (step S300).

  Preliminary winning opening opening process (step S308): executed when the value of the special symbol process flag is 8. Control is performed to open the big prize opening (large prize opening by the opening and closing plate 16). More specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized, and the big prize opening is opened. In addition, the execution time of the process for opening the special prize opening is set by the timer, and the internal state (specifically, the value of the special symbol process flag) is set to a value (this value) corresponding to the process for opening the special prize opening (step S309). In the example, update to 9). The pre-opening process for the big winning opening is executed for each round, but when the first round is started, the pre-opening process for the big winning opening is also a process for starting the big hit game.

  Large winning opening opening process (step S309): This process is executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. When the closing condition for the big prize opening is satisfied, the internal state (specifically, the value of the special symbol process flag) is set to a value (10 in this example) corresponding to the post winning closing process (step S310). ).

  Process after closing the big prize opening (step S310): executed when the value of the special symbol process flag is 10. If there is still a remaining round, the internal state (specifically, the value of the special symbol process flag) is updated to a value (8 in this example) corresponding to the pre-opening process for the big prize opening (step S308). When all the rounds are finished, the internal state is updated to a value (11 in this example) corresponding to the big hit end process (step S311).

  Big hit end process (step S311): executed when the value of the special symbol process flag is 11. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended. Then, the internal state (specifically, the value of the special symbol process flag) is updated to a value (0 in this example) corresponding to the special symbol normal process (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. 33 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. 33, in this embodiment, the effect control command is transmitted from the main board 31 to the effect control board 80 via the relay board 177 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 effect control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.

  As shown in FIG. 34, 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.

  FIG. 35 and FIG. 36 are explanatory diagrams showing an example of the contents of the effect control command sent to the effect control microcomputer 100. In the example shown in FIGS. 35 and 36, commands 8001 (H) to 8009 (H) are effects control that designates a variation pattern of decorative symbols that are variably displayed on the effect display device 9 in response to variable display of normal symbols. Command (ordinary pattern variation pattern command) (corresponding to normal symbol variation patterns # 1 to # 9, respectively). The effect control command for designating the variation pattern is also a command for designating the variation start. Therefore, when the production control microcomputer 100 receives any of the commands 8001 (H) to 8009 (H), the production display device 9 controls the production display to start variable display of decorative symbols.

  In the example shown in FIGS. 35 and 36, commands 8101 (H) to 8109 (H) designate a decorative pattern variation pattern that is variably displayed on the effect display device 9 in response to the variable symbol special display. It is an effect control command (special pattern variation pattern command) (corresponding to special symbol variation patterns # 1 to # 9, respectively). The effect control command for designating the variation pattern is also a command for designating the variation start. Therefore, when the production control microcomputer 100 receives any of the commands 8101 (H) to 8109 (H), the production display device 9 performs control so that variable display of decorative symbols is started.

  The command 8B00 (H) is an effect control command (ordinary deviation designation command) that designates that the variable symbol display (fluctuation) result of the normal symbol is missing. Command 8B01 (H) is an effect control command (designation command per universal figure) that designates that the variable symbol display (variation) result of the normal symbol is per universal figure. Hereinafter, when referring to any one of the ordinary drawing designation command and the usual drawing designation command, or to express it comprehensively, it may be referred to as a common figure display result command.

  Command 8C00 (H) is an effect control command (first small hit designation command) that designates that the variable symbol display (variation) result of the special symbol is the first small hit. Command 8C01 (H) is an effect control command (second small hit designation command) for designating that the variable symbol display (variation) result of the special symbol is the second small hit. Command 8C02 (H) is an effect control command (third small hit designation command) for designating that the variable symbol display (variation) result of the special symbol is the third small hit. The command 8C03 (H) is an effect control command (big hit designation command) for designating that the variable symbol display (variation) result of the special symbol is a big hit. Hereinafter, when referring to any of the first small hit designation command, the second small hit designation command, the third small hit designation command, and the big hit designation command, or when comprehensively expressed, it is referred to as a special figure display result command. is there.

  Command 8F00 (H) is an effect control command (ordinary symbol confirmation designation command) indicating that the variable symbol display (variation) is terminated and the display result (stop symbol) is derived and displayed. When receiving the normal symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (variation) of the decorative symbol corresponding to the normal symbol and derives and displays the display result. The derived display is to finally stop and display the symbol.

  The command 8F01 (H) is an effect control command (special symbol confirmation designation command) indicating that the special symbol variable display (variation) is terminated and the display result (stop symbol) is derived and displayed. When receiving the special symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (variation) of the decorative symbol corresponding to the normal symbol and derives and displays the display result.

  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if the data is stored in the backup RAM, and otherwise designates initialization. Send a command.

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

  The command A001 (H) is an effect control command (a jackpot start designation command: a fanfare designation command) that designates the start of a jackpot game. Command A002 (H) is an effect control command (small hit start designation command) for designating the start of a small hit game (starting operation state).

  The command A1XX (H) is an effect control command (special command during opening of a big winning opening) indicating a display during the opening of the big winning opening for the number of times (round) indicated by XX. A2XX (H) is an effect control command (designation command after opening the big winning opening) indicating the closing of the big winning opening for the number of times (round) indicated by XX.

  The command A301 (H) is an effect control command for displaying the jackpot end screen, that is, for ending the jackpot game (a jackpot end designation command: an ending designation command). The command A302 (H) is an effect control command (an accessory control end specifying command) that specifies the end of an accessory control.

  Command B001 (H) is an effect control command (advantageous state designation command) indicating that the gaming state has become an advantageous state. Command B002 (H) is an effect control command (normal state designation command) indicating that the gaming state has returned from the advantageous state to the normal state (non-advantageous state).

  Command D001 (H) is an effect control command (abnormal winning notification designating command) for instructing notification of abnormal winning to the big winning opening. Command D002 (H) is an effect control command (starting abnormal winning designation command) for instructing notification of abnormal winning to the starting winning opening.

  Command D003 (H) is an effect control command (magnetic abnormality notification designation command) for instructing notification that abnormal magnetism has been detected in the vicinity of the special winning opening. Command D004 (H) is an effect control command (vibration abnormality notification designation command) for instructing notification that abnormal vibration has been detected. Command D005 (H) is an effect control command (abnormal opening notification designation command) for instructing notification that abnormal opening of the special winning opening has been detected.

  Command E0XX (H) is an effect control command (holding memory number designation command) that designates that the number of reserved memories is a value indicated by XX.

  The command E400 (H) is an effect control command (a first winning combination winning designation command) indicating that the winning of the winning combination 20 at the first advance entrance 71 has occurred. The command E401 (H) is an effect control command (second prize winning designation command) indicating that the winning of the accessory 20 at the second entrance 72 has occurred. The command E402 (H) is an effect control command (V winning designation command) indicating that a winning at the specific winning opening 66A has occurred. Command E 403 (H) is an effect control command (special route detection designation command) indicating that the game ball has entered the second route (special route) in the accessory 20.

  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31. Then, the display state of the effect display device 9 is changed according to the contents shown in FIGS. 35 and 36, the display state of the light emitter such as a lamp is changed, and the sound number data is output to the sound output board 70. To do.

  FIG. 37 is a flowchart showing the start-port switch passing process in step S322. In the start port switch passing process, the CPU 56 checks whether or not the reserved storage number is 4 which is the upper limit value (step S81). If the number of reserved memories is 4, the process is terminated.

  If the number of reserved memories is not 4, the value of the reserved memory number counter indicating the number of reserved memories is incremented by 1 (step S82). Further, the CPU 56 reads a count value from a counter for generating a random number and extracts a software random number, and reads a count value of the random number circuit 503 to extract a random R (a jackpot determination random number generated by the random number circuit 503). Then, a process of storing them in the storage area in the reserved storage buffer corresponding to the value of the reserved storage number counter as the extracted random number value is executed (step S83). In step S83, the CPU 56 extracts a random 5 (see FIG. 27) value (a counter value for generating a special symbol variation pattern random number) as a software random number. In the reserved storage buffer, the same number of storage areas as the upper limit value of the number of reserved memories is secured. Further, a counter for generating a random number for variation pattern and a holding storage buffer are formed in the RAM 55. “Formed in RAM” means an area in the RAM.

  Further, the display of the special symbol hold memory display 18 is changed to a display showing the value of the hold memory number counter (step S84). Further, control is performed to transmit a reserved memory number designation command to the effect control microcomputer 100 (step S85). In this case, the CPU 56 transmits a reserved memory number designation command for designating the current reserved memory number based on the value of the reserved memory number counter updated in step S82. Specifically, when the CPU 56 transmits an effect control command to the effect control microcomputer 100, the address of the command transmission table (preliminarily set for each command in the ROM) corresponding to the effect control command is used as a pointer. set. Then, the address of the command transmission table corresponding to the effect control command is set in the pointer, and the effect control command is transmitted in the effect control command control process (step S29) (the same applies to other effect control commands).

  38 and 39 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. The state where the special symbol normal process is executed is when the value of the special symbol process flag is a value indicating step S300. The case where the value of the special symbol process flag is a value indicating step S300 is a state in which the special symbol display unit 8 does not display the variation of the special symbol and the jackpot game is not executed. State.

  In the special symbol normal process, the CPU 56 checks the number of reserved memories (step S51). Specifically, the count value of the pending storage number counter is confirmed. If the number of pending storage is 0, the CPU 56 checks whether or not a demo display command transmission flag indicating that a customer waiting demo display command has already been transmitted is set (step S52). If the demo display command transmission completed flag is not set (N in step S52), the CPU 56 executes control to transmit the customer waiting demonstration display command to the production control microcomputer 100 (step S53), and transmits the demonstration display command. A completed flag is set (step S54). As a result of the processing in steps S52 to S54 described above, the customer waiting demonstration display command is transmitted to the production control microcomputer 100 only once when the number of reserved memories is zero.

  If the reserved memory number is not 0, each random number value stored in the storage area corresponding to the reserved memory number = 1 in the reserved memory number buffer of the RAM 55 is read and stored in the random number buffer area of the RAM 55 (step S55). Then, the value of the reserved memory number is decreased by 1 (the count value of the reserved memory number counter is decremented by 1), and the contents of each storage area are shifted (step S56). That is, each random number value stored in the storage area corresponding to the reserved memory number = n (n = 2, 3, 4) in the reserved memory number buffer of the RAM 55 is stored in the storage area corresponding to the reserved memory number = n−1. To store. Therefore, the order in which the random number values stored in the respective storage areas corresponding to the number of reserved memories is extracted always matches the order of the number of reserved memories = 1, 2, 3 and 4. Yes.

  Next, the CPU 56 performs control to transmit a reserved memory number designation command to the effect control microcomputer 100 (step S57). In this case, the CPU 56 transmits a reserved memory number designation command for designating the current reserved memory number based on the value of the reserved memory number counter updated in step S56.

  Next, the CPU 56 reads the jackpot determination random number (random R) from the random number buffer area (step S60), and executes the jackpot determination module (step S61). The big hit determination module compares a predetermined determination value (the determination value set in the table illustrated in FIG. 28) with the big hit determination random number, and determines whether it is a big hit or a small hit. It is a program that executes a process to perform. In step S61, when determining the small hit, the CPU 56 also determines whether the first small hit, the second small hit, or the third small hit is the type of the small hit. Further, in this embodiment, as shown in the table of FIG. 28, there is no deviation in the big hit determination of step S61.

  When it is determined to be a big hit (step S62), the CPU 56 sets a big hit flag (step S63). Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S70).

  When it is not determined to be a big hit (that is, when it is determined as one of the first small hit, the second small hit or the third small hit), the CPU 56 sets a time reduction flag indicating that it is in a time reduction state. Is set, and if the time reduction flag is set, the value of the time reduction counter indicating the number of times the special symbol can be changed in the time reduction state is decremented by 1 (steps S65 and S66). When the value of the time reduction counter becomes 0, a time reduction end flag is set in order to shift the gaming state to the non-time reduction state when the variable display ends (steps S68 and S69). Then, the process proceeds to step S70.

  FIG. 40 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 reads the variation pattern determination random number from the random number buffer area (step S340). Then, a variation pattern is selected from the variation pattern table based on the variation pattern determination random number (step S341). The fluctuation pattern table is an area of the ROM 54 in which determination values are set in correspondence with the fluctuation patterns as shown in FIG. In this embodiment, as shown in FIG. 30, different variation pattern tables are used depending on the determination result of the big hit determination (whether the big hit or the first small hit to the third small hit). .

  If it is determined that the first small hit is made, the CPU 56 determines a special symbol stop symbol (display result) to be displayed on the special symbol indicator 8 as “1”. Further, when it is determined that the second small hit is made, the CPU 56 determines a special symbol stop symbol (display result) to display “3” on the special symbol indicator 8. Further, when it is determined that the third small hit is made, the CPU 56 determines a special symbol stop symbol (display result) to display “5” on the special symbol indicator 8. If it is determined that the game is a big hit, the CPU 56 determines the special symbol stop symbol (display result) to be displayed on the special symbol display 8 as “7”.

  The CPU 56 performs control to transmit a variation pattern command corresponding to the variation pattern selected in step S41 to the effect control microcomputer 100 (step S342).

  Also, the special symbol change is started (step S344). For example, a start flag referred to in the special symbol display control process in step S34 is set. Also, a value corresponding to the variation time corresponding to the variation pattern selected in step S41 is set in the variation time timer formed in the RAM 55 (step S345). Then, the value of the special symbol process flag is updated to a value corresponding to the special symbol changing process (step S302) (step S346).

  FIG. 41 is a flowchart showing the special symbol changing process (step S302) in the special symbol process. In the special symbol changing process, the CPU 56 subtracts 1 from the variable time timer (step S121), and when the variable time timer times out (step S122), the value of the special symbol process flag corresponds to the special symbol stop process (step S303). The updated value is updated (step S123). If the variable time timer has not timed out, the process ends.

  FIG. 42 is a flowchart showing the special symbol stop process (step S303) in the special symbol process. In the special symbol stop process, the CPU 56 sets an end flag referred to in the special symbol display control process in step S34 to end the variation of the special symbol, and performs control for deriving and displaying the stop symbol on the special symbol display 8. (Step S131). Further, control is performed to transmit a special symbol confirmation designation command to the production control microcomputer 100 (step S132).

  When the big hit flag is set, the CPU 56 performs control to transmit the big hit start designation command to the effect control microcomputer 100 (steps S133 and S134). Also, the number of times of opening (number of rounds), which is the number of times that the big winning opening can be opened in the big hit game, is set in the opening number counter (step S135), and the pre-round start time (a new round is started) is set in the pre-round start timer. For example, a value corresponding to a notification time in the effect display device 9 is set (step S136).

  Next, the CPU 56 sets a value of “192” as a threshold value in the abnormal winning determination counter (step S136A). The threshold value set in step S136A is a value that allows the maximum winning of the game ball to the special variable winning ball device 20 in the 16-round jackpot gaming state. In other words, in this embodiment, ten game balls are awarded to the big prize opening per round, so normally 16 rounds in the big hit gaming state (opening of 16 big prize openings) When the game ends, 160 (10 × 16 rounds) game balls win. However, there is a case where the game ball wins the big winning opening from when the count switch 23 detects the winning of the tenth gaming ball to the big winning opening until the big winning opening is closed. In this case, 10 or more game balls will win the grand prize opening in one round, and there is a possibility that 160 or more game balls will win the big prize opening when 16 rounds in the big hit gaming state are completed. There is. On the other hand, in all 16 rounds, it is difficult to empirically think that 12 or more game balls per round win the big prize opening (that is, 192 game balls win the big prize opening in 16 rounds). Therefore, when such a situation occurs, it can be considered that a failure has occurred so that the opening / closing plate of the special prize opening cannot be closed or that some sort of fraud is being performed. Based on such an idea, in this embodiment, in the 16-round big hit gaming state, the number of game balls detected by the count switch 23 is 191 times (that is, the number of winnings to the special variable winning ball device 120 is 191). ) Is set to a value of “192” as a threshold value in step S136A in order to allow the winning of the game ball to the special variable winning ball apparatus 120. As will be described later, when the number of detections of the count switch 23 reaches 192, it is determined that an abnormal winning has occurred, and processing for executing abnormality notification is executed (see steps S260 and S261 in FIG. 58).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special winning opening opening pre-processing (step S308) (step S137). Note that the number of rounds set in the release count counter is 16 corresponding to 16 rounds (16R).

  When the big hit flag is not set (that is, when it is a small hit) and the short time end flag is set, the short time end flag is reset and the short time flag is reset (steps S133, S138, S139). , S140). Further, control is performed to transmit a small hitting start designation command to the production control microcomputer 100 (step S142), and the value of the special symbol process flag is updated to a value corresponding to the pre-release process (step S304). S143).

  Next, the starting operation state will be described. FIG. 43 is an explanatory diagram showing a table in which data relating to the starting operation state in the ROM 54 is set. FIG. 43 (A) shows a table for opening an accessory used when the number of releases of the accessory 20 is 1, and FIG. 43 (B) shows that the number of releases of the accessory 20 is two. In this case, a table for opening an accessory to be used is shown. In the accessory release table, data indicating a value corresponding to the processing time during opening (the sum of the opening time of the accessory 20 and the closing time between opening) and the opening pattern table stored in the ROM 54 are displayed. A head address (referred to as AAAA or BBBB) is set in order. Order means that data storage addresses are continuous.

  In this embodiment, when the number of opening of the accessory 20 is 1, the opening time of the accessory 20 is 0.7 seconds, and when the opening of the accessory 20 is 2, Each opening time is 0.7 seconds and closing time is 0.5 seconds. In addition, since the value of the timer for measuring the processing time during release is updated every 2 ms (2 milliseconds), in the accessory release table (also in the release pattern table described later), (2 ms × (data value)) Data such that becomes time is set in hexadecimal. When the number of opening of the accessory 20 is 1, since there is no closing time, the processing time during opening is the same as the opening time of the accessory 20. Further, when the number of opening of the accessory 20 is two, the processing time during opening is the same as the sum of the two opening times and closing time of the accessory 20.

  As shown in FIG. 43 (B), in the opening pattern table used when the number of opening of the accessory 20 is 1, the solenoid output data (= 01 (indicating ON)) and the opening time are sequentially shown. Value data and solenoid output data (= 00 (indicating OFF)) are set. In the opening pattern table used when the number of opening of the accessory 20 is 2, the solenoid output data (= 01 (indicating ON)), the value data indicating the opening time, and the solenoid output data (= 00) are sequentially displayed. (Indicating OFF)), value data indicating closing time, solenoid output data (= 01 (indicating ON)), value data indicating opening time, solenoid output data (= 00 (indicating OFF)) Has been.

  The CPU 56 controls the opening / closing of the accessory 20 in the starting operation state according to the data set in the release pattern table. The solenoid output data is data indicating the driving state of the opening solenoid 75 for opening the accessory 20. On indicates opening of the accessory 20 (driving solenoid 75 is driven), and off indicates closing of the accessory 20 (stopping operation of the opening solenoid 75).

  FIG. 44 is a flowchart showing the accessory release pre-processing (step S304). In the pre-release process, the CPU 56 determines that the number of times of opening of the accessory 20 is determined when the number of times of opening of the accessory 20 in the start-up operation state is determined to be one (when the opening pattern is one time of opening). Is set in a register (or RAM 55) (steps S410 and S411). In addition, when the number of opening of the accessory 20 is not determined once (when it is determined twice), the opening table of the accessory used when the number of opening of the accessory 20 is two. Is set in a register (or RAM 55) (steps S410 and S412). In this embodiment, the number of times the accessory 20 is released is determined based on the determination of the type of the small hit in the processes of steps S61 and S62. That is, if the first small hit is determined, the number of opening of the accessory 20 is determined to be one, and if the second small hit or the third small hit is determined, the number of opening of the accessory 20 is two. Determined to be times.

  Then, the data of the set address and the data of the next address (the open time: see FIG. 43) are set in the open processing time timer (step S413). Also, the set address is incremented by 2 (step S414), and the data of the address and the data of the next address (the start address of the open pattern table: see FIG. 43) are set in the pointer formed in the RAM 55. (Step S415). In this embodiment, the data bus of the CPU 56 is 8 bits (1 byte). Since 2-byte data is handled in step S413, the address is incremented by +2 in step S414.

  Next, the data at the address pointed to by the pointer is loaded (step S416). Here, 1-byte solenoid output data (= 01 (indicating ON)) is loaded (see FIG. 43B). The CPU 56 sets the loaded data in the port output RAM area (step S417). In the solenoid output process (step S32) shown in FIG. 26, the release solenoid 75 is driven based on the data set in the port output RAM area, and the accessory 20 is released. Then, the pointer value is incremented by 1 (step S418). The value of the pointer is an address where the second data in the release pattern table is stored. That is, the pointer points to the address where the second data in the release pattern table is stored.

  Further, the CPU 56 loads the data at the address pointed to by the pointer and the data at the next address (step S419). Here, 2-byte data indicating the release time is loaded (see FIG. 43B). Then, the loaded data is set in an on-time / off-time timer for measuring the opening time or closing time (step S421). The CPU 56 increments the pointer value by +2 (step S422). Therefore, the pointer points to the address where the third data in the release pattern table is stored.

  Next, the CPU 56 clears (initializes to 0) the game ball number counter for counting the number of game balls that have entered the accessory 20 (step S423), and starts releasing the accessory 20 control. A bonus release start flag is set (step S424), and a post-opening time measurement timer for measuring an elapsed time after the bonus 20 is released is started (step S425). Then, the value of the special symbol process flag is updated to a value corresponding to the processing for releasing an accessory (step S305) (step S426).

  45 to 47 are flowcharts showing the processing during opening of an accessory (step S305). In the process during opening of the accessory, the CPU 56 checks whether or not the processing time timer during opening has already timed out (value is 0) (step S430). If timed out, the process proceeds to step S451.

  If the open processing time timer has not timed out, the value of the open processing time timer is decremented by 1 (step S431A). Further, the value of the on-time / off-time timer is decremented by 1 (step S431B). Then, the CPU 56 checks whether or not the on-time / off-time timer has timed out (value has become 0) (step S432). If timed out, the process proceeds to step S442.

  If the on-time / off-time timer has not timed out, the rotating body control for rotating the rotating body 86 is executed (step S433). When the first winning combination winning switch 71a is turned on, that is, when a gaming ball winning at the first advance entrance 71 of the winning combination 20 is detected (step S434A), the value of the in-function gaming ball number counter is incremented by 1 ( In step S435A), control is performed to transmit the first prize winning designation command to the production control microcomputer 100 (step S436A). When the second winning combination winning switch 72a is turned on, that is, when a gaming ball winning the second advancement entrance 72 of the winning combination 20 is detected (step S434B), the value of the in-function gaming ball number counter is incremented by 1 ( In step S435B, control is performed to transmit the second prize winning designation command to the production control microcomputer 100 (step S436B).

  When the accessory discharge switch 85a is turned on, that is, when a game ball discharged from the accessory is detected (step S437), the value of the in-function game ball counter is decremented by 1 (step S438).

  When the special route detection switch 72b is turned on, that is, when a game ball that has entered the accessory 20 enters the movable member 77 (enters the special route) (step S438A), the CPU 56 performs effect control on the special route detection designation command. Control to transmit to the microcomputer 100 is performed (step S438B).

  When the specific area switch 66a indicating that the game ball has entered the specific winning opening 66A is turned on (step S439), the V winning flag is set (step S440), and the V winning designation command is sent to the effect control microcomputer 100. Is transmitted (step S441).

  In step S442, the CPU 56 loads data at the address indicated by the pointer. The loaded data is set in the port output RAM area (step S443).

  When the number of times of opening of the accessory 20 in the start operation state is determined to be 1, the loaded data is solenoid output data (= 00 (indicating OFF)). When the number of times the accessory 20 is released in the starting operation state is determined to be 2, the loaded data is solenoid output data (= 00 (indicating OFF)) or solenoid output data (= 01 (ON). Show)). In other words, when the number of times of opening of the accessory 20 in the start operation state is determined to be two, when the processing of step S442 is first executed in the processing of releasing the accessory, the solenoid output data (= 00 (OFF is set). When the process of step S442 is executed for the second time, the solenoid output data corresponding to the second release (= 01 (indicating ON)), and the process of step S442 is executed for the third time. When the operation is performed, the solenoid output data corresponding to the second opening (= 00 (indicating OFF)).

  Next, the CPU 56 increments the value of the pointer by 1 (step S444), and loads the data at the address pointed to by the pointer and the data at the next address (step S445). If the loaded data is 0000 (end code: see FIG. 43B) (step S446), a value corresponding to the winning monitoring time (for example, 6 seconds) is set in the winning monitoring timer (step S447).

  If the loaded data is not 0000, the loaded data is set to an on / off time timer for measuring the opening time or closing time (step S448). Then, the CPU 56 sets the pointer value to +2 (step S449).

  In step S452, the CPU 56 decrements the value of the winning monitoring timer by -1. Then, the CPU 56 checks whether or not the value of the in-function game ball number counter is 0 (step S453A). On the other hand, if the value of the in-function game ball counter is not 0, the CPU 56 checks whether or not the winning monitoring timer has timed out (value is 0) (step S453B). If the value of the game ball number counter in the accessory is 0 (Y in step S453A) or if the winning monitoring timer has timed out (Y in step SS453B), the CPU 56 sets the time measurement timer after releasing the accessory. Reset (step S454). Then, the value of the special symbol process flag is updated to a value corresponding to the post-function close processing (step S306) (step S455). On the other hand, if the winning monitoring timer has not timed out (N in step S453B), the process proceeds to step S456A.

  In step S456A, the CPU 56 checks whether or not a first storage unit release flag indicating that the first storage unit in the accessory 20 is being opened is set. If set, the process proceeds to step S456E. If it is not set, the CPU 56 opens the predetermined first storage unit based on the value of the time measurement timer after opening of the accessory (for example, after the opening of the accessory 20 (if the agent is released twice, the first accessory) It is confirmed whether or not 8 seconds) have elapsed (after opening) (step S456B). If the opening time of the 1st storage part has passed, CPU56 will control the 1st storage part to an open state by driving the 1st storage part solenoid 90a and moving the 1st storage member 93a (Step) S456C). And a 1st storage part open | release flag is set (step S456D), and it transfers to step S434A.

  When the game ball is stored in the first storage part through the first path 71 of the accessory 20 through the first route, the processing of steps S456A to S456D is performed, whereby the accessory 20 It is released from the first reservoir after a predetermined time after opening and is guided to the rotating body 86 (see FIGS. 10 and 11). Then, when a winning is made to the specific winning opening 66A, it is detected by the specific area switch 66a in the process of step S439, and when it is discharged without winning the specific winning opening 66A, an accessory discharge switch 85a is processed in the process of step S437. Will be detected.

  In step S456E, the CPU 56 checks whether or not a second storage unit release flag indicating that the second storage unit in the accessory 20 is being opened is set. If it is set, the process proceeds to step S456I. If it is not set, the CPU 56 determines the opening time of the predetermined second storage unit based on the value of the time measuring timer after opening of the accessory (for example, after the opening of the accessory 20 (if it is opened twice, the first accessory) It is confirmed whether or not 12 seconds) have elapsed (after opening) (step S456F). If the opening time of the second storage part has elapsed, the CPU 56 controls the second storage part to the open state by driving the second storage part solenoid 90b to move the second storage member 93b (step). S456G). And a 2nd storage part open | release flag is set (step S456H), and it transfers to step S434A.

  In step S456I, the CPU 56 determines the movable time of the predetermined movable member 77 based on the value of the post-opening time measurement timer (for example, after the pre-opening of the precious material 20 (after the first full opening of the post when opening twice). 13 seconds) is checked. If the movable time of the movable member 77 has elapsed, the movable member control for moving the movable member 77 is executed (step S456J). Then, control goes to a step S434A.

  When the game ball is stored in the second storage part through the second path 72 through the second entrance 72 of the accessory 20, the processing of steps S <b> 456 </ b> E to S <b> 456 </ b> J is performed, thereby the accessory 20. After being released from the second storage portion after a predetermined time after being opened, the movable member 77 is moved in a state of being inclined obliquely from the upper right to the lower left, thereby being guided to the rotating body 86 through the movable member 77 ( (Refer FIG. 12, FIG. 13). Then, when a winning is made to the specific winning opening 66A, it is detected by the accessory discharge switch 85a in the process of step S437 and detected by the specific area switch 66a in the process of step S439, and discharged without winning the specific winning opening 66A. In such a case, it is detected by the accessory discharge switch 85a in the process of step S437.

  In this embodiment, after the time-out processing time timer times out until the value of the game ball number counter in the bonus game becomes 0, that is, until all the game balls in the bonus game 20 are discharged. In the processing during opening, the detection signals of the prize winning switches 71a and 72a, the detection signal of the accessory discharging switch 85a, and the detection signal of the V winning prize switch 22 are checked, but after the opening processing time timer times out. These checks are executed in a process other than the process during opening of an accessory (for example, another process executed between the process during opening of an accessory in step S305 and the process after the closing of an accessory in step S306). May be.

  In this embodiment, the starting operation state continues until the processing time timer during opening times out. However, when it is detected that a predetermined number of game balls have won the bonus item 20 in the starting operation state, the starting operation state is released. Even if the intermediate processing time timer has not timed out, the start operation state may be terminated. For example, when the CPU 56 confirms that a predetermined number of game balls (for example, at least one by each of the winning combination winning prize switches 71a and 72a) have won the winning combination 20 by the winning prize winning switches 71a and 72a, the release is performed. Set the middle processing time timer to 0.

  FIG. 48 is a flowchart showing the rotator control. In the rotating body control, the CPU 56 checks whether or not the rotating body 86 is operating (rotating body operating) (whether or not the rotating body operating flag is set) (step S211). If not in operation, it is confirmed whether or not the accessory release start flag is set (step S212). If the accessory release start flag is set, the accessory release start flag is reset (step S213) and the driving of the rotating body 86 is started (step S214). That is, the rotating body drive motor 87 is rotated. Further, a rotating body operating flag indicating that the rotating body is operating is set (step S215). In this embodiment, the case where the driving of the rotating body 86 is started when the accessory 20 is opened is shown. You may control as follows. In addition, for example, the rotating body 86 may always be driven with a constant operation after the gaming machine 1 is turned on regardless of the gaming state.

