JP5616160B2 - Game machine - Google Patents

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JP5616160B2
JP5616160B2 JP2010179708A JP2010179708A JP5616160B2 JP 5616160 B2 JP5616160 B2 JP 5616160B2 JP 2010179708 A JP2010179708 A JP 2010179708A JP 2010179708 A JP2010179708 A JP 2010179708A JP 5616160 B2 JP5616160 B2 JP 5616160B2
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variable display
display
symbol
value
special symbol
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JP2012034953A (en
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小倉 敏男
敏男 小倉
正幸 中西
正幸 中西
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株式会社三共
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  The present invention includes a first variable display unit that performs variable display of the first identification information and derives and displays a display result, and a second variable display unit that performs variable display of the second identification information and displays and displays the display result. A pachinko gaming machine or the like that controls to a specific gaming state advantageous to the player when a predetermined display result predetermined on the first variable display means or the second variable display means is derived and displayed on the variable display means About.
  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 prize balls are paid out to the player. There is something to be done. Furthermore, variable display means capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, and when the display result of the variable display of the identification information in the variable display means becomes the specific display result, Some are configured to be controlled.
  There is also a gaming machine that includes a plurality of variable display means capable of variably displaying identification information, and is configured to preferentially execute variable display of identification information in one variable display means (see, for example, Patent Document 1). .
  Further, the gaming machine is provided with a variable winning ball apparatus that is controlled in one of an open state in which a game ball can enter and a closed state in which the game ball cannot enter, in a game area, In the gaming state (specifically, the high base state), the variable winning ball apparatus is controlled to the open state at a higher frequency or longer open time than in the low base state. And in the gaming machine provided with the first variable display means and the second variable display means, the variable winning ball device forms a second start area that establishes an execution condition for variable display of the second identification information.
  In the gaming machine described in Patent Document 1, it is more round when the display result of the second identification information is the specific display result than when the display result of the first identification information is the specific display result. It tends to be a more advantageous specific gaming state (big hit gaming state) than a large number. That is, when the display result of the first identification information is the specific display result in the specific game state (second specific game state) executed when the display result of the second identification information is the specific display result This is advantageous for the player as compared with the specific game state (first specific game state) executed at the same time. In general, the number of fulfilled execution conditions for the variable display of the first identification information (corresponding to the number of game media entering the first starting area) is stored as the first reserved storage number (also referred to as the first reserved number). The number of execution conditions for the variable display of the second identification information (corresponding to the number of game media entering the second starting area) is stored as the second reserved memory number (second reserved number. Second specific gaming state) Therefore, when the variable display of the second identification information is executed in preference to the variable display of the first identification information, it is preferable for the player that the second hold number does not become zero. In the gaming machine described in Document 1, in order to speed up the digestion of the second reserved memory number, the variable display of the variable display of the second identification information when the gaming state is the high base state (short time state) Time (variable time), variable display time of variable display of the first identification information Remote relatively shorter.
JP 2009-195507 A
  The gaming machine described in Patent Document 1 executes the variable display of the second identification information based on the second hold number in preference to the variable display of the first identification information based on the first hold number, but the gaming state is high. In the base state, the variable display time of the variable display of the first identification information is relatively longer than the variable display time of the variable display of the second identification information. The opportunity for the second number to be increased increases. When the variable display of the first identification information is started, the second hold number is 0 (because the variable display of the second identification information based on the second hold number is prioritized).
  However, if the display result of the variable display of the first identification information that is started when the second hold number is 0 and the first hold number is not 0, the player becomes more specific than the second specific game state. It is controlled to the first specific gaming state which is disadvantageous to the player.
  Therefore, the present invention reduces the possibility that the second reservation number becomes zero while maintaining the digestion efficiency of the second reservation number stored in the second reservation number storage means. It is an object of the present invention to provide a gaming machine that increases the possibility of entering a gaming state.