  When the rotating body is operating (Y in step S211), the CPU 56 checks whether or not the rotating body operation stop request flag for requesting the operation stop of the rotating body 86 is set (step S216). When the rotation body operation stop request flag is set, the CPU 56 stops driving the rotation body drive motor 87 to stop the rotation of the rotation body 86 (step S217) and resets the rotation body operation flag. (Step S218). Then, a rotating body initial position setting request flag for requesting that the rotating body 86 be returned to the initial position is set (step S219).

  The rotating body operation stop request flag is set in the post-processing of the accessory closing. The rotating body initial position setting request flag is referred to in the initial position control process in step S33.

  FIG. 49 is a flowchart showing movable member control. In the movable member control, the CPU 56 checks whether or not the movable member 77 is operating (moving member is operating) (whether or not the moving member operating flag is set) (step S221). If it is not in operation, the CPU 56 checks whether or not the movable member operated flag indicating that the movable member 77 has already been moved is set (step S222). If the movable member operated flag is not set, the CPU 56 drives the movable member drive motor 77B and starts moving the movable member 77 (step S223). In this case, as shown in FIG. 7 and FIG. 8, the movable member 77 is movable so as to be inclined obliquely from the upper right in the accessory 20 to the lower left in the accessory 20. To do. As will be described later, the decorative member 78 is moved in conjunction with the production control microcomputer 100, so that the decorative member 78 overlaps the front of the movable member 77 as shown in FIGS. It moves in conjunction with the state. Further, a movable member operating flag indicating that the movable member is operating is set (step S224).

  When the movable member is operating (Y in step S221), the CPU 56 checks whether or not an ON signal from the lower position sensor 91b is detected (step S225). When detecting the ON signal from the lower position sensor 91b, the CPU 56 stops driving the movable member drive motor 77B and stops the movement of the movable member 77 (step S226). Further, the movable member operating flag is reset (step S227), and the movable member operated flag is set (step S228). Then, a movable member initial position setting request flag for requesting that the movable member 77 be returned to the initial position is set (step S229).

  In this embodiment, when the left end portion of the movable member 77 is moved to the lowest position and the movement is stopped in step S226, the movable member initial position setting request flag is set in step S229. Thus, the process of immediately returning the movable member 77 to the initial position is executed in the initial position control process of step S33.

  FIG. 50 is a flowchart showing the post-completion processing (step S306). In the post-combination processing, the CPU 56 sets a rotating body operation stop request flag referred to in the rotating body control shown in FIG. 48 (step S1450). Further, the rotating body control is executed (step S1451). Moreover, control which transmits the accessory control completion designation | designated command to the microcomputer 100 for effect control is performed (step S1452). Further, the small hit flag is reset (step S1453).

  Next, the CPU 56 checks whether or not the V winning flag is set (step S1454). If the V winning flag is set (that is, if a V winning is generated), the CPU 56 resets the V winning flag (step S1455), and the opening number counter indicates the number of times that the big winning opening can be opened in the big hit game. A certain number of times of opening (number of rounds) is set (step S1456). For example, as the number of times of opening, 3 is set for the first small hit, 8 is set for the second small hit, and 16 is set for the third small hit. Next, the CPU 56 sets a value corresponding to a pre-round start time (a time for which the effect display device 9 notifies that a new round is started, for example) in the pre-round start timer (step S1457). Also, a big hit flag is set (step S1458), and a control for transmitting a big hit start designation command to the production control microcomputer 100 is performed (step S1459).

  Next, the CPU 56 sets a value corresponding to the number of times of opening as a threshold value in the abnormal winning determination counter (step S1459A). In this embodiment, the value of “36” (12 pieces × 3 rounds) is set in the abnormal winning determination counter when the first small hit, and the abnormal winning determination counter is set when the second small hit. A value of “96” (12 pieces × 8 rounds) is set, and if it is the third small hit, a value of “192” (12 pieces × 16 rounds) is set in the abnormal winning determination counter. Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S308) (step S1460).

  If the V winning flag is not set, that is, if no V winning is generated (N in step S1454), the CPU 56 corresponds to the off-rendering time during the off-rendering timer (3 seconds in this example). A value is set (step S1461), and the value of the special symbol process flag is updated to a value corresponding to the off-stage production process (step S307) (step S1462).

  FIG. 51 is a flowchart showing the initial position control process in step S33. In the initial position control process, the CPU 56 checks whether or not the movable member initial position setting flag is set (step S1241). If it is set, the process proceeds to step S1247. If not set, it is checked whether or not the movable member initial position setting request flag is set (step S1242). If not set, the process proceeds to step S1250. If it is set, the movable member initial position setting request flag is reset (step S1243), and the second reservoir is closed by driving the second reservoir solenoid 90b to move the second reservoir 93b. The state is returned (step S1244). Next, the CPU 56 drives the movable member drive motor 77B to start moving the movable member 77 (step S1245). In this case, the CPU 56 drives the movable member drive motor 77B in the direction opposite to the movable member control executed in the accessory release process. Therefore, the movable member 77 is movable so as to return to a horizontal state above the inside of the accessory 20 again from a state where it is inclined obliquely from the upper right to the lower left inside the accessory 20. If the movable member drive motor 77B is already being driven, the CPU 56 continues the drive. Further, the moving member initial position setting flag is set (step S1246).

  When the upper position sensor 91a is turned on (a detection signal is output from the upper position sensor 91a), the drive of the movable member drive motor 77B is stopped in order to stop the movement of the movable member 77 (steps S1247 and S1248). . Further, the movable member initial position setting flag is reset (step S1249).

  Next, the CPU 56 checks whether or not the rotating body initial position setting flag is set (step S1250). If it is set, the process proceeds to step S1256. If it is not set, it is checked whether or not the rotating body initial position setting request flag is set (step S1251). If it is not set, the process is terminated as it is. If it is set, the rotary body initial position setting request flag is reset (step S1252), and the first reservoir is closed by driving the first reservoir solenoid 90a to move the first reservoir 93a. The state is returned (step S1253). Next, the CPU 56 drives the rotating body drive motor 87 and starts driving the rotating body 86 (step S1254). If the rotating body drive motor 87 is already being driven, the CPU 56 continues the drive. Further, a rotating body initial position setting flag is set (step S1255).

  When the rotating body position sensor 87a is turned on (a detection signal is output from the rotating body position sensor 87a), the driving of the rotating body drive motor 87 is stopped in order to stop the driving of the rotating body 86 (step S1256). S1257). Further, the rotating body initial position setting flag is reset (step S1258).

  Steps that are started when the starting operation state is completed (specifically, when the rotating body operation stop request flag is set in step S458 and the rotating body initial position setting request flag is set in the rotating body control in step S459). The time from when the process of S1254 is executed until it becomes “Y” in the determination process of step S1256 is, for example, 1 second at the longest. In this embodiment, the variation time of the special symbol is 10 seconds at the shortest (see FIG. 30). In addition, when the start operation state ends, it is always 10 seconds from the end of the start operation state before the next start operation state is started based on the stored storage (that is, based on the occurrence of the start winning). Since the above special symbol variation is executed, the CPU 56 establishes a predetermined condition (occurrence of a start winning) on the condition that a predetermined time (for example, 10 seconds) has elapsed since the start operation state was completed. The control of the new starting operation state resulting from the above is started, and the predetermined time is set longer than the time required to set the accessory 20 to the initial position.

  FIG. 52 is a flowchart showing the off-stage effect processing (step S307). In the outlier effect processing, the CPU 56 decrements the value of the outlier effect time timer by 1 (step S1470). When the value of the outlier effect time timer becomes 0, that is, when the outage effect time timer expires (step S1471), the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (step S300). (Step S1472).

  FIG. 53 is a flowchart showing the big winning opening opening pre-processing (step S308) executed before each round in the big hit game (the first big hit game and the second big hit game). In the pre-opening process for the special winning opening, the CPU 56 performs control to transmit the display command for opening the special winning opening if it has not transmitted the display command for opening the special winning opening (steps S470 and S471). Also, the value of the timer before the round start is decremented by 1 (step S472). If the pre-round start timer times out (the value of the pre-round start timer is 0) (step S473), the winning number counter is initialized (step S474). That is, the value of the winning number counter is set to zero.

  Then, a value corresponding to the opening time (for example, 29 seconds) is set in the opening time timer (step S475). In addition, the special winning opening (act) is controlled to be open. Specifically, the solenoid 21 is driven to open the opening / closing plate 16 (step S477). Next, a special winning opening open flag indicating that the special winning opening is being opened is set (step S477A). Then, the value of the special symbol process flag is updated to a value corresponding to the special winning opening open process (step S309) (step S478).

  FIG. 54 is a flowchart showing the special winning opening opening process (step S309). In the special prize opening opening process, the CPU 56 checks whether or not the opening time timer has timed out (step S481). If the open time timer has timed out, the process proceeds to step S499. If the opening time timer has not timed out, it is confirmed whether or not the value of the winning counter is 10 (step S482). When the value of the winning number counter becomes 10, the process proceeds to step S499. When the value of the winning number counter is not 10, the value of the opening time timer is decremented by 1 (step S483). When the count switch 23 is turned on, that is, when a game ball that has won a big winning opening is detected (step S486), the value of the abnormal winning determination counter is decremented by 1 (step S487) and the value of the winning number counter is incremented by one. (Step S488).

  In step S499, the CPU 56 performs a process for ending the round. Specifically, the drive of the solenoid 21 is stopped and the open / close plate 16 is closed. Next, the special winning opening open flag is reset (step S499A). Then, control is performed to transmit a display command after opening the big winning opening to the production control microcomputer 100 (step S500), and the value of the special symbol process flag is set to a value corresponding to the post winning closing process (step S310). Update (step S501).

  In this embodiment, the case where the big winning opening is provided separately from the variable winning ball apparatus (the accessory) 20 is shown, but in the big hit game using the variable winning ball apparatus 20 as the big winning opening. The variable winning ball apparatus 20 may be opened and closed. In this case, for example, the CPU 56 controls the open doors 76A and 76B to be in the open state by driving the open solenoid 75 in step S477 of the pre-opening process for the big prize opening. Then, in step S486 of the big prize opening opening process, it is confirmed whether or not the prize winning switch 71a, 72a is turned on, and in step S499, the driving of the opening solenoid 75 is stopped and the opening doors 76A, 76B are opened again. You may make it control to a closed state. In addition, a grand prize winning opening (referred to as a lower prize winning opening) constituted by using the opening / closing plate 16 and a big winning prize opening (referred to as an upper winning prize opening) constituted by using a variable winning ball apparatus (function) 20 Both may be used. In this case, for example, you may make it switch the big prize opening opened by a round. For example, the lower big prize opening may be controlled to be opened in the odd-numbered round, and the lower big prize opening may be controlled to be opened in the even-numbered round.

  FIG. 55 is a flowchart showing the post-close closing process (step S310). In the process after closing the big prize opening, the CPU 56 decrements the value of the number-of-opening counter (step S513). If the value of the opening number counter is not 0, the process proceeds to step S517 (step S514). When the value of the number-of-releases counter is 0, that is, when all rounds in the big hit game are finished, the big hit flag is reset (step S521). Then, the value of the special symbol process flag is updated to a value corresponding to the big hit end process (step S311) (step S526).

  In this embodiment, when the big hit game is over, there may be a short time state (a state in which the special symbol variation time is shortened), but this state is the number of times indicated by the value set in the short time number counter. Continue until the special symbol changes.

  In step S517, the CPU 56 sets a value corresponding to the pre-round start time (time for notifying, for example, the effect display device 9 that a new round is started) in the pre-round start timer (step S517), The value of the symbol process flag is updated to a value corresponding to the pre-opening process for the special winning opening (step S308) (step S518).

  In addition, it is good also as shifting to the next round on condition that the game ball won in the special area in the big winning opening (V winning).

  FIG. 56 is a flowchart showing the big hit end process (step S311). In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S531). If the jackpot end display timer is set, the process proceeds to step S534. If the jackpot end display timer is not set, control for transmitting a jackpot end designation command is performed (step S532). Then, a value corresponding to the display time corresponding to the time during which the big hit end display is performed in the effect display device 9 (big hit end display time) is set in the big hit end display timer (step S533), and the processing is ended.

  In step S534, 1 is subtracted from the value of the big hit end display timer. Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S535). If not, the process ends. If it has elapsed, the CPU 56 checks whether or not the time reduction flag is set (step S536). If the time reduction flag is not set, the process proceeds to step S541. If the hourly flag is set, the CPU 56 checks whether or not the V winning flag is set (step S537). Then, the CPU 56 sets the number of time reductions in the time reduction number counter according to whether or not the V winning flag is set (steps S538 and S539). In step S541, the CPU 56 checks whether or not the V winning flag is set. Then, the CPU 56 sets the number of time reductions in the time reduction number counter according to whether or not the V winning flag is set (steps S542 and S543).

  In this embodiment, when the hourly flag and the V winning flag are set (that is, when the game ball wins V in the small hit game in the advantageous state), in the special symbol process, the hourly number counter is reduced in time. 10 indicating that the number of times is 10 is set (steps S536, S537, and S539). Then, the CPU 56 resets the V winning flag (step S540). Further, when the time reduction flag is set and the V winning flag is not set (that is, when it is determined that a big hit is made in steps S61 and S62 in an advantageous state), the special symbol process processing sets the time reduction counter to the time reduction counter. 15 indicating that the number of times is 15 is set (steps S536, S537, and S538).

  In addition, when the hourly flag is not set and the V winning flag is set (that is, when the game ball wins V in the small hit game in the normal state), in the special symbol process, the hourly number counter Is set to 3 indicating that the number of time reductions is 3 (steps S536, S541, S543). Then, the CPU 56 resets the V winning flag (step S544), and proceeds to step S545. Further, when the time-saving flag and the V winning flag are not set (that is, when it is determined that a big hit is made in steps S61 and S62 in the normal state), in the special symbol process, the time-saving count is set to 5 in the time-saving counter. 5 is set to indicate the number of times (steps S536, S541, S542). In step S545, a time reduction flag is set (step S545).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (Step S300) (Step S546).

  Next, the normal symbol process (step S28) executed by the game control microcomputer 560 will be described. FIG. 57 is a flowchart showing an example of the normal symbol process. In the normal symbol process, the game control microcomputer 560 (specifically, the CPU 56) detects that the game ball has passed through the gate 32 and the gate switch 32a is turned on (step S4111). A switch passage process (step S4112) is executed. Then, the CPU 56 executes any one of the processes shown in steps S4100 to S4103 according to the value of the normal symbol process flag.

  Gate switch passage processing (step S4112): The CPU 56 checks whether or not the count value (gate passage storage number) of the gate passage storage counter has reached the maximum value (“4” in this example). If the maximum value has not been reached, the count value of the gate passage storage counter is incremented by one. Note that the LED of the normal symbol storage memory display 41 is turned on according to the value of the gate passage storage counter. Then, the CPU 56 performs a process of extracting the value of the random number for normal symbol determination (MR4) and storing it in a storage area (normal symbol determination buffer) corresponding to the value of the number of passages through the gate.

  Normal symbol normal processing (step S4100): The CPU 56 can start the normal symbol variation (for example, when the value of the normal symbol process flag is a value indicating step S4100, specifically, the normal symbol is processed). When the display 10 does not display the change of the normal symbol, and the variable winning ball apparatus 15 is not in the open / close operation based on the normal symbol display 10 being hit and displayed, the gate pass memory is stored. Check the value of the number. Specifically, the count value of the gate passing memory number counter is confirmed. If the gate passing memory number is not 0, it is determined whether or not to win (whether or not to stop the normal symbol as a winning symbol). Then, the normal symbol variation time is set in the normal symbol process timer, and the timer is started. Then, the value of the normal symbol process flag is updated to a value (specifically “1”) indicating the normal symbol variation process (step S4101).

  Normal symbol variation processing (step S4101): The CPU 56 checks whether or not the normal symbol process timer has timed out, and if it has timed out, stops the variation of the normal symbol on the normal symbol display 10 and sets the normal symbol process timer to normal. Set the symbol stop symbol display time and start the timer. Then, the value of the normal symbol process flag is updated to a value (specifically “2”) indicating the normal symbol stop process (step S4102).

  Normal symbol stop process (step S4102): The CPU 56 checks whether or not the normal symbol process timer has timed out, and if it has timed out, it checks whether or not the stop symbol of the normal symbol is a winning symbol. If it is not a winning symbol (if it is a missing symbol), the value of the normal symbol process flag is updated to a value (specifically “0”) indicating the normal symbol normal processing (step S4100). On the other hand, if the stop symbol of the normal symbol is a winning symbol, the normal electric accessory operating time is set in the normal symbol process timer, and the timer is started. Further, an opening pattern of the variable winning ball device 15 is set. Then, the value of the normal symbol process flag is updated to a value (specifically “3”) indicating the normal electric accessory operation processing (step S4103).

  Normal electric accessory actuating process (step S4103): The CPU 56 is based on the fact that the normal symbol process timer has not timed out, and the number of game balls won in the normal electric accessory (variable winning ball apparatus 15) (second start) A normal electric winning combination winning count process for counting the number of winning prizes to the winning opening 14 is executed, and the normal electric winning combination is opened with the set opening pattern (opening / closing operation of the variable winning ball apparatus 15 is executed). ) Normal electric accessory release pattern processing is executed. When the normal symbol process timer times out, the value of the normal symbol process flag is updated to a value (specifically, “0”) indicating the normal symbol normal process (step S4100).

  If the winning of the game ball to the variable winning ball device 15 is detected when the normal symbol process flag is a value other than 3 indicating the normal electric accessory activation process (step S4103), the winning is invalidated. You may control to do.

  58 to 60 are flowcharts showing the abnormality notifying process in step S23. In the abnormality notification process, the game control microcomputer 560 (specifically, the CPU 56) checks whether or not the abnormality notification prohibition flag is set (step S251). The abnormality notification prohibition flag is set in a main process that is executed when power supply to the gaming machine is started (see step S44). When the abnormality notification prohibition flag is not set, the process proceeds to step S255. If the abnormality notification prohibition flag is set, the value of the prohibition period timer set in step S45 is decremented by 1 (step S252). When the value of the prohibition period timer becomes 0, that is, when the prohibition period timer times out, the abnormality notification prohibition flag is reset (steps S253 and S254).

  Next, the CPU 56 checks whether or not the value of the special symbol process flag is 8 or more (step S255). The state where the value of the special symbol process flag is 8 or more is a state where a big hit game is being played. On the other hand, the state where the value of the special symbol process flag is less than 8 is a normal state other than the big hit game.

  If the value of the special symbol process flag is less than 8 (N in step S255), the CPU 56 loads the contents of the switch-on buffer into the register (step S256). Then, the CPU 56 calculates the logical product of the contents of the loaded switch-on buffer and the count switch input bit determination value (01 (H) in this embodiment) (step S257). When the content of the switch-on buffer is 01 (H), that is, when the count switch 23 is on, the logical product operation result is 01 (H). When the count switch 23 is not turned on, the operation result of the logical product is 0 (00 (H)). If the operation result of the logical product is 0 (00 (H)) (Y in step S258), the process proceeds to step S263.

  When the operation result of the logical product is 01 (H) (N in step S258), the CPU 56 decrements the value of the abnormal winning determination counter by 1 (step S259), and the process of step S259 is a large winning opening in the normal state. This corresponds to the process of counting the number of abnormal winnings.

  After decrementing the value of the abnormal winning determination counter by -1 (after execution of the process of step S259) or when the value of the special symbol process is 8 or more (Y of step S255), the CPU 56 sets the abnormal winning determination counter. It is confirmed whether the value is 0 (step S260). Here, when the value of the abnormal winning determination counter is 0, it means that the number of winnings at the big winning opening has reached “3” in the normal state, and the number of winnings at the large winning opening in the 16-round big hit gaming state. Has reached “192”, the number of winnings in the big prize opening has reached “36” in the first small winning game state of 3 rounds, and the number of winning prizes in the second small winning game state in 8 rounds This means that the number of winnings has reached “92”, or that the number of winnings to the big winning mouth has reached “192” in the third small hit gaming state of 16 rounds. In this case, as described above, it has been determined that an abnormal winning has occurred because the threshold (allowable number) at which a winning in the big winning opening is allowed in each gaming state has been reached. Therefore, the CPU 56 performs control to transmit an abnormal winning notification designation command for instructing the notification of the abnormal winning to the effect control board 80 (step S261). If the value of the abnormal winning determination counter is not 0 (N in step S260), the process proceeds to step S263.

  Further, the CPU 56 sets a predetermined time (in this example, 30 seconds) in the abnormal signal information timer based on the determination that an abnormal winning in the special winning opening has occurred (step S262). The abnormal signal information timer is a timer for measuring the ON time of the abnormal signal output from the information terminal board 34. If the value of the abnormal signal information timer is not 0, an abnormal signal is externally output via the information terminal board 34 in the information output process described later. Accordingly, when a predetermined time is set in the abnormal signal information timer in step S262, external output of the abnormal signal via the information terminal board 34 is started.

  As described above, by executing the process of step S262, an abnormal signal is output to the outside, and the possibility of occurrence of an abnormal winning can be notified to the outside (specifically, a game store) at an early stage. In addition, by executing the process of step S261, an abnormal winning notification designation command is transmitted, so that the abnormal notification can be performed after the abnormal winning is surely generated on the gaming machine side. So as not to cause discomfort to the person.

  In step S263, the CPU 56 checks whether or not the value of the normal symbol process flag is 3. The state where the value of the normal symbol process flag is 3 is a state where it is determined that the ordinary electric accessory (variable winning ball device 15) is in the open state (when the variable winning ball device 15 is physically open). And when the variable winning ball apparatus 15 is physically closed until a predetermined interval period elapses). If it is in such a state (Y in step S263), there is a possibility that a game ball may win the second start winning opening 14, so that the confirmation process of the abnormal winning to the second starting winning opening 14 is not performed. The process proceeds to step S279.

  A state in which the value of the normal symbol process flag is not 3 (N in Step S263) is a state in which the normal electric accessory (variable winning ball device 15) is determined to be in a state other than the open state. If there is a game ball winning in the second start winning opening 14 in such a state, there is a possibility that the winning is an abnormal winning. Therefore, the abnormal winning confirmation process to the second start winning opening 14 shown below is performed.

  That is, if the value of the normal symbol process flag is not 3 (N in step S263), the CPU 56 loads the contents of the switch-on buffer into the register (step S264). Then, the CPU 56 calculates the logical product of the contents of the loaded switch-on buffer and the second start port switch input bit determination value (80 (H) in this embodiment) (step S265). When the content of the switch-on buffer is 80 (H), that is, when the second start port switch 14a is on, the logical product operation result is 80 (H). When the second start port switch 14a is not turned on, the logical product operation result is 0 (00 (H)).

  If the logical operation result is not 0 (N in step S266), the second start winning port 14 is in a state other than the open state (including the state of the predetermined interval period), but the second start This is a case where a game ball has won the winning opening 14. In this case, the CPU 56 determines to notify that the abnormal winning to the second start winning opening 14 has occurred, and performs control to transmit a start abnormal winning notification designation command to the effect control board 80 (step S267).

  Next, the CPU 56 sets a predetermined time (in this example, 30 seconds) in the abnormal signal information timer based on the determination that an abnormal winning has occurred in the second start winning opening 14 (step S268).

  As described above, by executing the processing of step S268, an abnormal signal is output to the outside, and the possibility of occurrence of a start abnormal winning can be notified to the outside (specifically, a game store) at an early stage. In addition, when the process of step S267 is executed, a start abnormality winning notification designation command is transmitted, so that the start abnormality notification is surely performed after the start abnormality winning is surely generated on the gaming machine side. It is possible to prevent the player from feeling uncomfortable.

  When the count switch 23 is turned on in the state where the big hit game is not performed by the above processing, an abnormal signal is output to the outside via the information terminal board 34 and an abnormal winning notification designation command is transmitted. The In addition, when the second start opening switch 14a is turned on when the variable winning ball apparatus 15 is not opened or closed (the second start winning opening 14 is in a state other than the open state), an abnormal signal is transmitted to the information terminal board 34. And a start abnormal prize notification designation command is transmitted.

  In addition, the process of steps S251 to S253 prohibits the start of abnormality notification when the production control microcomputer 100 is performing initialization notification. The production control microcomputer 100 continues to execute the initialization notification until the period corresponding to the prohibition period has elapsed since the start of the abnormality notification.

  In the process of step S255, the game control microcomputer 560 determines whether or not an abnormal winning in the big winning opening has occurred based on the value of the special symbol process flag. Therefore, since it can be determined whether or not an abnormal winning has occurred based on one data, the determination process can be simplified. In addition, as described above, since the big hit ending process is executed for a predetermined time after the special variable winning ball apparatus 120 is closed, the game ball that has won the big winning opening immediately before the special variable winning ball apparatus 120 is closed is special. After the value of the symbol process flag has returned to 0, it is prevented from being detected by the count switch 23, and an error is not notified even though it is a regular winning.

  Further, in the process of step S263, the game control microcomputer 560 determines whether or not an abnormal winning has occurred in the second start winning opening 14 based on the value of the normal symbol process flag. Therefore, since it can be determined whether or not an abnormal winning has occurred based on one data, the determination process can be simplified.

  Next, the CPU 56 checks whether or not the magnetic detection signal output from the magnetic sensor has been turned on (step S279). If the magnetic detection signal is in the on state, the CPU 56 determines that a magnetic abnormality in the special winning opening has been detected, and performs control to transmit a magnetic abnormality notification designation command to the effect control board 80 (step S280). Further, the CPU 56 sets a predetermined time (30 seconds in this example) in the abnormal signal information timer (step S281).

  By executing the processing of steps S279 to S281, an abnormality can be detected when an illegal act is performed such as using a magnet or the like to win a game ball in the big prize opening, and the occurrence of the abnormality is notified. And can be output externally via the information terminal board 34.

  Next, the CPU 56 checks whether or not the vibration detection signal output from the vibration sensor has been turned on (step S282). If the vibration detection signal is on, the CPU 56 determines that a vibration abnormal state of the gaming machine has been detected, and performs control to transmit a vibration abnormality notification designation command to the effect control board 80 (step S283). Further, the CPU 56 sets a predetermined time (30 seconds in this example) in the abnormal signal information timer (step S284).

  By executing the processing of steps S282 to S284, an abnormality can be detected when an action that vibrates the gaming machine and illegally wins the game ball is performed, and the occurrence of the abnormality can be notified. The information can be output externally via the information terminal board 34.

  Next, the CPU 56 checks whether or not the special winning opening open flag is set (step S285). When the big prize opening open flag is set (Y of step S285), it is when the big prize opening is controlled to the open state. In such a state, when the special winning opening signal is not on (N in step S289), there is a possibility that an abnormality has occurred in the special winning opening. Specifically, it is considered that there is an abnormality in which the big prize opening is not opened even though the game control microcomputer 560 performs control to open the big prize opening. Therefore, the CPU 56 performs control to transmit an abnormal opening notification designation command to the effect control board 80 (step S290). Further, the CPU 56 sets a predetermined time (30 seconds in this example) in the abnormal signal information timer (step S291).

  Further, when the special winning opening open flag is not set (N in step S285), the special winning opening is controlled to be closed. In such a state, if the special winning opening signal is on (Y in step S286), there is a possibility that an abnormality has occurred in the special winning opening. Specifically, it is considered that there is an abnormality in which the big prize opening is not closed even though the game control microcomputer 560 performs control for closing the big prize opening. Therefore, the CPU 56 performs control to transmit an abnormal opening notification designation command to the effect control board 80 (step S287). Further, the CPU 56 sets a predetermined time (30 seconds in this example) in the abnormal signal information timer (step S288).

  It should be noted that the grand prize opening is not opened when the big prize opening open flag is set, and that the big prize opening is opened when the big prize opening open flag is not set, Marked as abnormal opening.

  Here, the processes of steps S287 and 288 are executed when the big prize opening is opened in a state where the big prize opening is not controlled to be in the open state. That is, it is a process executed when it is considered that an illegal act has been performed. On the other hand, the processing in steps S290 and 291 is a process executed when the big prize opening is not opened in the state where the big prize opening is controlled to be in the opened state. In other words, this is a process executed when it is considered that fraud has not been performed (for example, when the big prize opening is not opened due to a failure of the solenoid 21 or the like). Therefore, even when it is considered that no illegal act has been performed, an abnormality notification similar to that at the occurrence of the illegal act is performed. Therefore, in the process of step S290, a command different from the command transmitted in step S287 may be transmitted, and the occurrence of abnormality may be notified in a manner different from the case where the command is transmitted in step S287. . According to such a configuration, when it is considered that fraud has not been performed, it is possible to prevent a decrease in gaming interests and trouble occurrence with the player by performing an abnormality notification similar to that at the time of fraud. it can.

  61 to 66 are flowcharts showing the information output processing in step S30. Of the processes shown in FIGS. 61 to 66, steps S1002 to S1030 are processes for outputting the start port 1 signal, and steps S1031 to S1036 are processes for outputting the symbol determination number 1 signal. Steps S1050 to S1061 are processes for outputting one jackpot signal, two jackpot signals, and a short time signal. Steps S1069 to S1074 are processes for outputting an abnormal signal, and steps S1075 to S1101 are processes for outputting a prize ball information signal.

  In the information output process, the CPU 56 sets an initial value (00 (H)) in the information buffer formed in the RAM 55 (step S1001). Then, the address of the start port 1 information setting table is set in the pointer (step S1002), and the number of processes pointed to by the pointer is loaded (step S1003). The start port 1 information setting table includes the number of processes (= 2), the start port 1 switch input bit (first start port switch input bit determination value (40 (H)), and the start port 2 switch input bit (second start port). The switch input bit determination value (80 (H)) is set In step S1003, since the pointer points to the address of the number of processes in the start port 1 information setting table, the number of processes in the start port 1 information setting table (= 2) data will be loaded.

  Next, the CPU 56 loads the contents of the switch-on buffer into the register (step S1004), and sets the switch-on buffer as switch input data (step S1005). Then, the pointer is incremented by 1 (step S1006), and the start port switch input bit pointed to by the pointer (in this case, the start port 1 switch input bit) is loaded into the register (step S1007), and the start port 1 switch input bit and the switch input are loaded. The logical product of the data is taken (step S1008). When the content of the switch-on buffer is 40 (H), that is, when the first start port switch 13a is on, the logical product operation result is 40 (H). When the first start port switch 13a is not turned on, the logical product operation result is 00 (H).

  If the logical operation result is 0 (Y in step S1009), the process proceeds to step S1015. If the result of the logical product is not 0 (N in step S1009), it is determined that the first start winning opening 13 has been won, and the start opening 1 information storage counter is loaded into the register (step S1010). The start port 1 information storage counter is a counter that counts the number of remaining outputs of the start port 1 signal (that is, the number of remaining first winning prizes of the first start winning portion where the start port 1 signal is not output). Next, the CPU 56 adds 1 to the start port 1 information storage counter (step S1011). Then, it is confirmed whether the calculation result (added result) is not 0 (step S1012). When the calculation result is 0 (N in step S1012), 1 is subtracted from the calculation result (step S1013). Then, the calculation result is stored in the start port 1 information storage counter (step S1014).

  Next, the CPU 56 subtracts 1 from the number of processes (step S1015), and determines whether the number of processes is not 0 (step S1015). When the number of processes is not 0 (Y in step S1016), the process proceeds to step S1004. Then, the contents of the switch-on buffer are loaded into the register (step S1004), and the switch-on buffer is set to switch input data (step S1005). Then, the pointer is incremented by 1 (step S1006), the start port switch input bit pointed to by the pointer (in this case, the start port 2 switch input bit) is loaded into the register (step S1007), the start port 2 switch input bit and the switch input The logical product of the data is taken (step S1008). When the content of the switch-on buffer is 80 (H), that is, when the second start port switch 14a is on, the logical product operation result is 80 (H). When the second start port switch 14a is not turned on, the logical product operation result is 00 (H). Thereafter, the processes of steps S1009 to S1016 described above are executed.

  If it is determined in step S1016 that the number of processes is 0 (N in step S1016), the CPU 56 loads the start port 1 information storage timer (step S1017), and sets the state of the start port 1 information storage timer in the flag register. It is reflected (step S1018), and it is determined whether or not the start port 1 signal is being output (step S1019). The start port 1 information storage timer is a timer for measuring an on time and an off time (on time 200 ms and off time 200 ms described later) of the start port 1 signal. If the value of the start port 1 information storage timer is not 0, it is determined that the start port 1 signal is being output. If the value of the start port 1 information storage timer is 0, it is determined that the start port 1 signal is not being output. The

  If the start port 1 signal is being output (Y in step S1019), the process proceeds to step S1026. If the start port 1 signal is not being output (N in step S1019), the CPU 56 loads the start port 1 information storage counter (step S1020), and reflects the state of the start port 1 information storage counter in the flag register ( In step S1021, it is determined whether there is a remaining number of output times of the start port 1 signal (step S1022). When the first start port switch 13a or the second start port switch 14a is turned on (N in step S1009), the start port 1 information storage counter is incremented by 1, so the remaining number of output times of the start port 1 signal It will be determined that there is.

  If there is no remaining number of outputs of the start port 1 signal (Y in step S1022), the process proceeds to step S1031. If there is a remaining number of output times of the start port 1 signal (N in step S1023), the CPU 56 subtracts 1 from the start port 1 information storage counter (step S1023), and the calculation result (the result of subtracting 1) is the start port 1 Store in the information storage counter (step S1024). The winning information operating time (200) is set in the register (step S1025). The winning information operating time (200) is a time for which a 2 ms timer interruption is executed 200 times, that is, a time of 0.400 seconds (400 ms).

  Next, the CPU 56 subtracts 1 from the start port 1 information storage timer if the winning information operating time is not set in step S1025, and subtracts 1 from the winning information operating time if the winning information operating time is set in step S1025. (Step S1026). Then, the calculation result (result obtained by subtracting 1) is stored in the start port 1 information storage timer (step S1027).

  The CPU 56 compares the calculation result with the winning information on time (100) (step S1029), and determines whether the calculation result is shorter than the winning information on time (step S1030). The winning information ON time (100) is a time for which a 2 ms timer interruption is executed 100 times, that is, a time of 0.200 seconds (200 ms).

  If the calculation result is not shorter than the winning information on time, that is, if the calculation result (remaining time of the start port 1 information storage timer) is longer than the winning information on time (200 ms) (N in step S1029) The CPU 56 sets the start port 1 output bit position of the information buffer (bit 0 of the output port 2 in the example shown in FIG. 21) (step S1030). When the start bit 1 output bit position of the information buffer is set, the information buffer is set to the output value in the subsequent step S1102, and the output value is output to the output port 2 in step S1103, whereby the start port 1 signal is output. It will be output from port 2.

  When the winning of the first starting winning port 13 or the second starting winning port 14 (ON of the first starting port switch 13a or the second starting port switch 14a) is generated by the processing of steps S1001 to S1030 described above, the engine is started. Mouth 1 signal is output. That is, after the start port 1 signal is turned on for 200 ms, it is turned off for 200 ms. By inputting this start port 1 signal to the hall computer, it is possible to recognize the number of winnings to the first start winning port 13 and the second starting winning port 14.

  Since the start port 1 signal is turned on for 200 ms and then turned off for 200 ms, the next start is performed after the off state for 200 ms even if a start winning is continuously generated in a short time. Mouth 1 signal is output. That is, the start port 1 signal is output at an interval of at least 200 ms.

  Thus, since the start port 1 signals are output at intervals of at least 200 ms, the hall computer can reliably grasp the total number of start winnings.

  Next, the CPU 56 loads the symbol determination number 1 information timer into the register (step S1031), reflects the state of the symbol determination number 1 information timer in the flag register (step S1032), and the symbol determination number 1 information timer times out. It is determined whether or not (step S1033). In this embodiment, in the special symbol variation processing (step S303), when the variation time is timed out, when the variation of the first special symbol is stopped and when the variation of the second special symbol is stopped, the symbol determination count 1 When the symbol fixed number output time (0.500 seconds in this example) is set in the information timer and the symbol fixed number output time has not elapsed, it is determined that the symbol fixed number 1 information timer has not timed out, When the symbol determination count output time has elapsed (when the value of the symbol determination count 1 information timer is 0), it is determined that the symbol determination count 1 information timer has timed out.

  If the symbol determination count 1 information timer has not timed out (N in step S1033), the symbol determination count 1 information timer is decremented by 1 (step S1034), and the calculation result is stored in the symbol determination count 1 information timer (step S1035). . Then, the design buffer count 1 output bit position of the information buffer (bit 1 of output port 2 in the example shown in FIG. 21) is set (step S1036). When the symbol decision number 1 output bit position of the information buffer is set, the information buffer is set to the output value in the subsequent step S1102, and the output value is output to the output port 2 in step S1103, thereby the symbol decision number 1 signal. Is output from the output port 2 (becomes ON state). If the symbol determination number 1 information timer times out (Y in step S1033), the process of step S1036 is not executed, and as a result, the symbol determination number 1 signal is turned off.

  By the processing of steps S1031 to S1036 described above, every time the change of the special symbol is stopped (stopped symbol is fixed), the symbol determination number 1 signal is turned on in the symbol determination number output time (for example, 500 ms).

  Next, the CPU 56 loads the special symbol process flag (step S1050), compares the value of the special symbol process flag with the special winning opening opening pre-processing designation value (“8”) (step S1051), and the special symbol process flag. It is determined whether the value of is less than 8 (step S1052). When the value of the special symbol process flag is less than 8 (Y in step S1052), the process proceeds to step S1055. When the value of the special symbol process flag is 8 or more (N in step S1052), the output buffer position of the jackpot of the information buffer is set (step S1053). Further, the big output 2 output bit position of the information buffer is set (step S1054). When the big output 1 output bit position and the big output 2 output bit position of the information buffer are set, the information buffer is set to the output value in the subsequent step S1102, and the output value is output to the output port 2 in the step S1103. One signal and two jackpot signals are output from the output port 2 (become turned on).

  Further, the CPU 56 executes a time reduction check process for confirming whether or not it is in the time reduction state (step S1058), and determines whether or not it is in the time reduction state (step S1059). Specifically, the CPU 56 determines whether or not it is in the time reduction state by confirming whether or not the time reduction flag is set. If the time-short state is set (Y in step S1059), the time-short output bit position of the information buffer is set (step S1060). When the time-short output bit position is set, a time-short signal is output from the output port 2 by setting the information buffer to the output value in the subsequent step S1102 and outputting the output value to the output port 2 in step S1103. (Turns on) Also, the big output 2 output bit position of the information buffer is set (step S1061). When the jackpot 2 output bit position is set, the information buffer is set to the output value in the subsequent step S1102, and the output value is output to the output port 2 in step S1103, whereby the jackpot 2 signal is output from the output port 2. (Turns on).

  By the processing of steps S1050 to S1061 described above, one big hit signal, two big hit signals and a short time signal corresponding to the big hit or the gaming state are output (turned on).

  The hall computer can grasp the gaming state by inputting a time reduction signal. Specifically, when the time reduction signal is in the on state, it can be determined that the gaming state is in the time reduction state, and when the time reduction signal is in the off state, the gaming state is in the normal gaming state. Judgment can be made.

  Next, the CPU 56 loads the abnormal signal information timer (step S1069), reflects the state of the abnormal signal information timer in the flag register (step S1070), and determines whether the abnormal signal information timer has timed out (step S1070). S1071). In the abnormality notification process (step S23), when a predetermined time (30 seconds in this example) is set in the abnormal signal information timer and the predetermined time has not elapsed, it is determined that the abnormal signal information timer has not timed out. When the predetermined time has elapsed (when the value of the abnormal signal information timer is 0), it is determined that the abnormal signal information timer has timed out.

  If the abnormal signal information timer has not timed out (N in step S1071), 1 is subtracted from the abnormal signal information timer (step S1072), and the calculation result is stored in the abnormal signal information timer (step S1073). Then, the abnormal signal output bit position of the information buffer (bit 0 of the output port 3 in the example shown in FIG. 21) is set (step S1074). When the abnormal signal output bit position of the information buffer is set, the information buffer is set to the output value in the subsequent step S1102, and the output value is output to the output port 2 in step S1103, whereby the abnormal signal is output from the output port 3. Is output (turns on). If the abnormal signal information timer times out (Y in step S1071), the process of step S1074 is not executed, and as a result, the abnormal signal is turned off.

  Through the processing of steps S1069 to S1074 shown above, abnormal winnings at the big winning opening and the second starting winning opening 14, magnetic anomalies around the big winning opening, abnormal vibration state of the gaming machine, and abnormal opening of the big winning opening are detected. Until 30 seconds have passed, an abnormal signal is output using the common connector CN6 of the information terminal board 34. Further, when another abnormality is detected within 30 seconds after the output of the abnormality signal, the abnormality signal is output until 30 seconds have elapsed since the last abnormality was detected.

  In this embodiment, abnormality detection is performed for all of the abnormal winnings at the big winning opening and the second starting winning opening 14, the magnetic abnormality around the large winning opening, the abnormal vibration state of the gaming machine, and the abnormal opening of the special winning opening. In this case, the abnormal signal is output using the common connector CN6 of the information terminal board 34. However, it is not always necessary to output all of these abnormalities using the common connector. You may make it output using the connector of. Further, in this embodiment, the case where both the abnormal winning a prize winning opening and the abnormal winning to the second starting winning prize opening 14 are abnormally detected is output through the information terminal board 34. When only one of the abnormal winnings is detected, the information may be output to the outside via the information terminal board 34.

  Further, in this embodiment, as an abnormality of the gaming machine, an abnormal winning to the big winning opening or the second starting winning opening 14, a magnetic abnormality around the big winning opening, an abnormal vibration state of the gaming machine, an abnormal opening of the big winning opening. Although the case where an abnormal signal is output to the outside when the game is detected is shown, the abnormal signal may be output externally based on the detection of another abnormality of the gaming machine. For example, an abnormality is detected in the game ball detection unit in the ball payout device 97, a game ball is detected at a timing other than during the payout operation of the ball payout device 97, or a game ball is clogged in the ball payout device 97 On the basis of that, an abnormal signal may be output to the outside via the information terminal board 34. Further, for example, an abnormal signal is output to the outside via the information terminal board 34 based on the fact that the payout number count switch 301 cannot detect any game balls even though the payout operation is performed. It may be. In addition, for example, a full tank error has occurred (specifically, an ON signal has been input from the full tank switch 48), or a ball-out error has occurred (specifically, from the ball-out switch 187). An abnormal signal may be output to the outside via the information terminal board 34 based on the input of the ON signal.

  Further, for example, an abnormal signal may be output to the outside via the information terminal board 34 based on the detection that an overcurrent has flowed through the power supply circuit mounted on the gaming machine. In addition, for example, a non-connected state between the main board 31 and the payout control board 37 is detected, or a communication error (for example, a prize ball REQ signal communication error) between the main board 31 and the payout control board 37 is detected. On the basis of that, an abnormal signal may be output to the outside via the information terminal board 34. Further, for example, based on the detection of the unconnected state between the ball payout device 97 and the payout control board 37 and the detection of a communication error between the ball payout device 97 and the payout control board 37, the information terminal board An abnormal signal may be externally output via 34. Further, for example, an abnormal signal may be output to the outside via the information terminal board 34 based on detection of an abnormality in the random number circuit 503 mounted on the game control microcomputer 560.

  In this embodiment, the door opening signal from the door opening switches 154 and 155 is output to the information terminal board 34 via the backup power supply circuit 506 without passing through the game control microcomputer 560. Although shown, the door opening signals from the door opening switches 154 and 155 may also be output as an abnormality signal using the connector CN6 of the information terminal board 34 common to the case where other abnormality is detected.

  Next, the CPU 56 sets the address of the prize ball payout number counter in the pointer (step S1075). The prize ball payout number counter is a counter that counts the pulses of the prize ball count signal from the payout control microcomputer 370. Next, the CPU 56 reads bit data of the prize ball count signal of the input port 1 (step S1076). Then, a prize ball count signal timer is loaded (step S1077). The prize ball count signal timer is a timer for determining the time during which the prize ball count signal is on.

  Then, the CPU 56 determines whether or not the bit data of the prize ball count signal is “1” (step S1078). If it is “1”, the prize ball count signal timer is incremented by 1 (step S1079). If it is not “1” (“0”), the prize ball count signal timer is cleared to 0 (step S1080). Next, the CPU 56 compares the prize ball count signal timer with the switch-on determination value (2) (step S1081), and determines whether or not the value of the prize ball count signal timer matches the switch-on determination value (2) ( Step S1082). If the value of the prize ball count signal timer does not match the switch-on determination value (2) (Y in step S1082), the process proceeds to step S1088. If they match (N in step S1082), it is determined that a prize ball count signal has been input (determined that a prize ball count signal has been input continuously for 4 ms), and the prize ball payout number counter is incremented by one. (Step S1083). Note that the processing of steps S1077 to S1081 is processing for confirming that the winning ball count signal has been input reliably, but the payout control microcomputer 370 also reliably performs processing similar to that of steps S1077 to S1081. You may make it confirm that the detection signal from the payout number count switch 301 was input.

  Then, it is determined whether or not the value of the prize ball payout number counter is 10 (step S1084). If the value of the winning ball payout number counter is not 10 (N in step S1084), the process proceeds to step S1088. If the value of the winning ball payout number counter is 10 (Y in step S1084), the clear data is stored in the winning ball payout number counter (step S1085). Thereby, the prize ball payout number counter is cleared. Next, the CPU 56 loads a prize ball signal output number counter (step S1086), and adds 1 to the prize ball signal output number counter (step S1087). The prize ball signal output frequency counter is a counter that counts the remaining number of prize ball signal outputs.

  Then, the CPU 56 loads a prize ball signal output timer (step S1088), reflects the state of the prize ball signal output timer in the flag register (step S1089), and determines whether or not a prize ball signal is being output. (Step S1090). The prize ball signal output timer is a timer for measuring an on time and an off time (on time 100 ms and off time 100 ms described later) of the prize ball signal. If the value of the prize ball signal output timer is not 0, it is determined that a prize ball signal is being output. If the value of the prize ball signal output timer is 0, it is determined that no prize ball signal is being output.

  If the winning ball signal is being output (Y in step S1090), the process proceeds to step S1097. If the prize ball signal is not being output (N in step S1090), the CPU 56 loads the prize ball signal output number counter (step S1091), and reflects the state of the prize ball signal output number counter in the flag register (step S1091). S1092), it is determined whether there is a remaining number of output of the prize ball signal (step S1093).

  If there is no remaining number of outputs of the prize ball signal (Y in step S1093), the process proceeds to step S1102. If there is a remaining number of prize ball signal outputs (N in Step S1093), the CPU 56 subtracts 1 from the prize ball signal output number counter (Step S1094), and outputs the result of the computation (the result of 1 subtraction) as a prize ball signal output. Store in the number counter (step S1095). Then, the game information signal operation operation time (100) is set in the register (step S1096). The game information signal operating time (100) is a time for which a 2 ms timer interruption is executed 100 times, that is, a time of 0.200 seconds (200 ms).

  Next, if the game information signal operating time is not set in step S1096, the CPU 56 subtracts 1 from the prize ball signal output timer. If the game information signal operating time is set in step S1096, the CPU 56 sets the game information signal operating time. 1 is subtracted (step S1097). Then, the calculation result (the result obtained by subtracting 1) is stored in the prize ball signal output timer (step S1098).

  The CPU 56 compares the calculation result (remaining time of the prize ball signal output timer) with the game information signal output time determination value (50) (step S1099), and the remaining time of the prize ball signal output timer is the game information signal output time determination value. It is determined whether the time is shorter than (50) (step S1100). The game information signal output time determination value (50) is a time for which a 2 ms timer interrupt is executed 50 times, that is, a time of 0.100 seconds (100 ms).

  When the remaining time of the prize ball signal output timer is not shorter than the game information signal output time determination value, that is, the remaining time of the prize ball signal output timer is longer than the game information signal output time determination value (100 ms). In this case (N in Step S1100), the CPU 56 sets the prize ball output bit position of the information buffer (bit 1 of the output port 3 in the example shown in FIG. 21) (Step S1101). When the prize ball output bit position of the information buffer is set, the prize buffer signal is output from the output port 3 by setting the information buffer to the output value in step S1102 and outputting the output value to the output port 3 in step S1103. Is done.

  With the processing of steps S1075 to S1101 described above, a prize ball signal is output to the hall computer every time the prize ball count signal is counted ten times. That is, a prize ball signal is output to the hall computer every time 10 prize balls are paid out (10 pulses per pulse). Therefore, the hall computer can recognize the number of game balls paid out by the gaming machine.

  The definition of the above signals (contents that are meant when the signal is in an on state) is an example, and different definitions may be used as long as the difference in jackpot type or gaming state can be recognized in the hall computer. Further, the number and types of signals are not limited to those described above.

Next, the operation of the effect control means will be described.
FIG. 67 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, effect control CPU 101) mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 2 ms) (step S701). .

  Then, the effect control CPU 101 proceeds to a loop process for monitoring the timer interrupt flag (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S703) and executes the effect control process.

  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and executes a process of setting a flag according to the received effect control command (command analysis process: step S704). Next, the effect control CPU 101 executes effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed. In addition, a random number update process for updating a counter value of a counter for generating a predetermined random number (for example, a random number for determining a stop symbol) is executed (step S706). Further, a notification control process for performing notification using an effect device such as the effect display device 9 is executed (step S707). Further, a decorative member initial position control process, which is a process for setting the position of the decorative member 78 provided in the accessory 20 to the initial position, is executed (step S708). Further, based on the reception of the customer waiting demonstration display command, a demonstration display control process for performing the customer waiting demonstration display in the effect display device 9 is executed (step S709). Thereafter, the process proceeds to step S702.

  FIG. 68 is an explanatory diagram showing a configuration example of a command reception buffer for storing an effect control command received from the game control microcomputer 560 of the main board 31. In this example, a command reception buffer of a ring buffer type capable of storing six 2-byte configuration effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.

  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and is stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIGS. 35 and 36) the effect control command stored in the buffer area is.

  69 to 73 are flowcharts showing specific examples of command analysis processing (step S704). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.

  In the command analysis process, the effect control CPU 101 first checks whether or not a received command is stored in the command reception buffer (step S610). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. When the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S611). When reading is performed, the value of the read pointer is incremented by +2 (step S612). The reason for +2 is that 2 bytes (1 command) are read at a time.

  If the received effect control command is a usual figure variation pattern command (step S613), the effect control CPU 101 stores the ordinary figure variation pattern command in the ordinary figure variation pattern command storage area formed in the RAM ( In step S614), a normal variation pattern command reception flag is set (step S615). In addition, a time measurement timer after receiving the general pattern variation pattern command for measuring the elapsed time since the reception of the general pattern variation pattern command is started (step S616).

  If the received effect control command is an ordinary figure display result command (step S617), the effect control CPU 101 stores the ordinary figure display result command in an ordinary figure display result command storage area formed in the RAM ( In step S618), a normal chart display result command reception flag is set (step S619).

  If the received effect control command is a special figure fluctuation pattern command (step S620), the effect control CPU 101 stores the special figure fluctuation pattern command in the special figure fluctuation pattern command storage area formed in the RAM ( In step S621), a special figure variation pattern command reception flag is set (step S622).

  If the received effect control command is a special figure display result command (step S623), the effect control CPU 101 stores the special figure display result command in a special figure display result command storage area formed in the RAM ( In step S624), a special figure display result command reception flag is set (step S625).

  If the received effect control command is a normal symbol confirmation designation command (step S626), the effect control CPU 101 sets a general symbol confirmation command reception flag (step S627).

  If the received effect control command is a special symbol confirmation designation command (step S628), the effect control CPU 101 sets a special figure confirmation command reception flag (step S629).

  If the received effect control command is a jackpot start designation command (step S630), the effect control CPU 101 sets a jackpot start designation command reception flag (step S631). If the received effect control command is a small hit start specifying command (step S632), the effect control CPU 101 sets a small hit start specifying command reception flag (step S633).

  If the received effect control command is a power-on specification command (initialization specification command) (step S634), the effect control CPU 101 displays on the effect display device 9 an initial screen indicating that the initialization process has been executed. Control is performed (step S635). The initial screen includes an initial display of predetermined decorative symbols. Further, an initial notification flag is set (step S636), and a value corresponding to the initial notification period value is set in the period timer (step S637). The initial notification period is a period in which initialization notification is performed in response to reception of the initialization designation command. The effect control CPU 101 ends the initialization notification when the initial notification period elapses. The initial notification period is the same as the prohibition period set by the game control microcomputer 560 in step S45. Therefore, when the initialization notification is being performed, the abnormality notification designation command (abnormality notification designation command or start abnormality prize notification designation command) is not received.

  Further, if the received effect control command is a power failure recovery designation command (step S638), a predetermined power failure recovery screen (screen for displaying information notifying the player that the gaming state is continuing) is displayed. Display control is performed (step S639).

  If the received effect control command is a jackpot end designation command (step S640), the effect control CPU 101 sets a jackpot end designation command reception flag (step S641). If the received effect control command is an accessory control end designation command (step S642), the effect control CPU 101 sets an accessory control end designation command reception flag (step S643).

  If the received effect control command is the first prize winning designation command (step S644), the effect control CPU 101 sets the first prize winning designation command reception flag (step S645). If the received effect control command is the second prize winning designation command (step S646), the effect control CPU 101 sets the second prize winning designation command reception flag (step S647).

  If the received effect control command is an abnormal winning notification designation command (step S648), the effect control CPU 101 sets an abnormal winning notification designation command reception flag (step S649). If the received effect control command is a start abnormal prize notification designation command (step S650), a start abnormality prize notification designation command reception flag is set (step S651).

  If the received production control command is a magnetic abnormality notification designation command (step S652), the production control CPU 101 sets a magnetic abnormality notification designation command reception flag (step S653). If the received effect control command is a vibration abnormality notification designation command (step S654), the effect control CPU 101 sets a vibration abnormality notification designation command reception flag (step S655). If the received effect control command is an abnormal opening notification designation command (step S656), the effect control CPU 101 sets an abnormal opening notification designation command reception flag (step S657).

  If the received effect control command is a V prize designation command (step S658), the effect control CPU 101 sets a V prize designation command reception flag (step S659). If the received effect control command is a special route detection designation command (step S660), the effect control CPU 101 sets a special route detection designation command reception flag (step S661).

  If the received effect control command is a reserved memory number designation command (step S662), the effect control CPU 101 designates the reserved memory number specified by the reserved memory number designation command as the reserved memory number designated in the RAM. Store in the command storage area (step S663).

  If the received effect control command is a customer waiting demonstration display command (step S664), the effect control CPU 101 sets a demonstration display command reception flag (step S665).

  If the received effect control command is an advantageous state designation command (step S666), the effect control CPU 101 sets an advantageous state flag indicating that the gaming state is the advantageous state (short time state) (step S667). If the received effect control command is a normal state designation command (step S668), the effect control CPU 101 resets the advantageous state flag if it is set (step S669).

  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S670). Then, the process proceeds to step S610.

  FIG. 74 is a flowchart showing a demo display control process (step S709) in the main process shown in FIG. In the demonstration display control process, the production control CPU 101 receives a customer waiting demonstration display command and measures the time from when the customer waiting demonstration display (demonstration display) is started, the value of the demonstration display start time timer is a predetermined value ( It is determined whether or not the value is a value indicating the start time of the customer waiting demonstration display (step S751). If the value of the demonstration display start time timer is not a predetermined value (N in step S751), it is confirmed whether or not the demonstration display command reception flag is set (step S752). The demonstration display command reception flag is set in step S665. If the demonstration display command reception flag is not set, the processing is terminated as it is, and if the demonstration display command reception flag is set, the value of the demonstration display start time timer is incremented by 1 (step S753).

  In step S751, when the value of the demonstration display start time timer reaches a predetermined value (Y in step S751), the effect control CPU 101 performs control to display a demonstration screen (demonstration display) on the display screen of the effect display device 9. Is performed (step S754).

  FIG. 75 is a flowchart showing an effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 performs any one of steps S800 to S811 according to the value of the effect control process flag. In each process, the following process is executed.

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

  Decoration symbol variation start processing (step S801): Control is performed so that the variation of the ornament symbol is started. Then, according to the variation pattern received in the variation pattern command reception waiting process, the value of the effect control process flag corresponds to the first decorative symbol variation processing (step S802) or the second decorative symbol variation processing (step S803). Update to value.

  First decorative symbol variation process (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern of the special symbol and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the first decorative symbol variation stop process (step S804).

  Second decorative symbol variation processing (step S803): Controls the switching timing of each variation state (variation speed) constituting the variation pattern of the normal symbol and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the second decorative symbol variation stop process (step S805).

  First decorative symbol variation stop processing (step S804): Based on the reception of the effect control command (special symbol confirmation designation command) instructing the special symbol variation stop, the decorative symbol variation is stopped and the display result (stop symbol) ) Is derived and displayed. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S806) or the effect-in-control effect process (step S808).

  Second decorative symbol variation stop processing (step S805): Based on the reception of the effect control command (ordinary symbol confirmation designation command) for instructing the normal symbol variation stop, the decorative symbol variation is stopped and the display result (stop symbol) ) Is derived and displayed. Then, the value of the effect control process flag is updated to a value corresponding to the normal figure display process (step S807) or the variation pattern command reception waiting process (step S800).

  In this embodiment, the process of steps S801, S802, and S804 is executed, so that the effect display device 9 displays the decorative symbol variation display in synchronization with the special symbol variation display. For example, in synchronism with the variation display of the special symbol, only the effect of causing a predetermined character to be described later may be performed, and the variation display of the decorative symbol may not be performed. In this embodiment, the process of steps S801, S803, and S805 is executed to execute the decorative symbol variation display on the effect display device 9 in synchronization with the normal symbol variation display. For example, the decorative symbol variation display may not be performed in synchronization with the normal symbol variation display.

  Big hit display processing (step S806): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (step S810).

  Normal figure display processing (step S807): After the end of the variation time, the effect display device 9 is controlled to display a screen for notifying the occurrence of the normal figure. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  Effect processing during accessory control (step S808): The effect during the accessory control is controlled. For example, in the effect display device 9, a display effect corresponding to the accessory control is performed. When the V winning designation command is received, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (step S810). Otherwise, the value of the effect control process flag is updated to a value corresponding to the effect process (step S809).

  Outlier effect processing (step S809): After the start-up operation state is finished, an effect is given in the case where the winning combination 20 is not released while the accessory 20 is released. When the effect period (3 seconds in this example) has elapsed, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  Big hit game processing (step S810): Control during the big hit game is performed. For example, when a special winning opening opening designation command or a special winning opening open designation command is received, display control of the number of rounds in the effect display device 9 is performed. Then, when the jackpot end designation command is received, the value of the effect control process flag is updated to a value corresponding to the effect processing after the jackpot end (step S811).