The gaming machine according to the present invention starts and displays variable display of the first identification information (for example, the first special symbol) based on the fact that the game medium has entered the first starting area (for example, the first starting winning port 13). First variable display means for deriving and displaying the result (for example, the first special symbol display 8a) and second identification based on the fact that the game medium has entered the second start area (for example, the second start winning opening 14). A second variable display means (for example, a second special symbol display 8b) for starting variable display of information (for example, a second special symbol) and deriving and displaying a display result; predetermined specific display result on the display unit (e.g., big hit symbol) advantageous specific gaming state for the player if appears out guide (e.g., jackpot gaming state) a gaming machine to control the normally identified Variable display of information When the execution condition is satisfied (for example, when a game ball passes through the gate 32), the number of execution conditions satisfied is limited to a predetermined upper limit number (for example, 4), and the normal identification information hold number (for example, the number of stored gate passages) Based on the normal identification information hold number storage means (for example, a gate passing storage counter) stored as the normal identification information hold number storage means, the normal identification information is variably displayed and the display result is displayed. The game medium is displayed in the second starting area when the normal variable display means for derivation display (for example, the normal symbol display device 10) and the display result (for example, winning symbol) predetermined on the normal variable display means are derivation-displayed. A variable winning device (for example, a variable winning ball device 15) that changes from an unfavorable state (for example, a closed state) that is difficult to enter to an advantageous state (for example, an open state) that is easy to enter; Winning device less frequently game medium enters low frequency enters gaming state (e.g., low-based state) or to the either game media frequently enters gaming state frequently to enter (e.g., high base state) Based on the ingress gaming state control means to be controlled (for example, the part for executing the processing of steps S442, S453, and S456 in the gaming control microcomputer 560) and the gaming medium has entered the first starting area, the first Of the number of game media entering the starting area, the number that has not yet been used for variable display of the first identification information is limited to the first upper limit number (for example, 4). Game medium to the second start area based on the first hold number storage means (for example, the first hold storage number counter) stored as the number and the game medium entering the second start area A number that is not yet used for variable display of the second identification information among the number of entering the body is stored as a second reserved number (for example, a second reserved memory number) with a second upper limit number (for example, 4) as a limit. 2 holding number storage means (for example, second holding storage number counter) and variable display control means for starting variable display of the second identification information in preference to variable display of the first identification information (for example, a game control microcomputer) 560, a portion for executing the processes of steps S52 to S54 and S99), and a variable display time for determining a variable display time that is a time from the start to the end of the variable display when the variable display of the second identification information is started. Determining means (for example, a part for executing the processing of steps S92, S94, S95, and S96 in the game control microcomputer 560), and the variable display time determining means includes: In the frequency enters game state, the second number of holding the first specific number (e.g., 2) when it is higher, regardless of the common identification information holding number, the second specific number second number of holding is less than the first specific number For example, the variable display time is determined using the first data that can be easily selected as compared with the case where the variable display time is shorter than that of the first specific number, and the second reserved number is smaller than the second specific number. In some cases, the variable display time is determined using the second data, which is easy to select the variable display time that is longer than when the second hold number is the second specific number, regardless of the normal identification information hold number, when 2 hold the number is a second specific number, when Hiroshi communication identification information holding number is less than a predetermined number, as compared with the case where the common identification information holding number is equal to or greater than a predetermined number, as a variable display time Determine the long time (see Figs. 8, 10 and 9) And wherein the door.
According to such a configuration, while you increase the efficiency of the second number of holding digestion second number of holding storage means for storing a second number of holding the second number of holding storage means stores is set to 0 The possibility that it will end up can be reduced.
Note that the disadvantageous state in which the game medium in the variable winning device is difficult to enter may be a state in which entry is possible but difficult to enter, or a state in which entry is impossible.
In addition, when the entry game state control means enters the low-frequency entry game state where the frequency of the game medium entering the variable prize device is low, the ratio that the variable prize device is in a disadvantageous state is higher than the high-frequency entry game state. The game medium may not enter the variable winning device at all.
Further, the first upper limit number and the second upper limit number may be the same number or different numbers.
When variable display of normal identification information is started, normal variable display time determining means for determining a normal variable display time that is a time before the end of variable display (for example, in the game control microcomputer 560, the process of step S266) The normal variable display time determination means has a short time (for example, 5 seconds in the low base state) in the high-frequency approach state compared to the low-frequency approach state. On the other hand, it may be configured to determine 1 second) in the high base state.
According to such a configuration, in the high frequency approach state, the second reserved number storage means stores the second reserved number stored in the second specific gaming state which is more advantageous than the first specific gaming state by increasing the efficiency of digestion. It can be easily controlled.
The variable display time determination unit determines the same time as the variable display time regardless of the second hold number when the second hold number stored in the second hold number storage unit is equal to or greater than the first specific number (for example, When the table shown in FIG. 8 is used, the table 4 is always selected when the second reserved storage number is 2 or more.
According to such a configuration, regarding the variable display time determination control, when the second hold number stored in the second hold number storage unit is equal to or greater than the first specific number, the same data is used regardless of the second hold number. Therefore, it is possible to speed up the digestion of the second hold number when the second hold number is large, and not to increase the control burden related to the variable display of the identification information related to the variable display time determination control. it can.
The variable display time determining means is configured such that when the second reserved number stored in the second reserved number storage means is a third specific number (for example, 0) smaller than the second specified number, the normal identification information reserved number storage means Regardless of the number of stored ordinary identification information to be stored, a longer time is determined as the variable display time than when the second reserved number is the second specific number (for example, when using the table shown in FIG. When the second reserved storage number is 0, the table 1 is always selected, and when the variation pattern is determined using the first table, the variation pattern having a long variation time is easily selected.) May be.
According to such a configuration, the possibility that the second reservation number stored in the second reservation number storage unit becomes zero can be further reduced.
Reach determining means for determining whether or not to execute a reach effect as an effect during the variable display of the second identification information (for example, a part for executing the process of step S96 in the game control microcomputer 560) is provided for variable display. When the time determination means is determined to execute the reach effect by the reach determination means, the variable display time is longer than the case where the reach determination means determines not to execute the reach effect (for example, , 60 seconds), and the same time (see FIG. 9) may be determined regardless of the second hold number stored in the second hold number storage means.
According to such a configuration, the same data can be used regardless of the second hold number stored in the second hold number storage means when executing the reach effect regarding the control for determining the variable display time. In addition, it is possible to reduce the possibility of the second hold number becoming zero while speeding up the second hold number while avoiding an increase in the control burden related to the variable display of the identification information. .
After the variable display of the identification information is started, the variable display means temporarily displays the predetermined display result, and after that, the variable display means performs the variable display of the identification information again (for example, the pseudo continuous effect). Re-variable display effect executing means executed at least once (for example, the part for executing the decorative symbol variation process shown in FIG. 42 when the process of step S826 is executed in the effect control microcomputer 100), and the re-variable display Revariable display effect determining means for determining whether or not the effect is to be executed (for example, in the effect control microcomputer 100, the part executing step S825), and the revariable display effect determining means is the second variable display effect determining means. When the second hold number stored by the hold number storage means is smaller than the first specific number (for example, 2), the normal identification information hold number storage means stores the number. When the number of consecutive identification information holds is smaller than a predetermined number (for example, 2), the re-variable display effect is executed at a higher rate than when the number of ordinary identification information held is equal to or more than the predetermined number (for example, In the case of the variation pattern 3 (see FIG. 10) set only in the table 2 that can be selected when the second reserved memory number is 1 and the gate passage reserved number is less than 2, the pseudo-continuous effect is produced at a high rate. It may be configured to determine to execute (see FIG. 35B).
According to such a configuration, since the re-variable display effect is easily executed when the variable display time is long, it is possible to prevent the interest of the game when the variable display time is long from being deteriorated.
It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram showing an example of circuit configuration of an effect control board, a lamp driver board and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows 4 ms timer interruption processing. It is explanatory drawing which shows each random number. It is explanatory drawing which shows the big hit determination table and the big hit classification determination table. It is explanatory drawing which shows the selection method of the table for determining a fluctuation pattern. It is explanatory drawing which shows a fluctuation pattern. It is explanatory drawing which shows a fluctuation pattern table. It is explanatory drawing which shows an example of the content of an effect control command. It is a flowchart which shows a normal symbol process process. It is a flowchart which shows a gate switch passage process. It is a flowchart which shows a normal symbol normal process. It is a flowchart which shows a normal symbol hit determination process. It is explanatory drawing which shows the normal symbol hit determination table. It is a flowchart which shows a normal symbol fluctuation | variation process. It is a flowchart which shows the process at the time of a normal symbol stop. It is explanatory drawing which shows the open | release pattern of a variable winning ball apparatus. It is a flowchart which shows a process during normal electric-power-object opening. It is a flowchart which shows a process during normal electric accessory closing. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a pending | holding buffer. 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 a display result specific command transmission 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 a flowchart which shows a big hit end process. It is a flowchart which shows the main process which CPU for production control performs. It is a flowchart which shows command analysis processing. It is a flowchart which shows command analysis processing. It is explanatory drawing which shows the random number which the microcomputer for production control uses. It is a flowchart which shows production control process processing. 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 explanatory drawing which shows an example of the stop symbol of a decoration symbol. It is explanatory drawing which shows the structural example of process data. It is explanatory drawing for demonstrating the production | presentation performed according to the content of a process table. It is a flowchart which shows a process during decoration design change. It is a flowchart which shows a decoration design change stop process. It is a flowchart which shows a big hit display process. It is a flowchart which shows a big hit end effect process.