  After the big hit effect processing (step S811): In the effect display device 9, display control is performed to notify the player that the big hit gaming state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  FIG. 76 is an explanatory diagram showing a process table used for effects using the effect display device 9. In the example shown in FIG. 76, the special figure variation process table displays a decorative symbol variation display (for example, a decorative symbol variation display on the effect display device 9 in synchronization with the special symbol variation display, and a predetermined character is displayed. It is a process table for performing a production). In addition, the process table for effects during the control of an accessory is a process for performing an effect (for example, an effect in which a predetermined character appears and operates in accordance with the action of the accessory 20) in the effect display device 9. It is a table. The special route entry process table is a process table for performing an effect executed in response to the game ball entering the special route in the accessory 20 during the accessory control. The V-winning effect process table is a process table for performing an effect that is executed in response to a V-winning game ball during an accessory control. The outlier effect process table is a process table for performing an outlier effect after the end of the accessory control. The jackpot display process table is a process table for performing a jackpot display effect (fanfare effect). The process table for effect during the big hit game is a process table for performing the effect during the big hit game. The process table for post-hit effect is a process table for performing a big hit effect (ending effect).

  In this embodiment, effects during control of a plurality of effect steps determined in stages are prepared. Then, on the basis of the fact that there is a reserved storage number at the end of the accessory control, the effect-in-control effect of the next stage effect step is executed as needed when the effect-in-control effect is continuously executed. In this embodiment, as shown in FIG. 76, a process table for effect control during effect steps 0 to 30 is prepared. Is executed. That is, if the winning is continued continuously, it is possible to enjoy different effects up to 30 stages, which is higher than the upper limit value 4 of the reserved memory.

  Further, in this embodiment, when the production step is stepped up to 1 or more, the normal decorative pattern variation display is not executed during the variation of the special symbol, but the accessory control is performed according to the number of the production steps. A continuous effect in the same effect mode as the medium effect (for example, an effect mode in which the same character as the effect-in-control effect having the same number of effect steps appears) is executed. Therefore, as shown in FIG. 76, as a special figure variation process table, a normal variation display process table (a plurality of prepared according to the variation pattern) for performing a variation display of a normal decorative design, and production A process table for continuous production corresponding to steps 1 to 30 is prepared.

  In this embodiment, the start action corresponding effect corresponding to the start operation is executed from the change of the special symbol to the stop of the change according to the continuous effect process table in addition to the effect during control of the accessory. Continuous production is included.

  In this embodiment, when a game ball enters the special route during the accessory control, a special route entry effect corresponding to the number of effect steps is executed. In this case, for example, in the special route entry effect, the effect that the game ball has entered the special route is notified, and the same character as the effect-in-control effect having the same number of production steps as the special route entry effect appears. Is executed, and a continuous effect is executed. Therefore, as shown in FIG. 76, in this embodiment, a special route entry stage production process table corresponding to production steps 0 to 30 is prepared.

  In this embodiment, when the game ball wins V during the accessory control, the V winning effect according to the number of effect steps is executed. In this case, for example, in the V winning effect, the effect that the game ball has won V and the same character as the effect-in-control effect having the same number of effect steps as the effect at the V winning time is executed, A continuous production is performed. For this reason, as shown in FIG. 76, in this embodiment, a V winning effect production process table corresponding to the production steps 0 to 30 is prepared.

  Further, in this embodiment, when the accessory control is finished and there is no V prize during the accessory control, the off-stage effect according to the number of effect steps is executed. In this case, for example, in the offending effect, the effect that the action of the actor is finished is notified, and an effect that causes the same character to appear in the effect controlling in-progress with the same number of effect steps as the effect at the time of the loss is executed. A certain performance is executed. Therefore, as shown in FIG. 76, in this embodiment, a process table for offending effects corresponding to effect steps 0 to 30 is prepared.

  Further, in this embodiment, when a big hit occurs, a big hit display effect according to the number of production steps is executed. In this case, for example, in the jackpot display effect, the effect that the same character as the effect-in-control effect having the same number of effect steps as the effect at the time of the jackpot display is executed is executed, and there is continuity. Production is performed. Therefore, as shown in FIG. 76, in this embodiment, a big hit display process table corresponding to the production steps 0 to 30 is prepared.

  Further, in this embodiment, when the game shifts to the big hit game, the big hit game effect according to the number of production steps is executed. In this case, for example, in the effect during the big hit game, the effect that the same character as the effect-in-control effect having the same number of production steps as the effect during the big hit game is announced is executed and the continuity is executed. A certain production is executed. Therefore, as shown in FIG. 76, in this embodiment, a process table for effect during the big hit game corresponding to the performance steps 0 to 30 is prepared.

  Further, in this embodiment, when the big hit game is ended, the big hit after-effect according to the number of production steps is executed. In this case, for example, in the after-hit effect, the effect that the same character as the effect-in-control effect having the same number of effect steps appears is notified while the big hit ends. Therefore, as shown in FIG. 76, in this embodiment, a process table for effect after the big hit corresponding to the production steps 0 to 30 is prepared.

  In this embodiment, the process table corresponding to each of the production steps 0 to 30 is shown. However, the number of production steps is not limited to that shown in this embodiment. For example, only the process data corresponding to the production steps 0 to 4 (that is, the upper limit value of the number of reserved memories) may be prepared, or the process data corresponding to the production steps 31 and more may be prepared. May be.

  Although not shown in FIG. 76, in this embodiment, a process table for changing a normal figure (for changing display of a normal decorative pattern) for displaying a decorative pattern in a synchronized manner in synchronization with a normal symbol changing display. (There are also multiple process tables, depending on the variation pattern).

  FIG. 77 is an explanatory diagram of a configuration example of a process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 in accordance with the data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. The display control execution data includes data indicating each variation mode (a mode for each predetermined time) constituting a variation mode during a variable display time (variation time) of variable display of decorative symbols. Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set to a time during which an effect in the variation mode or the effect mode is performed. The effect control CPU 101 refers to the process table, and executes control for displaying the decorative pattern in the variation mode set in the display control execution data for the time set in the process timer set value, or for performing the display effect. .

  In addition, for the process table shown in FIG. 77, different effects are prepared according to the number of effect steps, and an effect corresponding to the number of effect steps is executed when the special symbol is changing, when the change is stopped, per ordinary figure, or off the usual figure. You may do it. In this case, the conditions for increasing / decreasing the number of performance steps corresponding to normal symbols, such as per-standard or non-standard symbols, may be configured differently from the conditions for increasing / decreasing the number of performance steps while the special symbol is changing or stopped. Good.

  FIG. 78 is a flowchart showing a variation pattern command reception wait process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 decorates the value of the effect control process flag if the normal variation pattern command reception flag or the special variation pattern command reception flag is set (steps S1811, S1813). The value is updated to a value corresponding to the symbol variation start process (step S801) (step S1815).

  FIG. 79 is a flowchart showing a decorative symbol variation start process (step S801) in the effect control process shown in FIG. In the decorative symbol variation start process, the effect control CPU 101 reads data indicating the variation pattern command from the variation pattern command storage area (step S840A). Here, the effect control CPU 101 reads the data indicating the variation pattern command from the usual variation pattern command storage area when the ordinary variation pattern command reception flag is set. Further, the effect control CPU 101 reads data indicating the variation pattern command from the special diagram variation pattern command storage area when the special diagram variation pattern command reception flag is set. In each variation pattern command storage area, the player can identify whether the decorative symbol is changing in synchronization with the normal symbol or changing in synchronization with the special symbol. Data for the CPU 101 to control the effect device (the effect display device 9 as an effect component, various lamps (light emitters) as an effect component, and the speaker 27 as an effect component) is stored. Specifically, in the special figure variation pattern command storage area, the effect control CPU 101 controls the effect device so that the player can recognize that the decorative symbol is changing in synchronization with the special symbol. Data is stored, and the effect change CPU 101 controls the effect device so that the player can recognize that the decorative symbol is changing in synchronization with the normal symbol in the usual pattern change pattern command storage area. Data is stored. Therefore, for example, the decorative design varies in synchronization with the normal design and in the case of variation in synchronization with the special design. The symbol moves in the horizontal direction, moves in the horizontal direction, moves in the diagonal direction, etc.).

  Then, the effect control CPU 101 executes a decorative symbol determination process for determining a decorative symbol stop symbol based on the read data indicating the variation pattern command (step S840B). In the decorative symbol determination process, if the content of the variation pattern command is a special symbol variation pattern dedicated to jackpots, the decorative symbol on the left, middle and right decorative symbols are arranged in the same symbol (for example, “7”) and the decorative symbol is stopped. Determine as a symbol. In addition, when the content of the variation pattern command is a special symbol variation pattern dedicated to the first small hit, the symbol with the decorative symbols on the left, middle and right aligned with the same symbol (for example, “1”) is stopped as a decorative symbol. Determine as. In addition, when the content of the variation pattern command is a special symbol variation pattern dedicated to the second small hit, a symbol with a decorative pattern on the left, middle and right aligned with the same symbol (for example, “3”) is stopped as a decorative symbol. Determine as. In addition, when the content of the variation pattern command is a special symbol variation pattern dedicated to the third small hit, a symbol with a decorative pattern on the left, middle, and right aligned with the same symbol (for example, “5”) is stopped as a decorative symbol. Determine as.

  In addition, when the content of the variation pattern command is a regular symbol variation pattern dedicated to each regular symbol, the symbol with the decorative symbols on the left, middle, and right aligned with the same symbol (for example, “5”) is used as the decorative symbol stop symbol. decide. In addition, when the content of the variation pattern command is an ordinary symbol variation pattern dedicated to the detachment, a symbol in a state where the left, middle and right decorative symbols are not aligned with the same symbol is determined as a decorative symbol stop symbol. Here, the off-design symbol is a symbol (for example, “358” or the like) in which the left, middle, and right ornament symbols are not aligned with the same symbol. 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.

  In this embodiment, the production control microcomputer 100 determines the stop symbol in the decorative symbol determination process based on the transmitted variation pattern command, but based on the transmitted display result designation command. You may be comprised so that the stop symbol of a decoration symbol may be determined.

  Next, the effect control CPU 101 confirms whether or not the special figure variation pattern command reception flag is set (step S841A). If the special figure fluctuation pattern command reception flag is not set (that is, if the normal figure fluctuation pattern reception flag is set), the process proceeds to step S841D. If the special figure variation pattern command reception flag is set (Y in step S841A), the effect control CPU 101 uses an effect step number counter for counting which stage the current effect step number is. It is confirmed whether or not the value is 1 or more (step S841B). If the value of the production step number counter is not 1 or more (that is, 0), the process proceeds to step S841D. If the value of the production step number counter is 1 or more, the production control CPU 101 selects a process table for continuous production according to the current number of production steps (step S841C). For example, when the value of the production step number counter is 1, the production control CPU 101 selects the process data [1] for continuous production shown in FIG. Further, for example, when the value of the production step number counter is 2, the production control CPU 101 selects [2] process data for continuous production shown in FIG.

  On the other hand, if the special figure variation pattern command reception flag is not set (N in step S841A, that is, if the common figure variation pattern command reception flag is set), or the value of the production step number counter is 1 or more If not (N in Step S841B, that is, 0), the CPU 101 for effect control has a process table corresponding to the data read in Step S840A (that is, for normal variation display corresponding to the variation pattern). Process table) is selected (step S841D). Then, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S842).

  Then, the production control CPU 101 sets the contents of the process data 1 (display control execution data 1, lamp control execution data 1) on condition that the abnormality notification flag indicating that the abnormal winning notification is being performed is not set. In accordance with the sound number data 1), the control of the effect device (the effect display device 9 as the effect component, the various lamps (light emitter) as the effect component, and the speaker 27 as the effect component) is executed (step S843A, S843B). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27.

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

  When the abnormality notification flag is set, control of the effect device is executed according to the contents of the process data 1 excluding the sound number data 1 (steps S843A and S843C). In other words, when the abnormality notification flag is set, when a new variable display of a decorative symbol is started, a sound effect corresponding to the variable display is not executed, but an abnormal winning notification is made. The corresponding sound output is continued.

  For example, when a process table corresponding to the variation pattern is selected in step S841D, in steps S843B and S843C, the decorative symbol variation display is started in synchronization with the normal symbol or the special symbol. When the continuous effect process table is selected in step S841C, in steps S843B and S843C, for example, the same character as the character appearing in the effect-in-control effect having the same number of effect steps appears. It starts, and the effect of the aspect which continued with the effect during an accessory control is also started.

  In addition, when performing the process of step S843C, the CPU 101 for effect control does not simply output a command based on the display control execution data 1 to the VDP 109, but also outputs a command for performing “superimposed display” to the VDP 109. That is, control is performed so that the display at that time on the effect display device 9 (notification of abnormal winning is made) and the image of the display effect of variable display of decorative symbols are simultaneously displayed on the effect display device 9. . That is, when the abnormality notification flag is set, when a new variable display of a decorative design is started, not only a display effect corresponding to the variable display is performed, but an abnormal winning notification is made. The notification according to is continued.

  Then, a value corresponding to the variation time specified by the variation pattern command is set in the variation time timer (step S844). Then, when the special figure variation pattern command reception flag is not set (N in step S845), the production control CPU 101 resets the common figure variation pattern command reception flag (step S846) and sets the production control process flag. The value is set to a value corresponding to the second decorative symbol variation processing (step S803) (step S847). This is because, in the decorative symbol variation start process (step S801), when the special symbol variation pattern command reception flag is not set, the normal variation pattern command reception flag is set. If the special figure variation pattern command reception flag is set (Y in step S845), the special figure variation pattern command reception flag is reset (step S848), and the value of the effect control process flag is set to the first decorative pattern. A value corresponding to the changing process (step S802) is set (step S849). Therefore, when both the special figure variation pattern command reception flag and the common figure variation pattern command reception flag are set, the value of the effect control process flag is a value corresponding to the first decorative symbol variation process (step S802). To be. That is, the decorative design changes in synchronization with the change of the special design in preference to the normal design.

  FIG. 80 is a flowchart showing the first decorative symbol variation process (step S802) in the effect control process. In the first decorative symbol variation process, the effect control CPU 101 subtracts 1 from the value of the process timer (step S851A) and subtracts 1 from the value of the variation time timer (step S852A). When the process timer times out (step S853A), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S854A). Further, on the condition that the abnormality informing flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S855A). , S855B).

  When the abnormality informing flag is set, control of the effect device is executed according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step) S855A, S855C). Therefore, when the abnormality notification flag is set, the sound production according to the notification of the abnormal winning is continued, not the sound effect according to the variable display of the decorative symbol is executed.

  For example, when the process table corresponding to the variation pattern is selected in step S841D, the decorative symbol variation display is executed in synchronization with the special symbol variation display in steps S855B and S855C. Further, when the continuous effect process table is selected in step S841C, in steps S855B and S855C, for example, the same character as the character appearing in the effect-in-control effect having the same number of effect steps appears. Execute the effect in a manner that is continuous with the effect during the accessory control.

  FIG. 81 is an explanatory diagram showing an example of a character used when the decorative symbol variation display is executed in synchronization with the special symbol variation display. As shown in FIG. 81, in the case of the production step 0 (in the case of performing a normal decorative pattern variation display), the decorative symbol variation display is executed using the character 900A corresponding to the presentation step 0. Further, in the case of the production step 1, the character 900B in the form in which the character 900A is made more powerful (the same character as the character appearing in the production during the character control in the production step 1) is introduced, and the character is also being controlled. An effect in a form continuous with the effect is executed. Further, in the case of the production step 2, the character 900C in the form in which the character 900B is further strengthened (the same character as the character appearing in the production during the character control in the production step 2) is introduced, and the character is also being controlled. An effect in a form continuous with the effect is executed. Hereinafter, similarly, in this embodiment, an effect using a character with a more powerful aspect is executed as the number of effect steps increases, and in the case of effect step 30, character 900D with the most powerful aspect is provided. (The same character as the character appearing in the effect controlling effect of the effect step 30) is made to appear, and the effect of the aspect continuous with the effect controlling effect is executed.

  The character data is not prepared for each number of performance steps, but is based on the basic character data (for example, data indicating only the shape of the monster character as shown in FIG. 81) and the number of performance steps. And data added to the basic form data (for example, data for displaying fangs and horns). With such a configuration, it is possible to reduce the amount of character data prepared in advance.

  Further, when the process of step S855C is performed, the presentation control CPU 101 does not simply output a command based on the display control execution data i to the VDP 109, but also outputs a command for performing “superimposed display” to the VDP 109. . Therefore, when the abnormality notification flag is set, not only the display effect according to the variable display of the decorative symbol is executed, but also the notification according to the notification of the abnormal winning is continued.

  Next, the effect control CPU 101 confirms whether or not to execute super reach (super reach A or super reach B) during the change of the decorative design (step S855D). Specifically, the production control CPU 101 confirms whether or not the variation pattern indicated in the variation pattern command read in step S840A is a variation pattern including super reach. If the variation pattern includes super reach, the effect control CPU 101 executes decoration member control for moving the decoration member 78 (step S855E).

  By executing the processing of steps S855D and S855E, when the variation pattern includes super reach, control for moving the decoration member 78 is started almost simultaneously with the start of variation of the decorative pattern. Therefore, by moving the decorative member 78, it is possible to perform an effect of notifying the player of the super reach. In this embodiment, as shown in FIGS. 7 and 8, the decorative member 78 moves in a manner that crosses the front side of the effect display device 9. Therefore, a more effective notice effect can be performed by performing a predetermined display effect on the effect display device 9 in conjunction with the movement of the decorative member 78. For example, a notice effect may be displayed by causing the effect display device 9 to display such a display that the sword is emitting light in conjunction with the movement of the decorative member 78 imitating a sword.

  Next, the production control CPU 101 confirms whether or not to execute reach (normal reach, super reach A or super reach B) during the change of the decorative design (step S855F). Specifically, the production control CPU 101 confirms whether or not the variation pattern indicated in the variation pattern command read in step S840A is a variation pattern including reach. If the variation pattern includes reach, the effect control CPU 101 confirms whether or not a predetermined reach effect start time (for example, 10 seconds after the start of variation) has passed based on the value of the variation time timer (step). S855G). If the predetermined reach effect start time has elapsed, the effect control CPU 101 executes decoration member control for moving the decoration member 78 (step S855H).

  When the process of steps S855F to S855H is executed, and the variation pattern includes reach, control for moving the decorative member 78 is started when a predetermined reach effect start time is reached. Therefore, by moving the decorative member 78, it is possible to perform a reach effect in conjunction with the movement of the decorative member 78. A more effective reach effect can be performed by performing a predetermined display effect on the effect display device 9 in conjunction with the movement of the decorative member 78. For example, it is possible to display on the effect display device 9 such that the sword is emitting light in conjunction with the movement of the decorative member 78 imitating the sword, and perform the reach effect.

  When the variation pattern includes super reach, after the notice effect for moving the decorative member 78 is performed at the start of variation of the decorative pattern, the reach effect linked with the movement of the decorative member 78 is further performed. Become. The time during which the decorative member 78 is moved to the lowest position is short (for example, 1 second), and then the decorative member 78 is immediately set in a short time (for example, 1 second) in a decorative member initial position control process (see step S708) described later. Return to the initial position. Therefore, after the notice effect is executed, the decorative member 78 is returned to the initial position before the movement until the reach effect is started.

  Further, in steps S855E and S855H, only the decorative member 78 is in a movable state similar to that in FIGS. 7 and 8, and is inclined obliquely from the upper right to the lower left from the horizontal state above the variable winning ball apparatus 20. By performing the movable control, a movable effect similar to the small hit gaming state is performed. It should be noted that, similarly to the small hit game state, the movable member 77 may be controlled to move on the game control microcomputer 560 side, and a movable effect in the same manner as the small hit game state may be performed.

  Further, in this embodiment, the case where the effect of moving the decoration member 78 during the reach announcement effect and the reach announcement effect is shown, but the present invention is not limited to these cases. An effect of moving the member 78 may be executed.

  If the variation time timer has timed out (step S856A), the value of the effect control process flag is updated to a value corresponding to the first decorative symbol variation stop process (step S804) (step S858A). Even if the variable time timer has not timed out, if the special symbol confirmation command reception flag indicating that the special symbol confirmation designation command has been received is set (step S857A), the process proceeds to step S858A. Even if the variation time timer has not timed out, if a special symbol confirmation designation command is received, the control shifts to stop variation.For example, a variation pattern command indicating a long variation time due to noise between substrates is received. Even in such a case, the variation of the decorative symbol can be terminated when the regular variation time has elapsed (when the variation of the special symbol is completed).

  FIG. 82 is a flowchart showing the second decorative symbol variation process (step S803) in the effect control process. The effect control CPU 101 subtracts 1 from the value of the process timer (step S851B) and subtracts 1 from the value of the variable time timer (step S852B). Note that the process timer that subtracts 1 in step S851B is a process timer that is different from the process timer that subtracts 1 in step S851A of the first decorative symbol variation process (step S802). Further, the variable time timer that subtracts 1 in step S852B is a variable time timer that is different from the variable time timer that is subtracted 1 in step S852B of the first decorative symbol variation process (step S802). When the process timer times out (step S853B), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S854B). Further, on the condition that the abnormality informing flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S855I). , S855J).

  When the abnormality informing flag is set, control of the effect device is executed according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step) S855I, S855K). Therefore, when the abnormality notification flag is set, the sound production according to the notification of the abnormal winning is continued, not the sound effect according to the variable display of the decorative symbol is executed.

  In addition, when the process of step S855K is performed, the CPU 101 for effect control does not simply output a command based on the display control execution data i to the VDP 109, but also outputs a command for performing “superimposed display” to the VDP 109. . Therefore, when the abnormality notification flag is set, not only the display effect according to the variable display of the decorative symbol is executed, but also the notification according to the notification of the abnormal winning is continued.

  Next, the production control CPU 101 confirms whether or not super reach is executed during the change of the decorative design (step S855L). Specifically, the production control CPU 101 confirms whether or not the variation pattern indicated in the variation pattern command read in step S840A is a variation pattern including super reach. If the variation pattern includes super reach, the effect control CPU 101 executes decoration member control for moving the decoration member 78 (step S855M).

  By executing the processes of steps S855L and S855M, when the variation pattern includes super reach, control for moving the decoration member 78 is started almost simultaneously with the start of the variation of the decorative pattern. Therefore, by moving the decorative member 78, it is possible to perform an effect of notifying the player of the super reach. In addition, a more effective notice effect can be performed by performing a predetermined display effect on the effect display device 9 in conjunction with the movement of the decorative member 78. For example, a notice effect may be displayed by causing the effect display device 9 to display such a display that the sword is emitting light in conjunction with the movement of the decorative member 78 imitating a sword.

  Next, the production control CPU 101 confirms whether or not to execute reach (normal reach, long reach or super reach) during the change of the decorative design (step S855N). Specifically, the production control CPU 101 confirms whether or not the variation pattern indicated in the variation pattern command read in step S840A is a variation pattern including reach. If the variation pattern includes reach, the effect control CPU 101 confirms whether or not a predetermined reach effect start time (for example, 10 seconds after the start of variation) has passed based on the value of the variation time timer (step). S855O). If the predetermined reach effect start time has elapsed, the effect control CPU 101 executes decoration member control for moving the decoration member 78 (step S855P).

  When the process of steps S855N to S855P is executed and the variation pattern includes reach, control for moving the decorative member 78 is started when a predetermined reach effect start time is reached. Therefore, by moving the decorative member 78, it is possible to perform a reach effect in conjunction with the movement of the decorative member 78. A more effective reach effect can be performed by performing a predetermined display effect on the effect display device 9 in conjunction with the movement of the decorative member 78. For example, it is possible to display on the effect display device 9 such that the sword is emitting light in conjunction with the movement of the decorative member 78 imitating the sword, and perform the reach effect.

  If the variation time timer has timed out (step S856B), the value of the effect control process flag is updated to a value corresponding to the second decorative symbol variation stop process (step S805) (step S858B). Even if the variable time timer has not timed out, if the universal symbol confirmation command reception flag indicating that the normal symbol confirmation designation command has been received is set (step S857B), the process proceeds to step S858B. Even if the fluctuation time timer has not timed out, when the normal symbol confirmation designation command is received, the process shifts to control to stop fluctuation.For example, a fluctuation pattern command indicating a long fluctuation time due to noise between boards is received. Even in such a case, the variation of the decorative symbol can be ended when the regular variation time has elapsed (when the variation of the normal symbol is finished). In addition, before the process of step S851B in the second decorative symbol variation process, the effect control CPU 101 confirms whether or not the special diagram variation pattern command reception flag is set, and the special diagram variation pattern command reception flag is set. When set, the value of the effect control process flag may be updated to a value corresponding to the decoration symbol variation start process (step S801) in order to synchronize the variation of the ornament symbol with the variation of the special symbol. That is, the decorative design that is changing in synchronization with the change of the normal symbol may be started to change in synchronization with the change of the special design in preference to the normal design.

  FIG. 83 is a flowchart showing decorative member control. In the decorative member control, the effect control CPU 101 checks whether or not the decorative member 78 is operating (decorating member is operating) (whether the decorative member operating flag is set) (step S1221). If it is not in operation, the effect control CPU 101 checks whether or not the decoration member operated flag indicating that the decoration member 78 has already been moved is set (step S1222). If the decoration member operated flag is not set, the effect control CPU 101 drives the decoration member drive motor 78B to start the movement of the decoration member 78 (step S1223). In this case, as shown in FIGS. 7 and 8, the decorative member 78 is movable so as to be inclined obliquely from the upper right in the accessory 20 to the lower left in the accessory 20. To do. In step S1223, the production control CPU 101 drives the sword drive motor 79 and opens the decorative member 78 (in this example, as shown in FIGS. 7 and 8, the sword has two in the width direction). Open). In addition, a decorative member operating flag indicating that the decorative member is operating is set (step S1224).

  When the decorative member is operating (Y in step S1221), the effect control CPU 101 confirms whether or not an ON signal from the lower position sensor 91b is detected (step S1225). When the ON signal from the lower position sensor 91b is detected, the effect control CPU 101 stops the driving of the decoration member drive motor 78B and stops the movement of the decoration member 78 (step S1226). Further, the decorative member operating flag is reset (step S1227), and the decorative member operated flag is set (step S1228). Then, a decoration member initial position setting request flag for requesting that the decoration member 78 be returned to the initial position is set (step S1229).

  In this embodiment, when the left end portion of the decorative member 78 moves to the lowest position and stops moving in step S1226, the decorative member initial position setting request flag is set in step S1229. Thus, the process of immediately returning the decorative member 78 to the initial position is executed in the decorative member initial position control process of step S708.

  FIG. 84 is a flowchart showing the decorative member initial position control process in step S708. In the decorative member initial position control process, the effect control CPU 101 checks whether or not the decorative member initial position setting flag is set (step S2241). If it is set, the process proceeds to step S2247. If not set, it is confirmed whether or not the decorative member initial position setting request flag is set (step S2242). If it is not set, the process is terminated as it is. If it is set, the decorative member initial position setting request flag is reset (step S2243). Next, the effect control CPU 101 drives the decorative member drive motor 78B to start moving the decorative member 78 (step S2245). In this case, the effect control CPU 101 drives the decorative member drive motor 78B in the direction opposite to the decorative member control executed in the first decorative symbol variation process and the second decorative symbol variation process. Accordingly, the decorative member 78 is movable so as to return to a horizontal state above the interior of the accessory 20 again from a state in which it is inclined obliquely from the upper right to the lower left in the accessory 20. Further, the effect control CPU 101 drives the sword drive motor 79 in the opposite direction to the decorative member control executed in the first decorative symbol variation process and the second decorative symbol variation process, and the decorative member 78 is closed again. Control to return to. If the decoration member drive motor 78B is already being driven, the effect control CPU 101 continues the drive. Further, the decorative member initial position setting flag is set (step S2246).

  Then, when the upper position sensor 91a is turned on (a detection signal is output from the upper position sensor 91a), the driving of the decoration member drive motor 78B is stopped in order to stop the movement of the decoration member 78 (steps S2247 and S2248). . Further, the decorative member initial position setting flag is reset (step S2249).

  FIG. 85 is a flowchart showing the first decorative symbol variation stopping process (step S804) in the effect control process. In the first decorative symbol variation stop process, the effect control CPU 101 checks whether or not the special figure confirmation command reception flag is set (step S1861). If the special figure confirmation command reception flag is set (Y in step S1861), the special figure confirmation command reception flag is reset (step S1862), and the stop indicating that the decorative symbol stop symbol has been derived and displayed. It is checked whether the symbol display flag is set (step S1863). The stop symbol display flag is set in step S1867, which will be described later, based on the fact that the stop symbol of the decorative symbol is derived and displayed. If the stop symbol display flag is set (Y in step S1863), the process proceeds to step S1868. If the stop symbol display flag is not set (N in step S1863), the effect control CPU 101 performs control for deriving and displaying the stop symbol of the ornament symbol determined and stored in the ornament symbol determination process (step S840B). (Step S1864).

  Next, when the big hit symbol is derived and displayed as the stop symbol of the decorative symbol (Y in step S8165), the effect control CPU 101 sets a stop symbol display flag (step S1867).

  In step S1868, the production control CPU 101 checks whether or not a big hit start designation command reception flag indicating that a big hit start designation command has been received is set. If the jackpot start designation command reception flag is set (Y in step S1868), the effect control CPU 101 resets the stop symbol display flag (step S1869), and creates a process table for jackpot display corresponding to the number of effect steps. Select (step S1870). For example, when the value of the production step number counter is 0, the process table of [0] for jackpot display shown in FIG. 76 is selected. Further, for example, when the value of the production step number counter is 1, the process table of [1] for jackpot display shown in FIG. 76 is selected.

  Next, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S1871), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Then, execution of control of the effect device (the effect display device 9 as the effect part, the various lamps (light emitters) as the effect part, and the speaker 27 as the effect part) is started (step S1872). In this case, for example, a character string for notifying the start of a big hit such as “big hit!” Is displayed, and an effect such that the same character as the character appearing in the effect-in-control effect having the same number of production steps is started. Then, the jackpot display effect (fanfare effect) of the aspect corresponding to the effect-in-control effect having the same number of effect steps is started. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S806) (step S1873).

  When the small winning symbol is derived and displayed as the decorative symbol stop symbol (N in step S1865), the effect control CPU 101 selects a process table for effect-in-control effect according to the number of effect steps (step S1874). ). For example, when the value of the effect step number counter is 0, the process table for effect-in-control effect [0] shown in FIG. 76 is selected. Also, for example, when the value of the production step number counter is 1, the process table for production-in-control production [1] shown in FIG. 76 is selected.

  Next, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S1875), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Accordingly, execution of control of the effect device (the effect display device 9 as an effect part, various lamps (light emitters) as an effect part, and the speaker 27 as an effect part) is started (step S1876). In this case, for example, a character string indicating that the accessory is being controlled, such as “Now! Next, the effect control CPU 101 starts a time control timer after the start of the accessory control for measuring the time after the start of the accessory control (step S1877), and sets the value of the effect control process flag to the effect processing during the accessory control ( The value is updated to a value corresponding to step S808) (step S1878).

  FIG. 86 is a flowchart showing the second decorative symbol variation stopping process (step S805) in the effect control process. In the second decorative symbol variation stopping process, the effect control CPU 101 checks whether or not the universal symbol confirmation command reception flag is set (step S861B). If the universal figure confirmation command reception flag is set (Y in step S861B), the universal figure confirmation command reception flag is reset (step S862B), and is determined and stored in the decorative symbol determination process (step S840B). Control for deriving and displaying the stop symbol of the decorative symbol is performed (step S863B).

  In this embodiment, the production control microcomputer 100 performs control to stop and display the decorative symbols in response to reception of the normal symbol confirmation designation command (decorative symbol stop designation command) from the game control microcomputer 560. However, the present invention is not limited to such a configuration, and control for stopping and displaying decorative symbols may be performed based on the time-up of the variable time timer.

  When the stop symbol of the decoration symbol derived and displayed in step S863B is a disjoint symbol (N in step S864B), the effect control CPU 101 resets a predetermined flag (step S866B) and sets the value of the effect control process flag. It is updated to a value corresponding to the variation pattern command reception waiting process (step S800) (step S867B).

  If the stop symbol of the decorative symbol derived and displayed in step S863B is a winning symbol (a symbol per universal symbol) (Y in step S864B), the value of the effect control process flag corresponds to the normal symbol per symbol display process (step S807). The updated value is updated (step S865B).

  FIG. 87 is a flowchart showing the jackpot display process (step S806) in the effect control process. In the big hit display process, the effect control CPU 101 first confirms whether or not a display command when the big prize opening is opened is received (step S8701). If the display command when the special winning opening is opened is not received, the CPU 101 for effect control subtracts 1 from the value of the process timer (step S8702). If the process timer has not timed out, the process is terminated. When the process timer times out (step S8703), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8704). Further, on the condition that the abnormality informing flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8705). , S8706).

  When the abnormality informing flag is set, control of the effect device is executed according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step) S8705, S8707). Therefore, when the abnormality notification flag is set, the sound production according to the jackpot display effect is not executed, but the sound output according to the abnormal winning notification is continued.

  In steps S 8706 and S 8707, for example, a character string for notifying the start of the big hit such as “big hit!” Is displayed, and the same character as the character appearing in the effect control during the production with the same number of production steps is displayed. Such an effect is executed, and the jackpot display effect (fanfare effect) of the aspect corresponding to the effect-in-control effect having the same number of effect steps is also executed.

  FIG. 88 is an explanatory diagram showing an example of a character used when executing a big hit display effect (fanfare effect). As shown in FIG. 88, in the case of the production step 0, the display of the aspect in which the character 900A corresponding to the production step 0 is V-signed is performed and the jackpot display production is executed. Further, in the case of the production step 1, a display of a mode in which the character 900B in a mode in which the character 900A is more powerful (the same character as the character appearing in the effect control during the production step 1) is V-signed is displayed. A big hit display effect is executed. Further, in the case of the production step 2, a display of a mode in which the character 900C in a mode in which the character 900B is further strengthened (the same character as the character appearing in the effect control during the production step 2) is V-signed is displayed. A big hit display effect is executed. Hereinafter, similarly, in this embodiment, a jackpot display effect using a character with a more powerful aspect is executed as the number of production steps increases. A display of a mode in which the character 900D (the same character as the character appearing in the effect-in-control effect of the effect step 30) is V-signed is performed, and the jackpot display effect is executed.

  If the display command at the time of the big winning opening is received (Y in step S8701), the effect control CPU 101 selects a process table for effect during the big hit game corresponding to the number of effect steps (step S8708). For example, when the value of the effect step number counter is 0, the process table for [0] for effect during the big hit game shown in FIG. 76 is selected. For example, when the value of the effect step number counter is 1, the process table [1] for effect during the big hit game shown in FIG. 76 is selected.

  Next, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S8709), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Then, execution of control of the effect device (the effect display device 9 as the effect part, the various lamps (light emitters) as the effect part, and the speaker 27 as the effect part) is started (step S8710). In this case, for example, a character string indicating that a big hit is made, such as “big hit!”, Is displayed, and an effect of causing a character corresponding to the current number of effect steps to appear is started. Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the effect processing during jackpot gaming (step S810) (step S8711).

  FIG. 89 is a flowchart showing the normal figure display process (step S807) in the effect control process. In the per-normal display processing, the effect control CPU 101 performs an effect device (the effect display device 9 as an effect part, various lamps (light emitters) as an effect part, and a speaker as an effect part according to the normal figure. 27) is executed (step S874C), and the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800) (step S875C).

  FIG. 90 and FIG. 91 are flowcharts showing the effect processing during effect control (step S808) in the effect control process. In the effect control during effect control, the effect control CPU 101 sets a character control end specification command reception flag indicating that a character control end specification command has been received from the game control microcomputer 560 (step S1). S881), the process proceeds to step S895. If the accessory control end designation command reception flag is not set, the process timer value is decremented by 1 (step S882). If the process timer has not timed out, the process proceeds to step S886. When the process timer times out (step S883), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S884). Further, on the condition that the abnormality notification flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data that are set next (step S885A). , S885B). Thereafter, the process proceeds to step S891.

  When the abnormality informing flag is set, control of the effect device is executed according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step) S885A, S885C). Therefore, when the abnormality notification flag is set, the sound production corresponding to the small winning game is not executed, but the sound output corresponding to the abnormal winning notification is continued. Thereafter, the process proceeds to step S886.

  In steps S885B and S885C, for example, by performing an effect that causes a character corresponding to the current effect step to appear, an effect in control of an aspect corresponding to the number of effect steps is executed. Further, for example, when a special route detection designation command has been received, in steps S885B and S885C, a character string notifying that the route is a special route such as “special route!” Is displayed and the same. An effect that causes the same character as the character appearing in the effect-in-control effect of the number of effect steps to appear is executed, and a special route entry effect in a mode corresponding to the effect-in-control effect of the same effect step number is also executed. (See steps S888 and S889 described later). Further, for example, when the V winning designation command is received, in steps S885B and S885C, a character string notifying that the V winning big hit is displayed such as “V winning big hit!” Is displayed. An effect that causes the same character as the character appearing in the effect-in-control effect having the same number of effect steps to appear is executed, and a V-winning effect in a manner corresponding to the effect-in-control effect having the same effect step number is also executed. (Refer to Steps S890 and S891 described later).

  FIG. 92 is an explanatory diagram illustrating an example of a character used when an effect during controlling an accessory is executed. As shown in FIG. 92, in the case of the production step 0, the character 900A corresponding to the production step 0 is displayed by raising the hand and standing, and the production during the accessory control is executed. Further, in the case of the production step 1, the character 900B in the form in which the character 900A is more powerful (the same character as the character appearing in the effect control during the production step 1) stands up with his hand raised. The display is performed and the effect during the accessory control is executed. Further, in the case of the production step 2, the character 900C in a form that further strengthens the character 900B (the same character as the character appearing in the effect control during production in the production step 2) stands up with his hand raised. The display is performed and the effect during the accessory control is executed. Hereinafter, similarly, in this embodiment, an effect during character control using a character with a more powerful aspect is executed as the number of effect steps increases, and in the case of effect step 30, it is the most powerful. A mode character effect is being performed by displaying a mode in which the character 900D of the mode (the same character as the character appearing in the mode control effect of the rendering step 30) stands up with his hand raised.

  FIG. 93 is an explanatory diagram showing an example of a character used when the special route entry effect is executed. As shown in FIG. 93, in the case of production step 0, the special route entry production is executed by displaying a mode in which the character 900A corresponding to production step 0 is in flames. In the case of the production step 1, the character 900B in a mode in which the character 900A is more powerful (the same character as the character appearing in the effect control during production in the production step 1) is displayed in a manner of raising the flame. Go and the special route entry direction is executed. Further, in the case of the production step 2, the character 900C in a form that further strengthens the character 900B (the same character as the character that appears in the effect control during the production step 2 production) is displayed in a manner of raising the flame. Go and the special route entry direction is executed. Hereinafter, similarly, in this embodiment, when the special route approaching effect is executed using the character in a mode that is more powerful as the number of performance steps increases, and in the case of the performance step 30, it is the most powerful. The special route approaching effect is executed by displaying the aspect in which the character 900D of the aspect (the same character as the character appearing in the effect-in-control effect of the effect step 30) is raising flames.

  FIG. 94 is an explanatory diagram showing an example of a character used when executing the V winning effect. As shown in FIG. 94, in the case of the production step 0, the character 900A corresponding to the production step 0 is displayed in a banzai manner, and the V winning effect is executed. Further, in the case of the production step 1, the display of the mode in which the character 900B in the form of making the character 900A more powerful (the same character as the character appearing in the effect controlling process of the production step 1) is banzai is displayed. The performance at the time of V winning is performed. Further, in the case of the production step 2, the display of the mode in which the character 900C in the form that further strengthens the character 900B (the same character as the character appearing in the effect control in the production step 2) is playing a banzai is displayed. The performance at the time of V winning is performed. Hereinafter, similarly, in this embodiment, when a V winning effect is performed using a character in a mode that is more powerful as the number of performance steps increases, The character 900D (the same character as the character appearing in the effect-in-control effect of the effect step 30) is displayed in a banzai manner, and the V-winning effect is executed.

  Next, the production control CPU 101 confirms whether or not a predetermined movable time of the decorative member 78 (for example, 13 seconds after the start of the accessory control) has elapsed based on the value of the time measurement timer after the start of the accessory control (for example, 13 seconds after the start of the accessory control). Step S886). If the movable time of the decorative member 78 has elapsed, movable member control for moving the decorative member 78 is executed (step S887).

  In this embodiment, as described above, when the accessory 20 is released and the accessory control is performed, the movable time of the predetermined movable member 77 is controlled by the game control microcomputer 560 (specifically, the CPU 56). When elapses, the movable member 77 is moved (see steps S456I and S456J). In this embodiment, the movable member 77 is moved by the CPU 56 when 13 seconds have elapsed after the start of the accessory control (after the accessory 20 has been released (after the first accessory has been released in the case of opening twice), The production member 78 is moved by the production control CPU 101 at the same timing in conjunction with each other (see steps S886 and S887). Specifically, in the form shown in FIGS. 7 and 8, the decorative member 78 is interlocked with the front surface side of the movable member 77, and the movable member 77 moves in an obliquely inclined state from the upper right to the lower left.

  In this embodiment, in the accessory control, the case where the decoration member 78 is moved once in conjunction with the movement of the movable member 77 is shown. However, the effect control CPU 101 performs the decoration member 78 in the accessory control. May be controlled to move a plurality of times. For example, the effect control CPU 101 moves the decoration member 78 at a timing linked to the movement of the movable member 77 by the game control microcomputer 560, and then moves the decoration member 78 to another one regardless of the movement of the movable member 77. (In this case, the movable member 77 is not moved and only the decorative member 78 is moved). By doing so, it is possible to further enhance the effect of the effect using the decorative member 78 during the accessory control.

  When a special route detection designation command is received (step S888), the effect control CPU 101 selects a special route entry effect process table corresponding to the number of effect steps (step S889). For example, when the value of the production step number counter is 0, the process table for production [0] for special route entry production shown in FIG. 76 is selected. For example, when the value of the production step number counter is 1, the process table for special route entry production [1] shown in FIG. 76 is selected.

  When the V winning designation command is received (step S890), the effect control CPU 101 selects a V winning effect process table corresponding to the number of effect steps (step S891). For example, when the value of the effect step number counter is 0, the process table for [0] effect for V winning effect shown in FIG. 76 is selected. Further, for example, when the value of the production step number counter is 1, the process table for [1] production for the V prize production shown in FIG. 76 is selected.

  Then, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S893), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Then, execution of the control of the effect device (the effect display device 9 as the effect part, the various lamps (light emitters) as the effect part, and the speaker 27 as the effect part) is started (step S894).

  For example, if it is after receiving a special route detection designation command (see steps S888 and S889), a character string notifying that the route is a special route such as “special route!” Is displayed in step S894. At the same time, an effect that causes the same character as the character appearing in the effect-in-control effect with the same number of effect steps to start appears, and the effect at the time of entering the special route in a manner corresponding to the effect-in-control effect with the same effect step number To start. Also, for example, if it is after receiving a V winning designation command (see steps S890 and S891), in step S894, a character string for notifying that a V winning big hit is made, such as “V winning big hit!” An effect that causes the same character as the character appearing in the effect-in-control effect having the same number of effect steps to appear is started, and the V prize in a mode corresponding to the effect-in-control effect having the same number of effect steps is also displayed. Start production when.

  In step S895, the effect control CPU 101 checks whether or not a V winning designation command has been received. When the V winning designation command has not been received (that is, in the case of a loss), the effect control CPU 101 selects a process table for a loss effect according to the number of effect steps (step S896). For example, if the value of the effect step number counter is 0, the process table for the off-effect [0] shown in FIG. 76 is selected. Further, for example, when the value of the production step number counter is 1, the process table [1] for the production of production shown in FIG. 76 is selected. Then, a value corresponding to the production time (in this example, 3 seconds) is set in the offshoot production time timer for determining the time of the production (out of production) after the start operation state (step S897).

  Next, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S901), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Then, execution of control of the effect device (the effect display device 9 as the effect part, the various lamps (light emitters) as the effect part, and the speaker 27 as the effect part) is started (step S902). In this case, for example, a character string notifying that the character has been released is displayed, such as “Let's go!”, And the same character as the character appearing in the effect controlling effect with the same number of performance steps. An effect that causes a character to appear is started, and an off-stage effect corresponding to the effect-in-control effect having the same number of effect steps is started. Then, the value of the effect control process flag is updated to a value corresponding to the off-state effect process (step S809) (step S903).

  When the V winning designation command is received (that is, in the case of the V winning big win), the effect control CPU 101 selects a process table for the big hit gaming effect according to the number of effect steps (step S904). For example, when the value of the effect step number counter is 0, the process table for [0] for effect during the big hit game shown in FIG. 76 is selected. For example, when the value of the effect step number counter is 1, the process table [1] for effect during the big hit game shown in FIG. 76 is selected.

  Next, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S905), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Then, execution of control of the effect device (the effect display device 9 as the effect part, the various lamps (light emitters) as the effect part, and the speaker 27 as the effect part) is started (step S906). In this case, for example, a character string indicating that it is a big hit, such as “big hit!”, Is displayed, and an effect such that the same character as the character appearing in the effect controlling effect with the same number of production steps appears. And the effect during the big hit game in a manner corresponding to the effect-in-control effect having the same number of effect steps is started. Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (step S810) (step S907).

  FIG. 95 is a flowchart showing an off-stage effect process (step S809) in the effect control process. In the outlier effect (effect after the start operation state) process, the effect control CPU 101 subtracts 1 from the value of the process timer (step S1881) and decrements the value of the outlier effect time timer by 1 (step S1882). When the process timer times out (step S1883), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S1884). Further, on the condition that the abnormality notification flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data that are set next (step S1885). , S1886). If the process timer has not timed out, the process proceeds to step S1888.

  When the abnormality informing flag is set, the rendering device is controlled according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step S1885). , S1887). Therefore, when the abnormality notification flag is set, the sound production according to the notification of the abnormal winning is not performed, but the sound production according to the abnormal prize is continued.

  In steps S 1886 and S 1887, for example, a character string notifying that the character has been released is displayed, such as “Lose!”, And it appears in the effect-in-control effect with the same number of effect steps. An effect that causes the same character as the character to appear is executed, and an off-stage effect corresponding to the effect-in-control effect having the same number of effect steps is also executed.

  FIG. 96 is an explanatory diagram showing an example of a character used when executing the offending effect. As shown in FIG. 96, in the case of the production step 0, the character 900A corresponding to the production step 0 is disappointed and crying is displayed, and the off production is executed. Further, in the case of the production step 1, a display of a mode in which the character 900B in a mode in which the character 900A is more powerful (the same character as the character appearing in the effect control during the production step 1) is disappointed and crying. The off-direction effect is executed. Also, in the case of the production step 2, a display of a mode in which the character 900C in the form of further strengthening the character 900B (the same character as the character appearing in the effect control during the production step 2) is disappointed and crying. The off-direction effect is executed. Hereinafter, similarly, in this embodiment, an off-line effect is performed using a character in a more powerful form as the number of production steps increases, and in the case of production step 30, the character in the most powerful aspect The display of the mode in which 900D (the same character as the character appearing in the effect-in-control effect of the effect step 30) is disappointed is performed, and the off effect is executed.

  Next, the production control CPU 101 checks whether or not the off-time production time timer has timed out (whether or not the value has become 0) (step S1888). If the outlier production time timer has not timed out (N in step S1888), the process ends.

  When the off-stage effect time timer times out (Y in step S1888), the effect control CPU 101 confirms whether or not the number of reserved memories is 0 (step S1889). In this case, specifically, the production control CPU 101 checks the number of reserved memories stored in the reserved memory number designation command storage area (see step S663). If the number of reserved memories is not 0 (N in step S1889), the CPU 101 for effect control adds 1 to the value of the effect step number counter (step S1890). That is, the number of production steps is increased by one step based on the fact that there is a reserved storage number at the end of the accessory control. If the number of reserved memories is 0 (Y in step S1889), the effect control CPU 101 resets the effect step number counter (step S1891).

  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S1892).

  In this embodiment, the case where the effect step number counter is added at the end of the offending effect process is shown, but the effect step number counter may be added at another timing. For example, the effect control CPU 101 determines whether or not there is a reserved memory number at any timing from the start of the decorative symbol change to the stop in synchronization with the special symbol change display (see step S1889). If there is a reserved storage number, the value of the effect step number counter may be incremented by 1 (see step S1890). Further, for example, the production control CPU 101 determines whether or not there is a reserved memory number at any timing from the start of the effect-in-control effect to the end (see step S1889), and if there is a reserved memory number. The value of the effect step number counter may be incremented by 1 (see step S1890).

  FIG. 97 is a flowchart showing the big hit game processing (step S810) in the effect control process. In the big hit game processing, the effect control CPU 101 checks whether or not the big hit end designation command reception flag indicating that the big hit end designation command has been received from the gaming control microcomputer 560 is set (step S8601). If not set, the effect control CPU 101 subtracts 1 from the value of the process timer (step S8602). If the process timer has not timed out, the process is terminated. When the process timer times out (step S8603), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8604). In addition, on the condition that the abnormality notification flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8605). , S8606).

  When the abnormality informing flag is set, control of the effect device is executed according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step) S8605, S8607). Therefore, when the abnormality notification flag is set, the sound production according to the notification of the abnormal winning is continued, not the sound effect according to the big hit game is executed.

  In steps S 8606 and S 8607, for example, a character string for notifying that the game is a big hit, such as “big hit!”, Is displayed, and the same character as the character appearing in the effect-in-control effect having the same number of production steps is displayed. An effect that causes the player to appear is executed, and an effect during the big hit game is executed in a manner corresponding to the effect under control of the accessory having the same number of effect steps.

  FIG. 98 is an explanatory diagram showing an example of a character used when executing an effect during a big hit game. As shown in FIG. 98, in the case of the production step 0, the character 900A corresponding to the production step 0 is displayed in a manner in which fire is blown from the mouth, and the big hit gaming production is executed. In the case of the production step 1, the character 900B in a mode in which the character 900A is made more powerful (the same character as the character appearing in the effect control during production in the production step 1) is blowing fire from the mouth. The display is performed and an effect during the big hit game is executed. In the case of the production step 2, the character 900C in a mode in which the character 900B is further strengthened (the same character as the character appearing in the effect control during the production step 2) is blowing fire from the mouth. The display is performed and an effect during the big hit game is executed. Similarly, in this embodiment, in the embodiment, an effect during a big hit game using a character with a more powerful aspect is executed as the number of production steps is increased. The character 900D (the same character as the character appearing in the effect-in-control effect of the effect step 30) is displayed in a manner in which a fire is blown from the mouth, and the effect during the big hit game is executed.

  If the big hit end designation command reception flag is set (Y in step S8601), the presentation control CPU 101 selects a big hit post production process table corresponding to the number of presentation steps (step S8608). For example, when the value of the effect step number counter is 0, the process table for [0] for the big hit effect shown in FIG. 76 is selected. Further, for example, when the value of the production step number counter is 1, the process table of [1] for the big hit post production shown in FIG. 76 is selected.

  Next, the effect control CPU 101 starts a process timer in the process data 1 of the selected process table, and starts a big hit effect period measuring timer for measuring the effect period of the big hit effect (step S8609). Then, the production control CPU 101 performs the production device (the production display device 9 as the production component and the production component) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). The control of the various lamps (light emitters) and the speaker 27) as a production component is started (step S8610). In this case, for example, a character string for notifying the end of the jackpot is displayed, such as "End of jackpot!" The effect is also started, and the effect after the big hit (ending effect) of the aspect corresponding to the effect controlling effect with the same number of effect steps is started.

  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the after-hit effect process (step S811) (step S8611).

  FIG. 99 is a flowchart showing the big hit after-effect process (step S811) in the effect control process. In the after-hit effect processing, the effect control CPU 101 first subtracts 1 from the after-hit effect period measurement timer (step S8651). Then, it is confirmed whether or not the big hit after-effect stage measurement timer after subtraction has timed out (step S8652).

  If the post-hit presentation period measurement timer has not timed out (N in step S8652), the presentation control CPU 101 subtracts 1 from the value of the process timer (step S8653). If the process timer has not timed out, the process is terminated. When the process timer times out (step S8654), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8655). Further, on the condition that the abnormality informing flag is not set, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8656). , S8657).

  When the abnormality informing flag is set, control of the effect device is executed according to the contents of process data i (i is any one of 2 to n) (however, excluding sound number data i) (step) S8656, S8658). Therefore, when the abnormality notification flag is set, the sound production according to the after-hit effect is not executed, but the sound output according to the abnormal winning notification is continued.

  In steps S8657 and S8658, for example, a character string notifying that the big hit is finished, such as “End of big hit!”, Is displayed, and the same character as the character appearing in the effect controlling effect having the same number of production steps. An effect that causes a character to appear is executed, and a post-hit effect (ending effect) in a manner corresponding to the effect-in-control effect with the same number of effect steps is also performed for the kite.

  FIG. 100 is an explanatory diagram showing an example of a character used when executing a big hit effect. As shown in FIG. 100, in the case of the production step 0, the character 900A corresponding to the production step 0 waving his hand and displaying a goodbye, and the post-hit production is executed. Further, in the case of the production step 1, the character 900B having the character 900A more powerful (the same character as the character appearing in the effect control during production in the production step 1) is waving and playing goodbye. An aspect is displayed and the effect after a big hit is performed. Further, in the case of the production step 2, the character 900C in the form in which the character 900B is further strengthened (same character as the character appearing in the effect control during production in the production step 2) waving his hands and playing goodbye. An aspect is displayed and the effect after a big hit is performed. Hereinafter, similarly, in this embodiment, after the big hit effect using the character in a more powerful form is executed as the number of production steps increases, and in the production step 30, the most powerful aspect is achieved. The post-hit effect is performed by displaying the character 900D (the same character as the character appearing in the effect-in-control effect of the effect step 30) waving his hand.

  If the after-hit presentation period measurement timer times out (Y in step S8652), the presentation control CPU 101 changes the value of a predetermined flag (grade flag) based on the grade flag change table (step S8655). Next, when the value of the flag (grade flag) is changed in step S8659, the effect control CPU 101 stores the changed flag value, and the background image (mode) of the effect display device 9 according to the changed value. (Production) is changed (step S8660).

  FIG. 101 is an explanatory diagram of a grade flag change table. As shown in FIG. 101, in this embodiment, when the received display result designation command is “00” (that is, when the V winning big win of 3 rounds after the first small hit), the value of the grade flag When the value is 1, the grade flag value is not changed. When the grade flag value is 2, the value obtained by subtracting 1 (that is, 1) is set as the grade flag value, and the grade flag value is 3. At a certain time, a value obtained by subtracting 2 (that is, 1) is set as the value of the grade flag. In addition, when the received display result designation command is “01” (that is, when the V winning big win is 8 rounds after the second small hit), the grade flag value is 1 when the grade flag value is 1. When the grade flag value is 2, the value obtained by subtracting 1 (ie, 1) is set as the grade flag value, and when the grade flag value is 3, the value obtained by subtracting 2 (ie, 1). ) Is set to the value of the grade flag. In addition, when the received display result designation command is “02” or “03” (that is, when the V winning big win for 16 rounds after the third small hit or the straight big hit for 16 rounds), When the grade flag value is 1, a value obtained by adding 1 (ie, 2) is set as the grade flag value, and when the grade flag value is 2, a value obtained by adding 1 (ie, 3) is the grade flag. When the grade flag value is 3, the grade flag value is not changed. The special figure display result designation command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and is a buffer area (special figure display result command storage area) formed in the RAM. (See step S624).

  FIG. 102 is an explanatory diagram showing an example of a background image that is changed in accordance with the transition of the grade flag value based on the table shown in FIG. In the present embodiment, a studio live (lower stage) background image is prepared corresponding to the grade flag value: 1, and a concert (middle stage) background image corresponding to the grade flag value: 2. And a background image of an outdoor concert (upper stage) corresponding to the value of the grade flag: 3 is prepared. As shown in FIG. 102, when a mode effect using a studio live background image is being executed, if a big hit of 16 rounds occurs, the process is changed to a concert background image in step S8660. Further, when a mode effect using the concert background image is being executed, if a big round of 16 rounds occurs, it is changed to a background image of an outdoor live in the process of step S8660, and a big round of 3 rounds or 8 rounds is won. Is generated, the background image of the studio live is changed in step S8660. Further, when the mode effect using the background image of the outdoor live is executed, if a big hit of 3 rounds or 8 rounds occurs, the background image of the studio live is changed in the process of step S8660. In addition, when the mode effect using the studio live background image is being executed, when the big hit of 3 rounds or 8 rounds occurs, the mode effect using the outdoor live background image is being executed. Sometimes, when a big hit of 16 rounds occurs, the background image is not changed. In the example shown in FIG. 102 based on the table illustrated in FIG. 101, when a 16-round jackpot occurs, the background image at the lower stage (studio live) is changed to the background image (concert) at the middle stage, and further 16 When a round jackpot occurs, the background image (concert) in the middle level is changed to the background image (outdoor live) in the higher level. In addition, in the example shown in FIG. 102 based on the table illustrated in FIG. 101, when a big hit of 3 rounds or 8 rounds occurs, the background image (outdoor live) or the middle level background image (concert) is generated. It is changed to a background image (studio live) at a lower level. Therefore, it is possible to improve the game entertainment by continuing to generate a big hit of a predetermined number of rounds or more.

  In this embodiment, the background image is upgraded when the big hit is 16 rounds, and the background image is downgraded when the big hit is 3 rounds or 8 rounds. The background image is upgraded when the special figure is a big hit, and the background image is downgraded when it is a big hit (a big hit based on a game ball V winning in the bonus 20). Good.

  Next, the effect control CPU 101 resets a predetermined flag (for example, jackpot end designation command reception flag) (step S8661), and sets the value of the effect control process flag to the value corresponding to the variation pattern command reception waiting process (step S800). (Step S8662).

  103 and 104 are flowcharts showing the notification control process in step S707. In the notification control process, the effect control CPU 101 checks whether or not the initial notification flag is set (step S1901). The initial notification flag is set when a power-on designation command is received from the game control microcomputer 560 (see step S636 in FIG. 71). If the initial notification flag is not set, the process proceeds to step S1906. If the initial notification flag is set, the value of the period timer set in step S637 is decremented by 1 (step S1902). Then, when the value of the period timer becomes 0, that is, when the initial notification period has elapsed, the initial notification flag is reset (steps S1903 and S1904).

  Further, the effect control CPU 101 outputs to the VDP 109 a command for deleting the initial screen or the power failure recovery screen in the effect display device 9 (step S1905). The VDP 109 erases the initial screen or the power failure recovery screen from the effect display device 9 according to the command.

  In step S1906, the effect control CPU 101 checks whether or not an abnormal winning notification designation command reception flag indicating that an abnormal winning notification designation command has been received is set. If not set, the process proceeds to step S1911. If the abnormal winning notification designation command reception flag is set, the abnormal winning notification designation command reception flag is reset (step S1907), and the effect display device 9 has an abnormality with respect to the screen displayed at that time. A command to superimpose and display the winning notification screen is output to the VDP 109 (step S1908). The VDP 109 superimposes and displays an abnormal winning notification screen on the effect display device 9 according to the command.

  Further, the production control CPU 101 outputs sound data indicating sound output in response to the abnormal winning notification to the sound output board 70 (step S1909). The voice synthesis IC 703 mounted on the voice output board 70 reads data corresponding to the input sound data from the voice data ROM 704 and outputs a voice signal to the speaker 27 side according to the read data. Therefore, thereafter, sound output (output of an abnormal notification sound) is performed in accordance with the notification of abnormal winning to the special winning opening. Then, the production control CPU 101 sets an abnormal winning notification flag indicating that the abnormal winning notification to the special winning opening is being made (step S1910), and the process proceeds to step S1911.

  In step S1911, the CPU 101 for effect control confirms whether or not a start abnormal prize notification designation command reception flag indicating that a start abnormality prize notification designation command has been received is set. If not set, the process proceeds to step S1917. If the abnormal start winning notification designation command reception flag is set, the abnormal start winning notification designation command reception flag is reset (step S1912). Further, it is confirmed whether or not the abnormal winning notification flag is set (step S1913). If it is set, the process proceeds to step S1917. That is, when an abnormal winning notification is already made to the special winning opening, control is performed so that the abnormal winning notification is preferentially executed. If the abnormal winning notification flag is not set, the effect display device 9 outputs to the VDP 109 a command to superimpose the start abnormal winning notification screen on the screen displayed at that time (step S1914). The VDP 109 superimposes and displays a start abnormality winning notification screen on the effect display device 9 in response to the command.

  Furthermore, the production control CPU 101 outputs sound data indicating sound output in response to the abnormal winning notification to the sound output board 70 (step S1915). The voice synthesis IC 703 mounted on the voice output board 70 reads data corresponding to the input sound data from the voice data ROM 704 and outputs a voice signal to the speaker 27 side according to the read data. Therefore, after that, sound output (output of abnormal notification sound) is performed in response to the notification of abnormal winning to the second start winning opening 14. Then, the production control CPU 101 sets a start abnormal winning notification flag indicating that an abnormal winning notification has been made to the second start winning opening 14 (step S1916), and the process proceeds to step S1917.

  In step S1917, the effect control CPU 101 checks whether or not the magnetic abnormality notification designation command reception flag indicating that the magnetic abnormality notification designation command has been received is set. If not set, the process shifts to step S1923. If the magnetic abnormality notification designation command reception flag is set, the magnetic abnormality notification designation command reception flag is reset (step S1918). Further, it is confirmed whether any abnormality notification flag (abnormal prize notification flag or start abnormal prize notification flag) is set (step S1919). If it is set, the process proceeds to step S1923. That is, when an abnormal winning notification is already made to the big winning opening or the second start winning opening 14, the control is performed so that the abnormal winning notification is preferentially executed. If no abnormality notification flag is set, the effect display device 9 outputs a command to superimpose the magnetic abnormality notification screen on the screen displayed at that time to the VDP 109 (step S1920). The VDP 109 superimposes and displays a magnetic abnormality notification screen on the effect display device 9 according to the command.

  Furthermore, the production control CPU 101 outputs sound data indicating sound output in response to the magnetic abnormality notification to the sound output board 70 (step S1921). The voice synthesis IC 703 mounted on the voice output board 70 reads data corresponding to the input sound data from the voice data ROM 704 and outputs a voice signal to the speaker 27 side according to the read data. Therefore, sound output (output of abnormality notification sound) corresponding to notification of magnetic abnormality is performed thereafter. Then, the effect control CPU 101 sets a magnetic abnormality notification flag indicating that a magnetic abnormality is being notified (step S1922), and proceeds to step S1923.

  In step S1923, the effect control CPU 101 checks whether or not a vibration abnormality notification designation command reception flag indicating that a vibration abnormality notification designation command has been received is set. If not set, the process proceeds to step S1929. If the vibration abnormality notification designation command reception flag is set, the vibration abnormality notification designation command reception flag is reset (step S1924). Further, it is checked whether any abnormality notification flag (abnormal winning notification flag, start abnormal winning notification flag or magnetic abnormality notification flag) is set (step S1925). If it is set, the process proceeds to step S1929. That is, when an abnormal winning notification or magnetic abnormality notification is already made to the big winning opening or the second start winning opening 14, control is performed so that the abnormal winning notification or magnetic abnormality notification is continuously executed with priority. . If no abnormality notification flag is set, the effect display device 9 outputs a command to superimpose the vibration abnormality notification screen on the screen displayed at that time to the VDP 109 (step S1926). The VDP 109 superimposes and displays a vibration abnormality notification screen on the effect display device 9 according to the command.

  Furthermore, the production control CPU 101 outputs sound data indicating sound output in response to the vibration abnormality notification to the sound output board 70 (step S1927). The voice synthesis IC 703 mounted on the voice output board 70 reads data corresponding to the input sound data from the voice data ROM 704 and outputs a voice signal to the speaker 27 side according to the read data. Therefore, sound output (output of abnormality notification sound) corresponding to the notification of vibration abnormality is performed thereafter. Then, the effect control CPU 101 sets a vibration abnormality notifying flag indicating that the vibration abnormality is being notified (step S1928), and proceeds to step S1929.

  In step S1929, the effect control CPU 101 checks whether or not an abnormal release notification designation command reception flag indicating that an abnormal release notification designation command has been received is set. If it is not set, the process is terminated as it is. If the abnormal release notification designation command reception flag is set, the abnormal release notification designation command reception flag is reset (step S1930). Further, it is confirmed whether any abnormality notification flag (abnormal winning notification flag, start abnormal winning notification flag, magnetic abnormality notification flag, or vibration abnormality notification flag) is set (step S1931). If it is set, the process is terminated as it is. That is, when an abnormal winning notification, magnetic abnormality notification, or vibration abnormality notification is already made to the big winning opening or the second start winning opening 14, priority is given to the abnormal winning notification, magnetic abnormality notification, or vibration abnormality notification. Control to continue execution. If no abnormality notification flag is set, the effect display device 9 outputs a command to superimpose the abnormality release notification screen on the screen displayed at that time to the VDP 109 (step S1932). The VDP 109 superimposes and displays an abnormal opening notification screen on the effect display device 9 in response to the command.

  Further, the production control CPU 101 outputs sound data indicating sound output in response to the abnormal release notification to the sound output board 70 (step S1933). The voice synthesis IC 703 mounted on the voice output board 70 reads data corresponding to the input sound data from the voice data ROM 704 and outputs a voice signal to the speaker 27 side according to the read data. Therefore, sound output (output of an abnormal notification sound) corresponding to the abnormal release notification is performed thereafter. Then, the effect control CPU 101 sets an abnormal opening notification in-progress flag indicating that abnormal opening is being notified (step S1934), and the processing is ended.

  In this embodiment, the case where each abnormality notification effect is executed or the initial screen or the power failure recovery screen is displayed in the same manner regardless of the number of effect steps is shown. A notification effect may be executed, or an initial screen or a power failure recovery screen may be displayed according to the number of effect steps.

  Next, the winning and discharging timings of the game ball to and from the variable winning ball device (object) 20 and the movable timing of the movable member 77 will be described. 105 to 108 are explanatory diagrams showing the timing of entering and discharging the game ball to and from the variable winning ball apparatus 20 and the movable timing of the movable member 77. Of these, FIG. 105 shows the timing at which the game ball enters and exits when the game ball does not enter either the first entrance 71 or the second entrance 72 during the open period of the variable winning ball apparatus 20 and the movable timing. The movable timing of the member is shown.

  In the example shown in FIG. 105, when the game control microcomputer 560 (specifically, the CPU 56) shifts to the small hit game, the open solenoid 75 is driven to open the open doors 76A and 76B (step S417, (See S32). In the example shown in FIG. 105, since the game ball has not entered either the first entrance 71 or the second entrance 72 after the opening doors 76A, 76B are opened, the first prize winning switch 71a and No ON signal of the second prize winning switch 72a is detected, and the value of the in-function game ball number counter remains zero. Therefore, when the processing time during release times out and all the game balls in the accessory 20 are discharged or the value of the winning monitoring timer becomes 0 (see Steps S430, S453A, and S453B), the first storage unit and the second storage unit None of the units are opened, and the movable member 77 is not moved (see steps S453, S456A to S456J), and the small hit game is terminated as it is.

  FIG. 106 shows the timing for entering and discharging the game ball and the timing for moving the movable member when the game ball enters only the first entrance 71 during the opening period of the variable winning ball apparatus 20. In the example shown in FIG. 106, when the CPU 56 shifts to the small hit game, the CPU 56 drives the opening solenoid 75 to open the opening doors 76A and 76B (see steps S417 and S32). In the example shown in FIG. 106, a game ball enters the first entrance 71 and is detected by the first prize winning switch 71a (see step S434A), and the CPU 56 adds 1 to the in-function game ball counter. (See S435A).

  Next, the game ball passes through the first path in the accessory 20 and passes through the path member 92 provided on the left side in the accessory 20 to the first reservoir as shown in FIGS. 9 and 10. Once stored. Next, when the processing time during opening times out (see step S430), the CPU 56 opens the predetermined first storage unit (for example, after opening the accessory 20 (after releasing the first accessory when opening twice). It is confirmed whether or not 8 seconds have elapsed (see step S456B). If the predetermined first reservoir opening time has elapsed, the CPU 56 controls the first reservoir to the open state by driving the first reservoir solenoid 90a to move the first reservoir member 93a. (See step S456C). Then, as shown in FIG. 11, the game ball released from the first storage portion is guided to the front side of the rotating body 86 and wins the specific winning opening 66A through the specific side surface opening 66b, or other side surface. It enters the side opening 84 and is discharged.

  Next, when the ON signal of the accessory discharge switch 85a is detected (see step S437), the value of the in-function game ball number counter is decremented by 1 to 0, and the small hit game ends. Note that the time from when the game ball that has entered the first entrance 71 is won or discharged to the specific winning opening 66A and is detected by the accessory discharge switch 85a is, for example, 10 seconds. The opening time of the second reservoir is set to a time (for example, 12 seconds) that is sufficiently longer than the time (for example, 10 seconds) until the game ball that has entered the first entrance 71 is discharged. Therefore, in the example shown in FIG. 106, when the processing time during release times out and all the game balls in the accessory 20 are discharged or the value of the winning monitoring timer becomes 0 (see steps S430, S453A, and S453B), 2 The small hit game is terminated as it is without opening the storage part and moving the movable member 77 (see steps S453, S456E to S456J). In other words, if the game ball has not entered the second entrance 72 and is not detected by the second prize winning switch 72a, the movable member 77 is not moved during the small hit game.

  FIG. 107 shows the timing for entering and discharging the game ball and the timing for moving the movable member when the game ball enters only the second entrance 72 during the opening period of the variable winning ball apparatus 20. In the example shown in FIG. 107, when the CPU 56 shifts to the small hit game, the CPU 56 drives the opening solenoid 75 to open the opening doors 76A and 76B (see steps S417 and S32). In the example shown in FIG. 107, a game ball enters the second entrance 72 and is detected by the second prize winning switch 72a (see step S434B), and the CPU 56 adds 1 to the in-function game ball counter. S435B reference).

  Next, as shown in FIG. 12, the game ball is guided to the upper right in the accessory 20 through the second path in the accessory 20 and temporarily stored in the second storage part. . Next, when the processing time during opening times out (see step S430), the CPU 56 opens the predetermined first storage unit (for example, after opening the accessory 20 (after releasing the first accessory when opening twice). It is confirmed whether or not 8 seconds have elapsed (see step S456B). If the predetermined first reservoir opening time has elapsed, the CPU 56 controls the first reservoir to the open state by driving the first reservoir solenoid 90a to move the first reservoir member 93a. (See step S456C). In the example shown in FIG. 107, since the game ball has not entered the first entrance 71, winning or discharging of the game ball to the specific winning port 66A does not occur even if the first storage part is opened.

  Next, even if a predetermined second storage section opening period (for example, 12 seconds after opening of the accessory 20 (after the first opening of the accessory in the case of opening twice), the game ball number counter in the accessory is passed. Is not 0 (1 in this example), and the value of the winning monitoring timer is not 0 (steps S453A, S453B, S456F), the CPU 56 drives the second reservoir solenoid 90b to set the second value. By moving the storage member 93b, the second storage unit is controlled to be in an open state (see step S456G). Further, when the movable time of the predetermined movable member 77 (for example, 13 seconds after opening the accessory 20 (after opening the first accessory in the case of opening twice), the CPU 56 moves the movable member 77 to move. The member control is executed (see step S456J). Then, as shown in FIG. 13, while the 2nd storage part is open | released, the movable member 77 is moved and it changes to the state inclined diagonally from upper right to lower left. In this case, the decorative member 78 is also moved in conjunction with the movable member 77 in accordance with the control of the effect control microcomputer 100 (specifically, the effect control CPU 101). Then, the game ball released from the second storage section falls on the upper surface of the rotating body 86 through the movable member 77 and the path member 95, and as shown in FIGS. 14 and 15, the specific opening 66 or the specific side surface opening. A specific winning opening 66A is won through 66b, or the other side opening 84 is discharged.

  As shown in FIG. 107, when the movable member 77 is moved to the lowest position, the ON signal from the lower position sensor 91b is detected and the movable member initial position setting request flag is set (see steps S225 and S229). ), The initial position control process is immediately executed to return the second reservoir to the closed state and to return the movable member 77 to the initial position (see steps S1242 to S1249).

  Next, when the ON signal of the accessory discharge switch 85a is detected (see step S437), the value of the in-function game ball number counter is decremented by 1 to 0, and the small hit game ends. As shown in FIG. 107, in this embodiment, the movable member 77 is moved and the decorative member 78 is moved only when the game ball enters the second entrance 72 and is detected by the second prize winning switch 72a. An effect that moves in conjunction with is executed. Then, the game ball released from the second storage section falls on the upper surface of the rotating body 86 through the movable member 77 and the path member 95, and as shown in FIGS. 14 and 15, the specific opening 66 or the specific side surface opening. A specific winning opening 66A is won through 66b, or the other side opening 84 is discharged.

  Further, FIG. 108 shows the timing of entering and discharging the game ball when the game ball enters the first entrance 71 and the game ball enters the second entrance 72 during the opening period of the variable winning ball apparatus 20 and the movable timing. The movable timing of the member is shown. In the example shown in FIG. 108, when the CPU 56 shifts to the small hit game, the CPU 56 drives the opening solenoid 75 to open the opening doors 76A and 76B (see steps S417 and S32). In the example shown in FIG. 108, a game ball enters the first entrance 71 and is detected by the first prize winning switch 71a (see step S434A), and the CPU 56 increments the in-function game ball number counter by 1 (step S434A). (See S435A). Furthermore, in the example shown in FIG. 108, the game ball enters the second entrance 72 and is detected by the second prize winning switch 72a (see step S434B), and the CPU 56 increments the in-function game ball number counter by one. The count value is set to 2 (see step S435B).

  Next, the game ball that has entered the first entrance 71 passes through the first path in the accessory 20, and as shown in FIGS. 9 and 10, a path member 92 provided on the left side in the accessory 20. And is temporarily stored in the first storage section. The game ball that has entered the second entrance 72 is guided to the upper right in the accessory 20 through the route member 94 via the second route in the accessory 20 as shown in FIG. 2 is temporarily stored in the storage unit.

  Next, when the processing time during opening times out (see step S430), the CPU 56 opens the predetermined first storage unit (for example, after opening the accessory 20 (after releasing the first accessory when opening twice). It is confirmed whether or not 8 seconds have elapsed (see step S456B). If the predetermined first reservoir opening time has elapsed, the CPU 56 controls the first reservoir to the open state by driving the first reservoir solenoid 90a to move the first reservoir member 93a. (See step S456C). Then, as shown in FIG. 11, the game ball released from the first storage portion is guided to the front side of the rotating body 86 and wins the specific winning opening 66A through the specific side surface opening 66b, or other side surface. It enters the side opening 84 and is discharged. In the example shown in FIG. 108, it is assumed that the game ball released from the first storage part has entered the side opening 84 and has been displaced.

  Next, when the ON signal of the accessory discharge switch 85a is detected (see step S437), the value of the in-function game ball number counter is decremented by 1 to 1 (see step S438). In this case, even if the game ball that has entered from the first entrance 71 is discharged, the value of the in-function game ball number counter does not become 0 (when the specific winning slot 66A is not won), and the value of the winning monitoring timer is also Since it does not become 0 (see Steps S453A and S453B), when a predetermined second storage part opening period (for example, 12 seconds after opening the accessory 20 (after opening the first accessory in the case of opening twice)) The CPU 56 controls the second reservoir to the open state by driving the second reservoir solenoid 90b to move the second reservoir member 93b (see step S456G). Further, when the movable time of the predetermined movable member 77 (for example, 13 seconds after opening the accessory 20 (after opening the first accessory in the case of opening twice), the CPU 56 moves the movable member 77 to move. The member control is executed (see step S456J). Then, as shown in FIG. 13, while the 2nd storage part is open | released, the movable member 77 is moved and it changes to the state inclined diagonally from upper right to lower left. In this case, the decorative member 78 is also moved in conjunction with the movable member 77 in accordance with the control of the effect control microcomputer 100 (specifically, the effect control CPU 101). Then, the game ball released from the second storage section falls on the upper surface of the rotating body 86 through the movable member 77 and the path member 95, and as shown in FIGS. 14 and 15, the specific opening 66 or the specific side surface opening. A specific winning opening 66A is won through 66b, or the other side opening 84 is discharged.

  As shown in FIG. 108, when the movable member 77 is moved to the lowest position, an ON signal from the lower position sensor 91b is detected, and a movable member initial position setting request flag is set (see steps S225 and S229). ), The initial position control process is immediately executed to return the second reservoir to the closed state and to return the movable member 77 to the initial position (see steps S1242 to S1249).

  When the ON signal of the accessory discharge switch 85a is detected (see step S437), the value of the in-function game ball number counter is decremented by 1 to 0, and the small hit game ends.

  Next, the timing of step-up of the production step of the decorative symbol variation display and the effect control in effect will be described. FIG. 109 is a time chart showing the timing of step-up in the production step of the decorative symbol variation display and the effect control in effect. As shown in FIG. 109, when a game ball is won in the first start winning opening 13 or the second starting winning opening 14, a special symbol variation display is executed (see steps S344 to S346, S121 to S123, S131). Then, the normal decorative pattern variation display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  If there is no new start prize during the execution of the effect control controlling effect and the offending effect during the decoration symbol change, the number of reserved memories at the end of the offending effect is zero. In this case, the off-stage effect is ended without stepping up the number of effect steps (see Y of step S1889, S1891).

  Next, when a game ball wins at the first start winning opening 13 or the second starting winning opening 14, the number of effect steps remains 0, so that a special symbol variation display is executed as shown in FIG. (Refer to steps S344 to S346, S121 to S123, S131), the normal decorative pattern variation display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  As shown in FIG. 109, if there are two new start winnings in succession while the decorative design is changing, during the effect controlling effect or during the offending effect, the number of reserved memories at the end of the offending effect is 2. ing. In this case, the number of effect steps is increased to 1, and the off effect is terminated (see N in step S1889, S1890).

  Next, the reserved memory is digested and the special symbol variation display is continuously executed (see steps S344 to S346, S121 to S123, S131), and the number of performance steps is stepped to 1. The variation display of the decorative symbols corresponding to the continuous effect corresponding to the effect step 1 is executed (see steps S842 to S844, S851A to S858A and S1864). By doing so, the effect of the aspect continuous with the effect-in-control effect is executed.

  Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes the effect during the accessory control corresponding to the effect step 1 (see step S808). A corresponding off-line effect is executed (see step S809).

  As the number of reserved memories is exhausted, as shown in FIG. 109, the number of reserved memories at the end of the offending effect is one. In this case, the number of effect steps is stepped up to 2, and the off effect is terminated (see N in step S1889, S1890).

  Next, the reserved memory is digested and the special symbol variation display is continuously executed (see steps S344 to S346, S121 to S123, S131), and the number of production steps is stepped to 2, The variation display of the decorative pattern corresponding to the continuous effect corresponding to the effect step 2 is executed (see steps S842 to S844, S851A to S858A, S1864). By doing so, the effect of the aspect continuous with the effect-in-control effect is executed.

  Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes the effect during the accessory control corresponding to the effect step 2 (see step S808). A corresponding off-line effect is executed (see step S809).

  Here, if there is no new start prize during the execution of the decorative design change, the effect-in-control effect, and the off-stage effect, the number of reserved memories at the end of the off-line effect is zero. In this case, the number of production steps is reset to 0, and the off production is ended (see Y in step S1889, S1891).

  Then, when a game ball wins next in the first start winning opening 13 or the second starting winning opening 14, the number of effect steps is returned to 0. Therefore, as shown in FIG. 109, a special symbol variation display is executed. (See steps S344 to S346, S121 to S123, S131), and the normal decorative pattern change display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  FIG. 110 and FIG. 111 are explanatory diagrams showing examples of effects of the decorative symbol variation display and the effect-in-control effect in this embodiment. 110 and FIG. 111 correspond to the example of the effect timing shown in FIG. As shown in FIG. 110 (1), when a game ball wins in the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. 110 (2), it is synchronized with the change display of the special symbol. The decorative display of the decorative design is executed, and the character 900A corresponding to the production step 0 is displayed, whereby the normal display of the decorative design is executed. Next, when a small hit is made, as shown in FIG. 110 (3), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 110 (4), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. Then, if there is no on-hold storage when finishing the accessory control and ending the effect, the accessory control is ended without stepping up the number of effect steps.

  Next, as shown in FIG. 110 (5), when a game ball wins in the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. Synchronous display of the decorative design is executed in synchronization with the appearance of the character 900A corresponding to the production step 0, whereby the normal display of decorative design is executed. Here, as shown in FIGS. 110 (7) and (8), the game ball wins the first start winning opening 13 (or the second starting winning opening 14) in succession while displaying the variation of the decorative symbols, and the number of stored memories It is assumed that 901 becomes 2. In this case, as shown in FIG. 110 (9), first, the normal decorative pattern variation display using the character 900A corresponding to the production step 0 is continuously executed. Next, when a small hit is made, as shown in FIG. 110 (10), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900 A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 110 (11), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  Then, since the reserved memory number 901 is 2 when the accessory control is finished and the off-stage effect is finished, the number of effect steps is stepped up to 1, and the retained memory is digested by one, and FIG. 110 (12). As shown in Fig. 5, the decorative symbol variation display is executed continuously in synchronization with the special symbol variation display. In this case, based on the fact that the number of performance steps is increased to 1, as shown in FIG. 110 (12), the character 900 B corresponding to the performance step 1 is made to appear, so that the effect during the control of the feature is continued. The effect of the aspect is executed. Next, when a small hit is made, as shown in FIG. 111 (1), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900B stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 111 (2), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  When the accessory control is finished and the off-stage production is finished, the number of stored memories 901 is 1. Therefore, the number of production steps is stepped up to 2, and the retained memory is digested by 1 so that FIG. 111 (3) As shown in Fig. 5, the decorative symbol variation display is executed continuously in synchronization with the special symbol variation display. In this case, based on the fact that the number of performance steps has been increased to 2, as shown in FIG. 111 (3), the character 900C corresponding to the performance step 2 is made to appear, thereby continuing the effect during the control of the actors. The effect of the aspect is executed. Next, when a small hit is made, as shown in FIG. 111 (4), the small hit symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900C stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 111 (5), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. Then, since there is no longer any hold storage when the effect control is ended and the effect is ended, the effect step number is reset (the effect step number is returned to 0), and the accessory control is ended.

  Next, as shown in FIG. 111 (6), when a game ball wins the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. Synchronous display of the decorative design is executed synchronously, and the number of performance steps has returned to 0. Therefore, by displaying the character 900A corresponding to the performance step 0, normal display of the decorative design is displayed. . Next, when a small hit is made, as shown in FIG. 111 (8), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 111 (9), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  As described above, according to the present embodiment, the production control microcomputer 100 can execute a plurality of staged-in-control effects, and after holding the start operation, Based on the determination that there is a memory, the next-stage accessory control-in-progress that follows the effect-in-control-execution effect executed in response to the completed start-up operation is associated with the next start operation. Run as a medium production. Therefore, it is possible to step up the effect mode of the effect during the control of the accessory based on the presence of the reserved memory. Therefore, it is understood that there is a high possibility of the game ball entering the specific winning opening 66A because the stored memory tends to be accumulated, and the expectation that the game ball enters the specific winning opening 66A and becomes a big hit gaming state is expected. Can be increased. Therefore, in a gaming machine configured to execute a continuous effect in-control effect, it is possible to improve the effect of a continuous effect in-control effect.

  In general, in a gaming machine configured to open the variable winning ball device (combination) 20 when a winning is won, the probability that a gaming ball winning in the accessory 20 will win a V in the specific winning opening 66A is relatively high. (For example, about 1/20). In this case, if the probability that the game ball can start and win is set in the same manner as other gaming machines, it is very easy to win a V and a big hit is likely to occur, so that the gambling property cannot be maintained appropriately. Therefore, in the gaming machine equipped with the accessory 20, the nail arrangement or the like is generally designed so that the probability of starting winning is reduced. Furthermore, in the gaming machine equipped with the accessory 20, since the time for which the accessory 20 is open is relatively short, the reserved memory is digested relatively quickly. Due to those factors, the gaming machine with the accessory 20 has a longer time for the suspended storage to be interrupted compared to other gaming machines. In other words, it can be said that the reserved memory is accumulated in the gaming machine provided with the accessory 20 is a rare state in which the player is in good condition. Therefore, as shown in this embodiment, if it is configured to step up the presentation based on the accumulation of reserved memory, it can be seen that the player is in good condition, and the interest in the game is enhanced. Can do. In addition, as shown in each embodiment to be described later, if the game ball is configured to step up based on the fact that a game ball has won a prize or entered a special route, the tone will be even better. It can be seen that it is in a state, and it can enhance the interest in games.

  In addition, according to this embodiment, the production control microcomputer 100 produces an effect corresponding to the production mode of the effect being controlled that was being executed when the entry of the game ball into the specific winning opening 66A was detected. In the aspect, when the entry of the game ball into the specific winning opening 66A is detected, the corresponding effect is executed at the time of the big hit gaming state or at the end of the big hit gaming state. Therefore, in accordance with the step-up of the effect mode during the effect control, an effect corresponding to when the game ball enters the specific winning opening 66A, when the big hit gaming state or when the big hit gaming state ends is provided as a series of effects. Can be executed.

  Further, according to this embodiment, when the entry of the game ball to the special route is detected, the production control microcomputer 100 is executed when the entry of the game ball to the special route is detected. In response to the effect mode of the effect during control, the effect mode of the effect during control is changed. Therefore, when the entry of the game ball to the special route is detected, it is possible to change the effect mode of the effect being controlled as a series of effects in accordance with the step-up of the effect mode of the effect being controlled effect.

  Further, according to this embodiment, the production control microcomputer 100 discharges the number of game balls won in the winning combination 20 and the winning combination 20 after the variable winning ball apparatus (guard) 20 changes to the closed state. The entry of the game ball to the specific winning opening 66A was not detected in the production mode corresponding to the production mode of the effect being controlled that was being executed when it was determined that the number of the game balls matched. A corresponding effect (out-of-line effect) is executed. Therefore, in accordance with the step-up of the effect mode during the effect control, an effect corresponding to the fact that the entry of the game ball into the specific winning opening 66A is not detected can be executed as a series of effects.

  In addition, according to this embodiment, the effect control microcomputer 100 plays the game ball to the first start winning opening 13 or the second start winning opening 14 during the execution of the effect controlling effect corresponding to the starting operation. When the starting ball is detected, after the start operation is finished, the effect during control of the accessory corresponding to the next start operation is executed in succession to the effect during control of the accessory executed corresponding to the completed start operation. . Therefore, regardless of the upper limit of reserved storage, it is possible to step up the effect mode of the effect during the accessory control according to the game ball entering the start area.

Embodiment 2. FIG.
In the first embodiment, the case where the number of rendition steps is increased based on the fact that there is a reserved memory number when the offense control is ended after finishing the accessory control is shown. Instead of stepping up immediately, the number of effect steps may be stepped up when it becomes a small hit to open the accessory 20 twice. Hereinafter, a second embodiment will be described in which the number of effect steps is increased when it becomes a small hit to open the accessory 20 twice.

  Note that in this embodiment, detailed description of the parts having the same configuration and processing as those of the first embodiment will be omitted, and parts different from those of the first embodiment will be mainly described.

  FIG. 112 is a flowchart illustrating a specific example of command analysis processing (step S704) according to the second embodiment. In the command analysis process in this embodiment, the processes in steps S610 to S625 and S626 to S670 are the same as those shown in the first embodiment.

  When the special figure display result command is received (see step S623) and the special figure display result command reception flag is set (see step S625), the effect control CPU 101 checks whether or not the hold storage flag is set. (Step S625A). As will be described later, the holding storage flag is set based on the fact that there is a holding storage number when the accessory control is ended and the effect is ended.

  If the holding storage flag is set, the effect control CPU 101 determines that the second small hit or the third small hit (that is, the accessory 20 is opened twice based on the received special figure display result command). It is confirmed whether or not it is a small hit (step S625B). If it is neither the second small hit nor the third small hit (that is, the first small hit), the process proceeds to step S625D. If it is the second small hit or the third small hit, the effect control CPU 101 adds 1 to the value of the effect step number counter (step S625C). Then, the holding storage flag is reset (step S625D).

  FIG. 113 is a flowchart showing the offending effect process (step S809) in the second embodiment. In the offending effect process in this embodiment, the processes in steps S1881 to S1889, S1891, and S1892 are the same as those shown in the first embodiment.

  In this embodiment, the production control CPU 101 does not immediately add 1 to the value of the production step number counter when the number of reserved memories is not 0 (N in step S1889), but ends the accessory control and produces an effect. Is set, a holding storage flag indicating that there is a holding storage number is set (step S1890A).

  Next, the timing of step-up of the production step of the decorative symbol variation display and the effect control in effect will be described. FIG. 114 is a time chart showing the timing of step-up of the effect display step of the decorative symbol variation display and the accessory control effect in the second embodiment. As shown in FIG. 114, when a game ball is won in the first start winning opening 13 or the second starting winning opening 14, a special symbol variation display is executed (see steps S344 to S346, S121 to S123, S131). Then, the normal decorative pattern variation display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  If there is no new start prize during the execution of the effect control controlling effect and the offending effect during the decoration symbol change, the number of reserved memories at the end of the offending effect is zero. In this case, the off-stage effect is ended without stepping up the number of effect steps (see Y of step S1889, S1891).

  Next, when a game ball wins at the first start winning opening 13 or the second starting winning opening 14, the number of effect steps remains 0, so that a special symbol variation display is executed as shown in FIG. (Refer to steps S344 to S346, S121 to S123, S131), the normal decorative pattern variation display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  In the example shown in FIG. 114, it is assumed that there are three new start prizes during the execution of the effect controlling in-progress or the off-stage effect during the change of the decorative design. In this case, the number of reserved memories at the end of the offending production is 3. However, in this embodiment, the number of effect steps is not stepped up immediately if there is an on-hold storage at the end of the offending effect (see N in step S1889, S1890A).

  Next, the display of the special symbol is continuously performed after the reserved memory is digested (see steps S344 to S346, S121 to S123, S131), and the normal decorative symbol variation display corresponding to the production step 0 is performed. (See steps S842 to S844, S851A to S858A, S1864). In addition, when it is a small hit that opens the accessory 20 only once, the number of production steps is not stepped up.

  Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  As the number of reserved memories is exhausted, as shown in FIG. However, in this embodiment, the number of effect steps is not stepped up immediately if there is an on-hold storage at the end of the offending effect (see N in step S1889, S1890A).

  Next, the display of the special symbol is continuously performed after the reserved memory is digested (see steps S344 to S346, S121 to S123, S131), and the normal decorative symbol variation display corresponding to the production step 0 is performed. (See steps S842 to S844, S851A to S858A, S1864). And, based on the small hit that opens the accessory 20 twice (specifically, based on receiving a special figure display result command designating the second small hit or the third small hit), The number of production steps is increased to 1 (see steps S625B and S625C). If the special figure display result command for designating the second small hit or the third small hit has already been received at the start of the decorative symbol variation and the number of production steps has been increased to 1, the production step 1 is entered. Corresponding display of decorative patterns for continuous production may be executed.

  Next, based on the fact that it is a small hit to open the accessory 20 twice, the variable winning ball apparatus (the accessory) 20 is opened or the rotating body 86 and the movable member 77 in the accessory 20 are moved (control Object control) is executed (steps S304 to S306). While the accessory control is being executed, the effect display device 9 executes the effect during the accessory control corresponding to the effect step 1 (see step S808). A corresponding off-line effect is executed (see step S809).

  Next, if there is no new start prize during the execution of the decorative design change, the effect controlling effect or the offense effect, the number of reserved memories is exhausted, and as shown in FIG. The number of reserved storage at that time is 1. However, in this embodiment, the number of effect steps is not stepped up immediately if there is an on-hold storage at the end of the offending effect (see N in step S1889, S1890A).

  Next, the display of the special symbol is continuously performed after the reserved memory is digested (see steps S344 to S346, S121 to S123, and S131), and the decorative symbol for the continuous effect corresponding to the effect step 1 is displayed. Are executed (see steps S842 to S844, S851A to S858A, S1864). And, based on the small hit that opens the accessory 20 twice (specifically, based on receiving a special figure display result command designating the second small hit or the third small hit), The number of production steps is increased to 2 (see steps S625B and S625C). If the special figure display result command for designating the second small hit or the third small hit has already been received at the start of the decorative symbol variation and the number of production steps has been stepped up to 2, the production step 2 is entered. Corresponding display of decorative patterns for continuous production may be executed.

  Next, based on the fact that it is a small hit to open the accessory 20 twice, the variable winning ball apparatus (the accessory) 20 is opened or the rotating body 86 and the movable member 77 in the accessory 20 are moved (control Object control) is executed (steps S304 to S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 2 (see step S808). A corresponding off-line effect is executed (see step S809).

  Here, if there is no new start prize during the execution of the decorative design change, the effect-in-control effect, and the off-stage effect, the number of reserved memories at the end of the off-line effect is zero. In this case, the number of production steps is reset to 0, and the off production is ended (see Y in step S1889, S1891).

  FIG. 115 to FIG. 117 are explanatory diagrams showing examples of the effect pattern of the decorative symbol variation display and the accessory control effect in the second embodiment. 115 to 117 correspond to the example of the effect timing shown in FIG. As shown in FIG. 115 (1), when a game ball wins in the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. The decorative display of the decorative design is executed, and the character 900A corresponding to the production step 0 is displayed, whereby the normal display of the decorative design is executed. Next, when a small hit is made, as shown in FIG. 115 (3), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 115 (4), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. Then, if there is no on-hold storage when finishing the accessory control and ending the effect, the accessory control is ended without stepping up the number of effect steps.

  Next, as shown in FIG. 115 (5), when a game ball wins the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. Synchronous display of the decorative design is executed in synchronization with the appearance of the character 900A corresponding to the production step 0, whereby the normal display of decorative design is executed. Here, as shown in FIGS. 115 (7), (8), and (9), the game ball wins the first start winning opening 13 (or the second starting winning opening 14) in succession during the display of the variation of the decorative symbols, It is assumed that the reserved storage number 901 is 3. In this case, as shown in FIG. 115 (10), first, the normal decorative pattern variation display using the character 900A corresponding to the production step 0 is continuously executed. Next, when a small hit is made, as shown in FIG. 115 (11), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900 A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 115 (12), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  Next, since the reserved memory number 901 is 3 when the bonus control is terminated and the offense effect is terminated, the retained memory is digested by 1, and the special symbol is continuously displayed as shown in FIG. 116 (1). Synchronized display of the decorative symbol is executed in synchronization with the variable display. However, in this embodiment, the number of effect steps is not immediately stepped if there is a holding memory when the effect control is ended and the effect is ended, and as shown in FIG. 116 (1), Ordinary decorative pattern variation display using the character 900A corresponding to 0 is executed. Next, when a small hit is made, as shown in FIG. 116 (2), the small hit symbol ("222" in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 116 (3), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  Next, since the reserved memory number 901 is 2 when ending the accessory control and ending the effect, the retained memory is digested by 1 and the special symbol is continuously displayed as shown in FIG. 116 (4). Synchronized display of the decorative symbol is executed in synchronization with the variable display. However, in this embodiment, the number of effect steps is not immediately stepped if there is a holding memory when the effect control is ended and the effect is ended. As shown in FIG. Ordinary decorative pattern variation display using the character 900A corresponding to 0 is executed. In this case, when the special figure display result command designating the second small hit or the third small hit is received after the decorative symbol variation display is started, the number of effect steps is increased to 1 (steps S625B, S625C). reference). Next, at the small hit, as shown in FIG. 116 (5), the small hit symbol (“666” in this example) is stopped and displayed as the decorative symbol variation display result, and the character 900B corresponding to the rendering step 1 is displayed. The effect of the aspect that stands up with both hands raised is started, and the effect during the accessory control is started. Then, as shown in FIG. 116 (6), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. In this case, as shown in FIG. 116 (6), control for opening the accessory 20 twice is performed. In FIG. 116 (4), the special figure display result command for designating the second small hit or the third small hit has already been received at the timing when the decorative symbol variation display is started, and the number of effect steps is increased to one. If it does, you may perform the variable display of the decorative design for continuous productions using the character B corresponding to production step 1.

  Next, since the reserved memory number 901 is 1 when the accessory control is terminated and the off-stage effect is terminated, the retained memory is digested by 1, and the special symbol is continuously displayed as shown in FIG. 116 (7). Synchronized display of the decorative symbol is executed in synchronization with the variable display. However, in this embodiment, the number of effect steps is not stepped immediately if there is a hold memory when the accessory control is ended and the effect is ended. As shown in FIG. 116 (7), The variation display of the normal decoration pattern using the character 900B corresponding to 1 is executed. In this case, when the special figure display result command designating the second small hit or the third small hit is received after the decorative symbol variation display is started, the number of effect steps is increased to two (steps S625B, S625C). reference). Next, at the small hit, as shown in FIG. 116 (8), the small hit symbol (“666” in this example) is stopped and displayed as the decorative symbol variation display result, and the character 900C corresponding to the rendering step 2 is displayed. The effect of the aspect that stands up with both hands raised is started, and the effect during the accessory control is started. Then, as shown in FIG. 116 (9), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. In this case, as shown in FIG. 116 (6), control for opening the accessory 20 twice is performed. In FIG. 116 (7), the special figure display result command for designating the second small hit or the third small hit has already been received at the timing when the variation display of the decorative symbols is started, and the number of effect steps is increased to two. If it does, you may perform the change display of the decorative design for continuous productions using the character C corresponding to production step 2. Then, since there is no longer any hold storage when the effect control is ended and the effect is ended, the effect step number is reset (the effect step number is returned to 0), and the accessory control is ended.

  Next, as shown in FIG. 116 (10), when a game ball wins in the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. Synchronous display of the decorative design is executed synchronously, and the number of performance steps has returned to 0. Therefore, by displaying the character 900A corresponding to the performance step 0, normal display of the decorative design is displayed. . Next, when a small hit is made, as shown in FIG. 116 (12), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 117 (1), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  As described above, according to the present embodiment, the production control microcomputer 100 can execute a plurality of staged-in-control effects, and after holding the start operation, Based on the determination that there is a memory, the next-stage accessory control-in-progress that follows the effect-in-control-execution effect executed in response to the completed start-up operation is associated with the next start operation. Run as a medium production. Then, after the start operation is finished, it is determined that there is a holding memory, and when the variable winning ball device (accessory) 20 is controlled to be opened a plurality of times in the next start operation, The next-stage effect-in-control effect that is performed in succession to the effect-in-control-effects executed correspondingly is executed as an effect-in-control effect that corresponds to the next start-up operation. Therefore, it is possible to step up the effect mode of the effect during control based on the fact that the variable winning ball device (the accessory) 20 is controlled to be opened a plurality of times. That is, when the variable winning ball apparatus (object) 20 is controlled to be opened a plurality of times, the variable winning ball apparatus (object) 20 is specified as compared to the case where the variable winning ball apparatus (object) 20 is controlled to be opened only once. Since there is a high possibility that the game ball will enter the winning port 66A, it is possible to increase the expectation that the game ball will enter the specific winning port 66A and enter into the big hit gaming state. Therefore, in a gaming machine configured to execute a continuous effect in-control effect, it is possible to improve the effect of a continuous effect in-control effect.

Embodiment 3 FIG.
In the first embodiment, the case where the number of rendition steps is increased based on the fact that there is a reserved memory number when the offense control is ended after finishing the accessory control is shown. Instead of immediately stepping up, the number of effect steps may be stepped up when a game ball wins in the accessory 20. Hereinafter, a description will be given of a third embodiment in which the number of effect steps is increased when a game ball is won in the accessory 20.

  Note that in this embodiment, detailed description of the parts having the same configuration and processing as those of the first embodiment will be omitted, and parts different from those of the first embodiment will be mainly described.

  In this embodiment, the CPU 101 for effect control follows the same process as the effect effect process shown in FIG. 113 described in the second embodiment and the number of reserved memories is not 0 (see N in step S1889). ) Immediately instead of adding 1 to the value of the effect step number counter, the reserved memory presence flag indicating that there is a reserved memory number when the offense effect control is ended and the effect is ended is set (see step S1890A). ).

  FIG. 118 is a flowchart illustrating effect processing during an accessory control (step S808) according to the third embodiment. In the effect-in-control effect process in this embodiment, the processes in steps S881 to S887 and S888 to S894 are the same as those shown in the first embodiment.

  In step S887A, the production control CPU 101 confirms whether or not the hold storage flag is set. If it is set, the CPU 101 for effect control confirms whether or not the first prize winning designation command or the second prize winning designation command has been received (step S887B). If the first winning combination winning designation command or the second winning combination winning designation command has been received (Y in step S887B), the production control CPU 101 adds 1 to the value of the production step number counter (step S887C). Next, the effect control CPU 101 selects an effect process-in-progress effect process table corresponding to the updated number of effect steps (step S887D). Then, the hold storage flag is reset (step S887E).

  Next, the timing of step-up of the production step of the decorative symbol variation display and the effect control in effect will be described. FIG. 119 is a time chart showing the timing of step-up in the production step of the decorative symbol variation display and the effect-in-control effect in the third embodiment. As shown in FIG. 119, when a game ball wins the first start winning opening 13 or the second starting winning opening 14, a special symbol change display is executed (see steps S344 to S346, S121 to S123, S131). Then, the normal decorative pattern variation display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  If there is no new start prize during the execution of the effect control controlling effect and the offending effect during the decoration symbol change, the number of reserved memories at the end of the offending effect is zero. In this case, the off-stage effect is ended without stepping up the number of effect steps (see Y of step S1889, S1891).

  Next, when a game ball wins at the first start winning opening 13 or the second starting winning opening 14, the number of effect steps remains 0, so that a special symbol variation display is executed as shown in FIG. (Refer to steps S344 to S346, S121 to S123, S131), the normal decorative pattern variation display corresponding to the production step 0 is executed (see steps S842 to S844, S851A to S858A, S1864). Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809).

  In the example shown in FIG. 119, it is assumed that there are three new start winnings during the execution of the effect controlling in-progress or the off-stage effect while the decorative symbol is changing. In this case, the number of reserved memories at the end of the offending production is 3. However, in this embodiment, the number of effect steps is not stepped up immediately if there is an on-hold storage at the end of the offending effect (see N in step S1889, S1890A).

  Next, the display of the special symbol is continuously performed after the reserved memory is digested (see steps S344 to S346, S121 to S123, S131), and the normal decorative symbol variation display corresponding to the production step 0 is performed. (See steps S842 to S844, S851A to S858A, S1864).

  Next, if it is a small hit, control (actual control) is performed to open the variable winning ball apparatus (combined product) 20 or move the rotating body 86 and the movable member 77 in the functional unit 20 (step S304 to step S304). S306). While the accessory control is being executed, the effect display device 9 executes an effect during the accessory control corresponding to the effect step 0 (see step S808), and if no V prize is awarded during the accessory control, the effect step 0 is entered. A corresponding off-line effect is executed (see step S809). Here, it is assumed that a game ball is not won in the accessory 20 during the opening control of the accessory 20 and the number of production steps is not increased.

  As the number of reserved memories is consumed, as shown in FIG. 119, the number of reserved memories at the end of the offending effect is two. However, in this embodiment, the number of effect steps is not stepped up immediately if there is an on-hold storage at the end of the offending effect (see N in step S1889, S1890A).

  Next, the display of the special symbol is continuously performed after the reserved memory is digested (see steps S344 to S346, S121 to S123, S131), and the normal decorative symbol variation display corresponding to the production step 0 is performed. (See steps S842 to S844, S851A to S858A, S1864).

  Next, based on the small hit, control (opening control) is performed to open the variable winning ball apparatus (playing instrument) 20 or move the rotating body 86 and the movable member 77 in the playing object 20 ( Steps S304 to S306). During the execution of the accessory control, first, the effect display device 9 executes the effect during the accessory control corresponding to the effect step 0 (see step S808). Here, as shown in FIG. 119, it is assumed that a game ball is won in the accessory 20 during the opening control of the accessory 20. Then, the number of effect steps is increased to 1 (see steps S887B and S887C), and as shown in FIG. 119, the effect is switched to the effect-in-control effect corresponding to effect step 1 (see step S887D). If no V prize is awarded during the accessory control, the off-line production corresponding to the production step 1 is executed (see step S809).

  Next, if there is no new start prize during the execution of the decorative design change, the effect controlling effect or the off-stage effect, the number of reserved memories is exhausted, and as shown in FIG. The number of reserved storage at that time is 1. However, in this embodiment, the number of effect steps is not stepped up immediately if there is an on-hold storage at the end of the offending effect (see N in step S1889, S1890A).

  Next, the display of the special symbol is continuously performed after the reserved memory is digested (see steps S344 to S346, S121 to S123, and S131), and the decorative symbol for the continuous effect corresponding to the effect step 1 is displayed. Are executed (see steps S842 to S844, S851A to S858A, S1864).

  Next, based on the small hit, control (opening control) is performed to open the variable winning ball apparatus (playing instrument) 20 or move the rotating body 86 and the movable member 77 in the playing object 20 ( Steps S304 to S306). While the accessory control is being executed, first, the effect display device 9 executes the effect during the accessory control corresponding to the effect step 1 (see step S808). Here, as shown in FIG. 119, it is assumed that a game ball is won in the accessory 20 during the opening control of the accessory 20. Then, the number of effect steps is stepped up to 2 (see steps S887B and S887C), and as shown in FIG. If no V prize is awarded during the accessory control, the off-line production corresponding to the production step 2 is executed (see step S809).

  Here, if there is no new start prize during the execution of the decorative design change, the effect-in-control effect, and the off-stage effect, the number of reserved memories at the end of the off-line effect is zero. In this case, the number of production steps is reset to 0, and the off production is ended (see Y in step S1889, S1891).

  FIG. 120 to FIG. 122 are explanatory diagrams illustrating examples of effects of the decorative symbol variation display and the effect-in-control effect in the third embodiment. 120 to 122 correspond to the example of the effect timing shown in FIG. As shown in FIG. 120 (1), when a game ball wins the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. 120 (2), it synchronizes with the change display of the special symbol. The decorative display of the decorative design is executed, and the character 900A corresponding to the production step 0 is displayed, whereby the normal display of the decorative design is executed. Next, when a small hit is made, as shown in FIG. 120 (3), the small hit symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 120 (4), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. Then, if there is no on-hold storage when finishing the accessory control and ending the effect, the accessory control is ended without stepping up the number of effect steps.

  Next, as shown in FIG. 120 (5), when a game ball wins the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. 120 (6), a special symbol variation display is displayed. Synchronous display of the decorative design is executed in synchronization with the appearance of the character 900A corresponding to the production step 0, whereby the normal display of decorative design is executed. Here, as shown in FIGS. 120 (7), (8), and (9), the game balls win the first start winning opening 13 (or the second starting winning opening 14) in succession during the display of the variation of the decorative symbols, It is assumed that the reserved storage number 901 is 3. In this case, as shown in FIG. 120 (10), first, the normal decorative pattern variation display using the character 900A corresponding to the production step 0 is continuously executed. Next, when a small hit is made, as shown in FIG. 120 (11), the small hit symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 120 (12), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  Next, since the reserved memory number 901 is 3 when the offense effect is ended after finishing the accessory control, the retained memory is digested by 1, and as shown in FIG. 121 (1), the special symbols are continuously displayed. Synchronized display of the decorative symbol is executed in synchronization with the variable display. However, in this embodiment, the number of effect steps is not stepped immediately if there is a holding memory when the accessory control is ended and the effect is ended. As shown in FIG. 121 (1), the effect step Ordinary decorative pattern variation display using the character 900A corresponding to 0 is executed. Next, when a small hit is made, as shown in FIG. 121 (2), the small winning symbol (“222” in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 121 (3), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started. Here, it is assumed that the game ball is not won in the accessory 20 during the accessory control, and the number of production steps is not increased.

  Next, since the reserved memory number 901 is 2 when the offense effect is ended after finishing the accessory control, the retained memory is digested by 1 and, as shown in FIG. 121 (4), the special symbols are continuously displayed. Synchronized display of the decorative symbol is executed in synchronization with the variable display. However, in this embodiment, the number of effect steps is not immediately stepped if there is a holding memory when the effect control is ended and the effect is ended. As shown in FIG. 121 (4), the effect step Ordinary decorative pattern variation display using the character 900A corresponding to 0 is executed. Next, when the small hit is made, as shown in FIG. 121 (5), the small hit symbol (“222” in this example) is stopped and displayed as the decorative symbol variation display result, and the character 900A corresponding to the production step 0 is displayed. The effect of the aspect that stands up with both hands raised is started, and the effect during the accessory control is started. Then, as shown in FIG. 121 (6), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  Here, as shown in FIG. 121 (6), it is assumed that a game ball is won in the accessory 20 while the accessory 20 is being released. Then, the number of production steps is increased to 1 (see steps S887B and S887C), and as shown in FIG. 121 (7), the character 900B corresponding to the production step 1 is switched to the production that stands up with both hands raised. Step S887D reference).

  Next, as shown in FIG. 121 (8), after the opening doors 76A and 76B are closed and the accessory 20 is closed, as shown in FIG. When all the game balls are discharged and detected by the accessory discharge switch 85a, as shown in FIG. 121 (10), an off-stage effect is executed in which the character B corresponding to the effect step 1 is disappointed and crying. (See step S809).

  Next, since the reserved memory number 901 is 1 when the accessory control is terminated and the off-stage effect is terminated, the retained memory is digested by 1 and, as shown in FIG. Synchronized display of the decorative symbol is executed in synchronization with the variable display. However, in this embodiment, the number of effect steps is not stepped immediately if there is a holding memory when the effect control is ended and the effect is ended. As shown in FIG. 121 (11), The variation display of the decorative design for the continuous effect using the character 900B corresponding to 1 is executed. Next, at the small hit, as shown in FIG. 121 (12), the small hit symbol (“222” in this example) is stopped and displayed as the decorative symbol variation display result, and the character 900B corresponding to the rendering step 1 is displayed. The effect of the aspect that stands up with both hands raised is started, and the effect during the accessory control is started. Then, as shown in FIG. 122 (1), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  Here, as shown in FIG. 122 (1), it is assumed that a game ball is won in the accessory 20 while the accessory 20 is released. Then, the number of performance steps is increased to 2 (see steps S887B and S887C), and as shown in FIG. 122 (2), the character 900C corresponding to the performance step 2 is switched to an effect that stands up with both hands raised. Step S887D reference).

  Next, as shown in FIG. 122 (3), after the opening doors 76A and 76B are closed and the accessory 20 is closed, as shown in FIG. When all the game balls are discharged and detected by the accessory discharge switch 85a, an off-stage effect is executed in which the character C corresponding to the effect step 2 is disappointed and crying as shown in FIG. 122 (5). (See step S809). Then, since there is no longer any hold storage when the effect control is ended and the effect is ended, the effect step number is reset (the effect step number is returned to 0), and the accessory control is ended.

  Next, as shown in FIG. 122 (6), when a game ball wins the first start winning opening 13 (or the second start winning opening 14), as shown in FIG. 122 (7), a special symbol variation display is displayed. Synchronous display of the decorative design is executed synchronously, and the number of performance steps has returned to 0. Therefore, by displaying the character 900A corresponding to the performance step 0, normal display of the decorative design is displayed. . Next, when a small hit is made, as shown in FIG. 122 (8), the small winning symbol ("222" in this example) is stopped and displayed as a decorative symbol variation display result, and the character 900A stands up with both hands raised. The effect of the aspect is started, and the effect during the accessory control is started. Then, as shown in FIG. 122 (9), the opening doors 76A and 76B are opened, and the opening control of the accessory 20 is started.

  As described above, according to the present embodiment, the production control microcomputer 100 can execute a plurality of staged-in-control effects, and after holding the start operation, Based on the determination that there is a memory, the next-stage accessory control-in-progress that follows the effect-in-control-execution effect executed in response to the completed start-up operation is associated with the next start operation. Run as a medium production. Then, when the winning of the game ball to the variable winning ball apparatus (the accessory) 20 is detected in the next start-up operation, the next stage is switched to the effect-in-control effect in the next stage following the effect-in-control effect. Therefore, it is possible to step up the effect mode of the effect during control based on the fact that the winning of the game ball to the variable winning ball device (right) 20 is detected. That is, if a game ball wins the variable winning ball apparatus (object) 20, there is a high possibility that the game ball will enter the specific winning port 66A, so that the gaming ball enters the specific winning port 66A. The expectation that it will become a big hit game state can be raised. Therefore, in a gaming machine configured to execute a continuous effect in-control effect, it is possible to improve the effect of a continuous effect in-control effect.

  In this embodiment, the case where the number of effect steps is stepped up when a game ball is won in the accessory 20 is shown. However, when the game ball enters the special route, the number of effect steps is increased. You may do it. FIG. 123 is a flowchart showing the effect-in-control effect processing (step S808) when the number of effect steps is stepped up when a game ball enters the special route. In the modification shown in FIG. 123, the processes in steps S881 to S887 and S888 to S894 are the same as those described in the first embodiment.

  In step S888A, the effect control CPU 101 confirms whether or not a special route detection designation command has been received. If the special route detection designation command has not been received, the process proceeds to step S890. If the special route detection designation command has been received, the production control CPU 101 confirms whether or not the hold storage flag is set (step S888B). If set, the effect control CPU 101 adds 1 to the value of the effect step number counter (step S888C). Next, the effect control CPU 101 selects an effect process-in-progress effect process table corresponding to the updated number of effect steps (step S888D). Then, the holding storage flag is reset (step S888E). If the holding storage flag is not set (N in step S888B), the process proceeds to step S889.

  Also, in each of the embodiments described above, if there is a hold memory when the accessory control is finished and the offense effect is finished, the number of effect steps is immediately increased (or the hold memory flag is set to step up). 1 condition is established), but there is a plurality of hold memories (for example, 2), step up the number of production steps (or set a hold memory flag to establish one condition of step up) It may be a start condition for

  FIG. 124 shows a case where step-up of the number of production steps is started based on the fact that there are a plurality of reserved memories when the accessory control is finished and the production is finished (that is, a modification of the first embodiment). It is a flowchart which shows a deviation production process (step S809). In the modification shown in FIG. 124, the processes in steps S1881 to S1888) are the same as those shown in the first embodiment.

  In step S1889A, the production control CPU 101 starts stepping up the number of production steps and confirms whether or not the continuous production flag indicating that the production continuous with the accessory control production is being executed is set. . If it is set, the process proceeds to step S1889. If not set, the production control CPU 101 confirms whether or not the number of reserved memories is plural (in this example, 2 or more) (step S1889B). If the number of reserved memories is not 2 or more (that is, 0 or 1), the process proceeds to step S1892. If the number of reserved memories is 2 or more, the production control CPU 101 sets a continuous production in-progress flag (step S1889C) and starts stepping up the number of production steps.

  The processes in steps S1889 to S1891 are the same as those processes described in the first embodiment. However, in the modification shown in FIG. 124, if the number of reserved memories is 0 (see Y in step S1889), the production control CPU 101 resets the production step number counter (see step S1891) and the continuous production in-progress flag. Is reset (step S1891B). The process in step S1892 is the same as the process described in the first embodiment.

  FIG. 125 shows a case in which a holding memory presence flag is set based on the fact that there are a plurality of holding memories when the accessory control is ended and the offense effect is ended (that is, the second embodiment and the third embodiment). It is a flowchart which shows the deviation production | generation process (step S809) of (modification example). In the modification shown in FIG. 125, the processes in steps S1881 to S1888) are the same as those shown in the first embodiment.

  In step S1889A, the production control CPU 101 starts stepping up the number of production steps and confirms whether or not the continuous production flag indicating that the production continuous with the accessory control production is being executed is set. . If it is set, the process proceeds to step S1889. If not set, the production control CPU 101 confirms whether or not the number of reserved memories is plural (in this example, 2 or more) (step S1889B). If the number of reserved memories is not 2 or more (that is, 0 or 1), the process proceeds to step S1892. If the number of reserved memories is 2 or more, the production control CPU 101 sets a continuous production in-progress flag (step S1889C) and starts stepping up the number of production steps.

  The processes in steps S1889, S1890A, and S1891 are the same as those shown in FIG. However, in the modified example shown in FIG. 125, if the number of reserved memories is 0 (see Y in step S1889), the effect control CPU 101 resets the effect step number counter (see step S1891) and the continuous effecting flag. Is reset (step S1891B). The process in step S1892 is the same as the process described in the first embodiment.

  According to the modification shown in FIGS. 124 and 125, the production control microcomputer 100 responds to the start operation that has ended based on the determination that there are a plurality of reserved memories after the start operation has ended. Next to the executed effect in-control effect, an effect-in-control effect corresponding to the next starting operation is executed. Therefore, it is possible to prevent the effect mode during the effect control from occurring more frequently than necessary and not to step up.

  Also, in each of the embodiments described above, after turning on the gaming machine, while the big hit has not yet occurred, do not step up the production step, and after the big hit has occurred Step up may be performed.

  FIG. 126 is a flowchart showing the off-stage effect process (step S809) in the case where the effect step is stepped up after the big hit has occurred (modified example of the first embodiment). In the example shown in FIG. 126, the effect control CPU 101 indicates that after the big hit, indicating that the big hit has occurred when the mid-hit gaming process (see step S810) or the big hit effect processing (see step S811) ends. Assume that the flag is set.

  In the modification shown in FIG. 126, the processes in steps S1881 to S1888 are the same as those shown in the first embodiment. In step S1888D, the effect control CPU 101 confirms whether or not the big hit after flag is set. If not set, the process proceeds to step S1892 without executing the processes of steps S1889 to S1891, and control is performed so as not to increase the number of effect steps. If the big hit after flag is set, the process proceeds to step S1889. Note that the processes in steps S1889 to S1892 are the same as those described in the first embodiment.

  FIG. 127 is a flowchart showing the off-stage effect processing (step S809) in another case (second embodiment and modified example of the third embodiment) in which the effect step is stepped up after the big hit has occurred. . In the example shown in FIG. 127, the effect control CPU 101 indicates that after the big hit, indicating that the big hit has occurred when the mid-hit gaming process (see step S810) or the big hit after-effect effect process (see step S811) is finished. Assume that the flag is set.

  In the modification shown in FIG. 127, the processes in steps S1881 to S1888 are the same as those shown in the first embodiment. In step S1888E, the effect control CPU 101 confirms whether or not the big hit after flag is set. If not set, the process proceeds to step S1892 without executing the processes of steps S1889, S1890A, and S1891, and control is performed so as not to increase the number of production steps. If the big hit after flag is set, the process proceeds to step S1889. Note that the processes in steps S1889, S1890A, S1891, and S1892 are the same as those shown in FIG.

  Further, in each of the embodiments described above, when the game state is the normal state, the step of the effect step is not performed, and only when the game state is the advantageous state (short time state), the effect step You may make it perform step-up of.

  FIG. 128 is a flowchart showing the off-stage effect process (step S809) in the case where the effect step is stepped up only in the advantageous state (modified example of the first embodiment). In the modification shown in FIG. 128, the processes in steps S1881 to S1888 are the same as those shown in the first embodiment. In step S1888F, the production control CPU 101 confirms whether or not the advantageous state flag is set. The advantageous state flag is set based on the reception of the advantageous state designation flag in the command analysis process (see step S667). If not set, the process proceeds to step S1892 without executing the processes of steps S1889 to S1891, and control is performed so as not to increase the number of effect steps. If the advantageous state flag is set, the process proceeds to step S1889. Note that the processes in steps S1889 to S1892 are the same as those described in the first embodiment.

  FIG. 129 is a flowchart showing the off-stage effect process (step S809) in another case where the effect step is stepped up only in the advantageous state (a modification of the second embodiment and the third embodiment). In the modified example shown in FIG. 129, the processes in steps S1881 to S1888 are the same as those shown in the first embodiment. In step S1888G, the production control CPU 101 checks whether or not the advantageous state flag is set. The advantageous state flag is set based on the reception of the advantageous state designation flag in the command analysis process (see step S667). If not set, the process proceeds to step S1892 without executing the processes of steps S1889, S1890A, and S1891, and control is performed so as not to increase the number of production steps. If the advantageous state flag is set, the process proceeds to step S1889. Note that the processes in steps S1889, S1890A, S1891, and S1892 are the same as those shown in FIG.

  In addition, if the embodiments described above are combined, for example, if there is a holding storage when the accessory control is ended and the effect is ended, the effect step number is increased by one step, and the accessory 20 is released twice. In the case of a small hit or when a game ball wins in the accessory 20, the number of effect steps may be increased by two steps.

  FIG. 130 is a flowchart illustrating a specific example of command analysis processing (step S704) when the first embodiment to the third embodiment are combined. In the example shown in FIG. 130, the processes in steps S610 to S625 are the same as those processes described in the first embodiment. In step S625A, the production control CPU 101 checks whether or not the hold storage flag is set. If the holding storage flag is set, the effect control CPU 101 determines that the second small hit or the third small hit (that is, the accessory 20 is opened twice based on the received special figure display result command). It is confirmed whether or not it is a small hit (step S625B). If it is neither the second small hit nor the third small hit (that is, the first small hit), the process proceeds to step S610. If it is the second small hit or the third small hit, the effect control CPU 101 adds 2 to the value of the effect step number counter (step S625H).

  FIG. 131 is a flowchart showing effect processing during an accessory control (step S808) when the first embodiment to the third embodiment are combined. In the effect-in-control effect process in this embodiment, the processes in steps S881 to S887 and S888 to S894 are the same as those shown in the first embodiment.

  In step S887A, the production control CPU 101 confirms whether or not the hold storage flag is set. If it is set, the CPU 101 for effect control confirms whether or not the first prize winning designation command or the second prize winning designation command has been received (step S887B). If the first winning combination winning designation command or the second winning combination winning designation command has been received (Y in step S887B), the effect control CPU 101 adds 2 to the value of the effect step number counter (step S887H). Next, the effect control CPU 101 selects an effect process-in-progress effect process table corresponding to the updated number of effect steps (step S887D). Then, the hold storage flag is reset (step S887E).

  FIG. 132 is a flowchart showing the off-stage effect process (step S809) when the first embodiment to the third embodiment are combined. In the offending effect process in this embodiment, the processes in steps S1881 to S1889, S1891, and S1892 are the same as those shown in the first embodiment.

  In the example shown in FIG. 132, the CPU 101 for effect control adds 1 to the value of the effect step number counter (step S1890) and ends the accessory control when the reserved memory number is not 0 (N in step S1889). A holding memory flag indicating that there is a holding memory number when the off-line production is ended is set (step S1890H).

  In addition, in each embodiment shown above, the characteristic structure of the gaming machine as shown in the following (1) to (4) is also shown.

(1) The game machine can perform a predetermined game using a game ball, and can be controlled to an open state in which the game ball can enter and a variable prize ball device (controllable in a closed state in which the game ball cannot enter) ( For example, when a game ball enters the special area (for example, the specific prize opening 66A) among the entry areas provided in the variable prize ball apparatus, the player is provided with the variable prize ball apparatus (object) 20). A game machine that makes a transition to a specific gaming state advantageous to the player (for example, a big hit gaming state), and a game control means for controlling the progress of the game (for example, a gaming control microcomputer 560 including the CPU 56), and displays various information. Production control means (for example, production control microcomputer 100 including production control CPU 101) for controlling the display state of the variable display unit (eg, production display device 9), and variable winning ball apparatus Entry detection means (for example, a first prize winning switch 71a, a second prize winning switch 72a) for detecting a game ball that has entered, and a discharge detection means (for example, for detecting a game ball discharged from the variable winning ball apparatus) And a game control means for playing a game ball in a starting area (for example, the first starting winning opening 13 and the second starting winning opening 14) provided in the gaming area (for example, the gaming area 7). Based on the entry, the variable winning ball apparatus performs the opening control for opening the predetermined number of times (for example, once or twice) (for example, after the execution of the processes of steps S417 and S443), and then by the discharge detection means. All game balls that have entered the variable winning ball apparatus have been detected (for example, Y in step S453A), or a predetermined timing related to the opening control of the variable winning ball apparatus (for example, variable input) At the start of the opening of the ball device (the accessory) 20. It may be a timing such as when the game ball enters the variable winning ball device (the accessory) 20 or when the special symbol starts to change). Based on the elapse of (for example, winning monitoring time) (for example, Y in step S453B), control is performed to enable execution of the next opening control (for example, processing in step S455 is executed to perform post-completion post-processing) (For example, a portion of the game control microcomputer 560 that executes the processing of steps S453A to S455) and a demonstration display that is executed when the game ball has not entered the start area for a predetermined time. Demo command transmission means for transmitting a demo command (for example, a customer waiting demo display command) to be displayed on the variable display section (for example, a game control program) The stage control means demonstrates to the variable display section based on the reception of the demo command from the demo command transmission means (for example, Y in step S664). The display is displayed (for example, the demonstration display control process of step S709 is executed), and the demo command transmission means is controlled when the release control means is ready to execute the next release control (for example, the process of step S455 is executed). When the game ball has not entered the starting area (for example, Y in step S51), the demo command may be transmitted (for example, the process of step S53 is executed). According to such a configuration, in a normal control state, it is possible to prevent the demonstration display from being performed while the player is attracting attention, and to prevent the player from being awakened. Can do.

(2) The gaming machine can play a predetermined game using a game ball, and a predetermined transition condition is satisfied (for example, determined as “big hit” or “small hit” in the big hit determination of step S62) A gaming machine that is shifted to a specific gaming state (for example, a big hit gaming state) that is advantageous to the player on the basis of a closed state in which the gaming ball does not win in the specific gaming state and an open state in which the gaming ball can win a prize. Variable winning ball apparatus (for example, a special variable winning ball apparatus 120 constituting a big winning opening) and a standard value for winning a variable winning ball apparatus in a specific gaming state (for example, 16 rounds of big hit gaming state) In this case, if 10 game balls are won in the big winning opening during the round, the next round is entered, so the standard value is 160 (10 × 16 rounds). Threshold value storage means (for example, a game control micro) that stores a threshold value (for example, a value indicating 192 in the case of a 16-round big hit gaming state) that is a value and allows a winning to a variable winning ball device in a specific gaming state A portion of the computer 560 that executes the processing of steps S136A and S1459A), a detection means (for example, a count switch 23) that detects a game ball that has won a variable winning ball device and outputs a detection signal, and a detection in a specific gaming state Based on the output of the detection signal from the means, the winning number measuring means for measuring the number of winnings to the variable winning ball device (for example, based on the fact that the count switch 23 in the game control microcomputer 560 is turned on, step S487 The part that executes the process) and a normal state other than the specific gaming state (for example, jackpot) First abnormal winning determination means for determining abnormal winning based on the detection signal output from the detecting means in a gaming state other than the gaming state (for example, in the case of N in step S255 in the gaming control microcomputer 560). Based on the result of N in step S258, the process of determining that an abnormal winning to the big winning mouth has occurred (step S260), and the number of winnings measured by the winning number measuring means in the specific gaming state Second abnormal winning determination means for determining an abnormal winning based on the fact that the threshold exceeds the threshold (for example, in the gaming control microcomputer 560, whether or not the value of the abnormal winning determination counter is 0 at step S255) (Part for executing step S260) and the first abnormal winning determination means or the second abnormal winning An abnormality notification executing means (for example, a part for executing the process of step S261 in the game control microcomputer 560, and an effect control) for executing an abnormality notification when the determination means determines that the prize is abnormal (for example, Y in step S260). The microcomputer 100 may be configured to execute the process of step S707 in the microcomputer 100). According to such a configuration, it is possible to accurately detect and determine an abnormal winning in both the normal gaming state and the specific gaming state.

(3) The gaming machine is a gaming machine capable of performing a predetermined game using a game ball, and can be changed between an open state in which the game ball can enter and a closed state in which the game ball cannot enter. Variable winning devices (for example, the special variable winning ball device 120, the variable winning ball device 15) and a predetermined release condition are satisfied (for example, the variable display result of the special symbol is a big hit, and the game state is changed to the big hit gaming state. Variable winning device control means for changing the variable winning device from the closed state to the open state when the symbol variable display result is a win (for example, a part for executing step S477 in the game control microcomputer 560). The step of executing step S4103 in the control microcomputer 560 to control the variable winning ball device 15 to the open state), and the game ball that has entered the variable winning device Winning detection means for detecting and outputting a winning detection signal (for example, count switch 23, second start port switch 14a) and variable winning device control means when the variable winning device is not controlled to be in the open state Based on the output of the winning detection signal by the means, the abnormal winning determination means for determining that an abnormal winning has occurred (for example, in the game control microcomputer 560, when the value of the abnormal winning determination counter is Y in step S255), A part for executing a process (step S260) for determining whether or not it is 0. A part that deals with step S266 when N is determined in step S263, and a predetermined abnormal state (for example, magnetic abnormality) different from the abnormal winning in the gaming machine Abnormal state determination means for determining whether or not vibration abnormality or abnormal release has occurred (for example, my (Steps S 279, S 282, S 285, S 286, and S 289 in the computer 560) and the abnormal winning determination means determine that an abnormal winning has occurred or that a predetermined abnormal condition has occurred by the abnormal state determining means Based on the determination, external output means for outputting a predetermined abnormality signal to an external device provided outside the gaming machine (for example, steps S262, S268, 281 and S284 in the gaming control microcomputer 560). , S288, S291, S1069 to S1074, S1102, and S1103), and the external output means determines that an abnormal winning has occurred by the abnormal winning determination means and a predetermined abnormality by the abnormal state determination means. When it is determined that a condition has occurred, A predetermined abnormality signal can be output to a common output terminal provided in the machine (for example, the game control microcomputer 560 outputs an abnormality signal to the hall computer using the common connector CN6 of the information terminal board 34). It may be configured as follows. According to such a configuration, it is possible to output to the external device information indicating that a plurality of abnormalities have occurred, such as an abnormal winning has occurred and a predetermined abnormal state has occurred in the gaming machine. Further, it is possible to prevent an increase in the number of parts of a mechanism for outputting information to an external device and a complicated wiring operation.

(4) The gaming machine includes a variable display device (for example, a special symbol display 8) that variably displays identification information (for example, a special symbol) that can identify each of them, and that displays and displays a display result. This is a gaming machine that shifts to a specific gaming state (for example, a jackpot gaming state) in which a plurality of rounds (for example, 16 rounds) advantageous to the player can be executed when a specific display result (for example, a jackpot symbol) is derived and displayed. Thus, prior determination means for determining whether or not the display result derived and displayed on the variable display device is the specific display result before the display result is derived and displayed (for example, in steps S61 and S62 in the game control microcomputer 560, the big hit And the number of rounds determining means for determining the number of rounds in a specific gaming state (for example, In steps S61 and S62 in the technique control microcomputer 560, based on the table shown in FIG. 28, the first small hit corresponding to the three round big hit game or the second small hit corresponding to the eight round big hit game is used. Or a portion that executes a process of determining whether to make a big hit corresponding to a 16-round big hit game or a third small hit) and a mode effect that can be executed over a plurality of variable displays (for example, a background image) Mode effect stage selection means for selecting from among a plurality of types of mode effects whose vertical relations are determined in advance in a stepwise manner (for example, the part of step S8659 in the effect control microcomputer 100). And an effect device (for example, effect display device 9) including a variable display device, a mode effect stage selection hand A mode effect executing means for executing the mode effect selected by (for example, the portion of the effect control microcomputer 100 executing step S8660) and a mode effect that stores the mode effect being executed by the mode effect executing means. A mode effect stage selection provided with storage means (for example, a portion of the RAM mounted in the effect control microcomputer 100 that stores the flag value based on the process of step S8659 executed by the effect control microcomputer 100); When the number of rounds determined by the round number determination means is equal to or greater than a predetermined number (for example, 16 rounds), the means provides a mode effect at a higher level than the mode effect stored in the mode effect storage means. (For example, the production control microcomputer 100 If the received display result designation command is “02” or “03”, which indicates that it is a big hit of 16 rounds, the value of the grade flag is referred to in step S8659 with reference to the table shown in FIG. 1 is added to the value of the grade flag when 1 is 2, and the background image is changed in accordance with the value of the grade flag after the change in step S8660), the number of rounds determined by the round number determination means is predetermined. If the number is less than 16 (for example, 16 rounds), a mode effect at a lower level than the mode effect stored in the mode effect storage means is selected (for example, the effect control microcomputer 100 has received If the display result designation command is “01”, which indicates that it is a big hit of 8 rounds, In FIG. 8659, referring to the table shown in FIG. 101, when the value of the grade flag is 2 or 3, 1 or 2 is subtracted from the value of the grade flag, and in step S8660, the background is changed according to the value of the grade flag after the change. The image may be changed). According to such a configuration, it is possible to improve the gaming interest by continuously generating a jackpot for shifting to a specific gaming state with a predetermined number of rounds or more. You can continue that interest even during the game.

  The present invention includes a start detection means for detecting a game ball that has entered a start area provided in the game area, and an open state in which the game ball can be won based on the detection of the game ball in the start detection means, A variable winning device that performs a starting operation that changes to a closed state in which a game ball cannot be won, and a specific detection means that detects a game ball that has entered a specific region among a plurality of regions provided in the variable winning device. A pachinko machine or the like that controls to a specific game state advantageous to the player based on the fact that the game ball that has entered when the variable winning device is opened by the start operation is detected by the specific detection means Applied to the machine.

It is the front view which looked at the pachinko game machine from the front. It is the perspective view which looked at the variable winning ball apparatus from diagonally right above. It is the front view which looked at the structure part of the opening / closing mechanism part of the open door of a variable winning ball apparatus, and the movable mechanism part of a movable member and a decoration member from the front direction. It is the perspective view which looked at the structure part of the opening / closing mechanism part of the open door of a variable winning ball apparatus, and the movable mechanism part of a movable member and a decoration member from diagonally upward right. It is the front view which looked at the opening-and-closing mechanism part and movable mechanism part at the time of making an open door into an open state. It is the perspective view which looked at the opening-and-closing mechanism part and movable mechanism part at the time of making an open door into an open state from diagonally upward right. It is the front view which looked at the opening-and-closing mechanism part and movable mechanism part when a nut-like member moved to the lowermost part from the front. It is the perspective view which looked at the opening-and-closing mechanism part and movable mechanism part when a nut-like member moved to the lowermost part from diagonally right above. It is explanatory drawing which shows the 1st path | route provided in the variable winning ball apparatus. It is explanatory drawing which shows the aspect which stores the game ball which approached the 1st entrance and was guide | induced from the 1st path | route. It is explanatory drawing which shows the aspect which cancelled | released the storage state of the game ball stored in the 1st storage part. It is explanatory drawing which shows the 2nd path | route provided in the variable winning ball apparatus. It is explanatory drawing which shows the 2nd path | route provided in the variable winning ball apparatus. It is explanatory drawing which shows a motion of the game ball after falling on the rotating body upper surface. It is explanatory drawing which shows a motion of a game ball when a game ball falls on the upper surface of a rotary body at timings other than the timing at which a specific opening is located on the front side, and the timing at which the specific opening is located on the side facing the front side. is there. It is explanatory drawing which shows an example of how to advance the game of a gaming machine. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram which shows the circuit structural example of a relay board | substrate, an effect control board | substrate, a lamp driver board | substrate, and an audio | voice output board | substrate. It is a block diagram which shows the structural example of an information terminal board. It is explanatory drawing which shows the example of the allocation of the output port in a game control means. It is explanatory drawing which shows the example of the allocation of the output port in a game control means. It is explanatory drawing which shows the example of the bit allocation of the input port in a game control means. It is a circuit diagram which shows the internal structure of an information terminal board. It is explanatory drawing which shows the structure which the open detection sensor installed in the vicinity of the big prize opening detects that the big prize opening was opened. It is a flowchart which shows a main process. It is a flowchart which shows a timer interruption process. It is explanatory drawing which shows each random number. It is explanatory drawing which shows an example of the relationship between the stop symbol of a special symbol, and a determination value. It is explanatory drawing which shows an example of the relationship between the stop symbol of a normal symbol, and a determination value. It is explanatory drawing which shows an example of the relationship between the variation pattern of a special symbol, and a determination value. It is explanatory drawing which shows an example of the relationship between the fluctuation pattern of a normal symbol, and a determination value. It is a flowchart which shows a special symbol process process. FIG. 38E illustrates an effect control command signal line. It is a timing chart showing the relationship between an 8-bit control signal and an INT signal that constitute an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is a flowchart which shows a starting port switch passage process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is explanatory drawing which shows the table in which the data regarding a starting operation state are set. It is a flow chart which shows processing for opening an accessory. It is a flowchart which shows a process during an accessory release. It is a flowchart which shows a process during an accessory release. It is a flowchart which shows a process during an accessory release. It is a flowchart which shows rotary body control. It is a flowchart which shows a movable member control. It is a flowchart which shows a post-completion process. It is a flowchart which shows an initial position setting process. It is a flowchart which shows the process during a loss production. It is a flowchart which shows the big winning opening opening pre-processing. It is a flowchart which shows a big winning opening open process. It is a flowchart which shows the process after closing of the big prize opening. It is a flowchart which shows a big hit end process. It is a flowchart which shows an example of a normal symbol process process. It is a flowchart which shows an abnormality alerting | reporting process. It is a flowchart which shows an abnormality alerting | reporting process. It is a flowchart which shows an abnormality alerting | reporting process. It is a flowchart which shows an information output process. It is a flowchart which shows an information output process. It is a flowchart which shows an information output process. It is a flowchart which shows an information output process. It is a flowchart which shows an information output process. It is a flowchart which shows an information output process. It is a flowchart which shows the main process which the microcomputer for production control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a demonstration display control process. It is a flowchart which shows production control process processing. It is explanatory drawing which shows the process table used by the effect using an effect display apparatus. It is explanatory drawing which shows the structural example of a process table. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows a decoration design change start process. It is a flowchart which shows the 1st decoration design change process. It is explanatory drawing which shows the example of the character used when performing the variation display of a decoration symbol synchronizing with the variation display of a special symbol. It is a flowchart which shows a 2nd decoration design change process. It is a flowchart which shows a decoration member control. It is a flowchart which shows a decoration member initial position control process. It is a flowchart which shows a 1st decoration design change stop process. It is a flowchart which shows a 2nd decoration design change stop process. It is a flowchart which shows a big hit display process. It is explanatory drawing which shows the example of the character used when performing a jackpot display effect. It is a flowchart which shows a display process per common figure. It is a flowchart which shows the effect process during an accessory control. It is a flowchart which shows the effect process during an accessory control. It is explanatory drawing which shows the example of the character used when performing the effect during an accessory control. It is explanatory drawing which shows the example of the character used when performing the effect at the time of special route approach. It is explanatory drawing which shows the example of the character used when performing the effect at the time of V winning. It is a flowchart which shows a deviation production process. It is explanatory drawing which shows the example of the character used when performing a deviation production. It is a flowchart which shows processing during a big hit game. It is explanatory drawing which shows the example of the character used when performing the effect during a big hit game. It is a flowchart which shows a big hit effect process. It is explanatory drawing which shows the example of the character used when performing a big hit effect. It is explanatory drawing which shows a grade flag change table. FIG. 102 is an explanatory diagram illustrating an example of a background image that is changed according to a transition of a value of a grade flag based on the table illustrated in FIG. 101. It is a flowchart which shows alerting | reporting control processing. It is a flowchart which shows alerting | reporting control processing. It is explanatory drawing which shows the timing of the approach and discharge | release of the game ball to a variable winning ball apparatus and the movable timing of a movable member. It is explanatory drawing which shows the timing of the approach and discharge | release of the game ball to a variable winning ball apparatus and the movable timing of a movable member. It is explanatory drawing which shows the timing of the approach and discharge | release of the game ball to a variable winning ball apparatus and the movable timing of a movable member. It is explanatory drawing which shows the timing of the approach and discharge | release of the game ball to a variable winning ball apparatus, and the movable timing of a movable member. It is a time chart which shows the timing of the step-up of the production | presentation step of the change display of a decoration symbol and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of a decoration symbol and the effect during an accessory control. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of a decoration symbol and the effect during an accessory control. It is a flowchart which shows the specific example of the command analysis process in 2nd Embodiment. It is a flowchart which shows the loss effect process in 2nd Embodiment. It is a time chart which shows the timing of the step-up of the production | presentation step of the change display of the ornament symbol in 2nd Embodiment, and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of the decoration symbol in 2nd Embodiment, and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of the decoration symbol in 2nd Embodiment, and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of the decoration symbol in 2nd Embodiment, and the effect during control of an accessory. It is a flowchart which shows the effect process during the accessory control in 3rd Embodiment. It is a time chart which shows the timing of the step-up of the production | presentation step of the change display of the decorative design in the 3rd Embodiment, and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of the decoration symbol in 3rd Embodiment, and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of the decoration symbol in 3rd Embodiment, and the effect during control of an accessory. It is explanatory drawing which shows the example of the production | presentation aspect of the change display of the decoration symbol in 3rd Embodiment, and the effect during control of an accessory. It is a flowchart which shows the effect process during an accessory control in the case of stepping up the number of effect steps when a game ball enters a special route. It is a flowchart which shows the losing effect process in the case of starting step-up of the number of effect steps based on the fact that there are a plurality of reserved memories when ending the accessory control and ending the losing effect. It is a flowchart which shows the detachment | development effect process in the case of setting a holding | maintenance memory | storage presence flag based on having two or more holding | maintenance memory | storages when ending an accessory control and ending a departure effect. It is a flowchart which shows the loss effect process in the case of performing step-up of an effect step after a big hit occurs. It is a flowchart which shows the loss production process in the other case where step up of the production step is performed after the big hit occurs. It is a flowchart which shows the losing effect process in the case of stepping up the effect step only in the advantageous state. It is a flowchart which shows the loss production process in the other case where step up of the production step is performed only in the advantageous state. It is a flowchart which shows the specific example of a command analysis process at the time of combining 1st Embodiment-3rd Embodiment. It is a flowchart which shows the effect process during the accessory control at the time of combining 1st Embodiment-3rd Embodiment. It is a flowchart which shows the losing effect process at the time of combining 1st Embodiment-3rd Embodiment.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Pachinko machine 8 Special symbol display 9 Production display device 10 Normal symbol display 16 Opening and closing board 20 Function (variable winning ball device)
23 Count switch 31 Main board 56 CPU
66 specific opening 66a specific area switch 66b specific side opening 67 advance entrance 71 first passage opening 72 second passage opening 71a first winning combination winning switch 72a second winning combination winning switch 76A first opening door 76B second opening door 77 Movable member 78 Decoration member 80 Production control board 85a Accompaniment discharge switch 86 Rotating body 100 Production control microcomputer 101 Production control CPU
560 Microcomputer for game control

Claims (8)

  1. Start detection means for detecting a game medium that has entered a start area provided in the game area;
    A variable winning device which performs the open game media capable prize based on the game medium has been detected, the starting operation of the game medium is changed to a closed state can not win the starting detection means,
    Specific detection means for detecting a game medium that has entered a specific area among a plurality of areas provided in the variable winning device,
    A gaming machine that controls to a specific gaming state advantageous to a player based on the fact that a game medium that has entered when the variable prize-winning device is opened by the starting operation is detected by the specific detection means. ,
    A hold storage means for storing the number of detections detected by the start detection means but not yet executing the start operation as a hold storage within a range of a predetermined upper limit storage number ;
    A start operation corresponding effect executing means for executing a start operation corresponding effect corresponding to the start operation;
    And a determining retention Tomeban constant means whether the suspended memory is stored in the hold memory means to exit the starting operation corresponding effect,
    The start operation corresponding effect executing means is
    A plurality of start operation corresponding effects can be executed in stages from one stage to a stage exceeding the predetermined upper limit storage number ,
    Based on said held stored in the hold memory means is determined to be stored by the retention Tomeban constant means, after finishing the starting operation, start executing in response to starting operation was such termination The next stage start operation corresponding effect that follows the dynamic operation corresponding effect is executed as the start operation corresponding effect corresponding to the next start operation ,
    A game machine characterized in that the start action-corresponding effect is terminated based on the determination that the hold storage is not stored in the hold storage means by the hold determination means .
  2. Comprising a starting operation control unit for executing the startup operation Te in variable winning device,
    The starting operation control means controls the variable winning device to be opened once or a plurality of times in the starting operation,
    Startup operation corresponding demonstration execution means may pending memory is determined to be stored by the holding determination Priority determination means, the variable winning device multiple times in the next starting operation based on the stored pending stores when it is controlled to open, the after completing the starting operation, the starting operation corresponding presentation of the next successive stages to correspond to startup operation corresponding effect of executing the start-up operation with the finished next start operation Execute as a start action response effect corresponding to
    The gaming machine according to claim 1 .
  3. When boiled startup operation variable winning device is in the open state, with a prize detecting means for detecting a game media prize to the variable winning device,
    Startup operation corresponding demonstration execution means detects a winning game medium to said variable winning device when it is opened by the starting operation, the pending memory by the pending determination Priority determination means is stored based on that it is determined, after finishing the previous SL starting operation, the starting operation corresponding effect of the next step for the next starting operation continuing to correspond to startup operation corresponding effect of executing the start-up operation and the completion of Execute as a start action response effect corresponding to
    The gaming machine according to claim 1 .
  4. A specific game state corresponding effect executing means for executing a corresponding effect at the time of the specific game state or at the end of the specific game state at the time of detecting the entry of the game medium into the specific area by the specific detection means,
    The specific game state corresponding effect executing means is an effect mode corresponding to an effect mode of the start action corresponding effect that was executed when the specific detecting means detected the entry of the game medium into the specific area, The game according to any one of claims 1 to 3, wherein when the detection means detects entry of a game medium into the specific area, an effect corresponding to the specific game state or the end of the specific game state is executed. Machine.
  5. The variable winning device is provided with a plurality of guidance paths capable of guiding the game medium that has entered the variable winning device to a plurality of areas.
    The plurality of guide routes include a first guide route and a second guide route configured such that the probability that the game medium enters the specific area is higher than the first guide route,
    A second route entry detecting means for detecting a game medium that has entered the second guidance route;
    Starting operation corresponding presentation execution means, the entry of the game medium into the second guide route by said second path ingress detection means is detected, enters the game medium to the second guide route is detected The gaming machine according to any one of claims 1 to 4, wherein a start operation-corresponding effect corresponding to an effect mode of the start operation-corresponding effect that is sometimes executed is executed.
  6. A winning detection means for detecting a game medium won in the variable winning device when the variable winning device is open in the starting operation;
    A discharge detecting means for detecting a game medium discharged from the variable winning device;
    Detection number by the winning detecting means together with the entry is not detected in the game media to a specific area, after the variable winning device is changed to a closed state by the particular detection means when the variable winning device is an open state at the starting operation And a specific area non-detection corresponding effect executing means for executing an effect corresponding to the fact that the entry of the game medium into the specific area has not been detected.
    The specific area non-detection corresponding effect executing means is executed when it is determined that the number detected by the winning detection means matches the number detected by the discharge detecting means after the variable winning device is changed to the closed state. 6. The effect corresponding to the fact that the entry of the game medium into the specific area is not detected in an effect mode corresponding to the effect mode of the start operation corresponding effect. 6. Game machines.
  7. When the start detection means detects the entry of the game medium into the start area during execution of the start action corresponding effect corresponding to the start operation, the start operation corresponding effect executing means ends after the start operation is ended. The gaming machine according to any one of claims 1 to 6, wherein a start operation corresponding effect corresponding to the next start operation is executed continuously to the start operation corresponding effect executed corresponding to the start operation.
  8. Starting operation corresponding presentation execution means, after completing the starting operation, based on the pending stored by retention Tomeban constant means is determined to be more, to the starting operation corresponding effect was executed in response to the starting operation has been completed The gaming machine according to any one of claims 1 to 7, wherein a start operation corresponding effect corresponding to the next start operation is continuously executed.
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JP2000225233A (en) * 1999-02-08 2000-08-15 Adotekku:Kk Pachinko machine
JP2002306767A (en) * 2001-04-17 2002-10-22 Sansei R & D:Kk Game machine
JP4252291B2 (en) * 2002-11-11 2009-04-08 株式会社三共 Game machine
JP3911482B2 (en) * 2003-01-24 2007-05-09 株式会社三共 Game machine
JP2004344245A (en) * 2003-05-20 2004-12-09 Sankyo Kk Game machine
JP4597883B2 (en) * 2006-02-22 2010-12-15 株式会社三共 Game machine
JP2009106576A (en) * 2007-10-31 2009-05-21 Sankyo Co Ltd Game machine

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CN100391045C (en) * 2002-09-20 2008-05-28 伊兹德国有限公司 Junction between a microstrip line and a waveguide

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