Embodiment 1 FIG.
Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.
  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).
  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.
  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. In the effect display device 9, variable display (fluctuation) of the effect symbol (decoration symbol) synchronized with the variable display of the first special symbol or the second special symbol is performed. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of decorative symbols as identification information. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer executes the effect display using the effect display device 9 along with the variable display. 2 When the variable display of the second special symbol is executed on the special symbol display device 8b, the effect display is executed using the effect display device 9 along with the variable display. It becomes easy to grasp.
  A first special symbol display (first variable display means) 8 a that variably displays a first special symbol as identification information is provided on the left side of the top of the effect display device 9 in the game board 6. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. A second special symbol display (second variable display means) 8b that variably displays a second special symbol as identification information is provided on the right side of the upper portion of the effect display device 9 in the game board 6. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.
  In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.
  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b may be collectively referred to as a special symbol indicator.
  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14 (after the game ball may pass through the first start winning opening 13 or the second starting winning opening 14), the variable display start condition (for example, when the number of stored memories is not 0) The variable display time (variable time) is started based on the fact that the variable display of the first special symbol and the second special symbol is not executed and the jackpot game is not executed. The display result (stop symbol) is derived and displayed after the elapse of time, where winning means that a game ball has entered a predetermined area such as a winning opening or the like. The number of game balls are paid out to the player as the prize are fit. The display is a result of deriving the display is to be stopped and displayed symbols (the example of identification information) eventually.
  The effect display device 9 is for decoration (effect) during the variable display time of the first special symbol on the first special symbol display 8a and during the variable display time of the second special symbol on the second special symbol display 8b. The display design (decorative design) is variably displayed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the decorative symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the decorative symbol on the effect display device 9 are synchronized. Synchronous means that the start time and end time of variable display are substantially the same (may be exactly the same) and the variable display period is substantially the same (may be exactly the same). Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the decorative display that reminds the jackpot on the effect display device 9 The combination of is stopped and displayed.
  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.
  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. In the state where the variable winning ball apparatus 15 is in the closed state, it may be configured that the winning is possible (that is, it is difficult for the gaming ball to win) although it is difficult to win a prize.
  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.
  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The nail arrangement around the first start winning opening 13 is made difficult to guide the game balls to the first starting winning opening 13 so that the winning rate of the second starting winning opening 14 is increased. It is also possible to make the direction higher than the winning rate of the first start winning opening 13.
  Below the first special symbol display 8a, the number of valid winning balls that have entered the first start winning opening 13, that is, the first reserved memory number (the reserved memory is also referred to as the start memory or the start prize memory) is displayed 4. There is provided a first special symbol storage memory indicator 18a composed of two indicators (for example, LEDs). The first special symbol storage memory indicator 18a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.
  Below the second special symbol display 8b is a second special symbol hold comprising four indicators (for example, LEDs) for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. A storage indicator 18b is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.
  In addition, a lower part of the display screen of the effect display device 9 is provided with a first reserved memory display unit 18c for displaying the first reserved memory number and a second reserved memory display unit 18d for displaying the second reserved memory number. ing. In addition, you may make it provide the area | region (sum total pending | holding memory display part) which displays the total number (sum total pending memory count) which is the sum total of the 1st pending memory count and the 2nd pending memory count. As described above, if the summation pending storage display section for displaying the total number is provided, it is possible to easily grasp the total number of execution conditions that are not satisfied with the variable display start condition.
  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be opened by the solenoid 21 in the specific gaming state (big hit gaming state) that occurs when the symbol is derived and displayed, the big winning opening that becomes the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.
  A normal symbol display 10 is provided below the effect display device 9. The normal symbol display 10 variably displays a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.
  When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting left and right lamps (designs can be visually recognized when lit). For example, if the lower lamp is lit at the end of variable display, it is a win. . When the stop symbol on the normal symbol display 10 is a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having four indicators (for example, LEDs) for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of indicators that are turned on by one. Then, each time the variable display on the normal symbol display 10 is started, the number of indicators that are lit is reduced by one. In the high base state (short time state), the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, the opening time of the variable winning ball device 15 is lengthened, and the number of times of opening is increased. That is, it becomes easy for the game ball to start and win (that is, the condition for executing variable display in the special symbol indicators 8a and 8b and the effect display device 9 is easily established).
  Instead of extending the time during which the variable winning ball apparatus 15 is in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to the normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display 10 will be a hit symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol on the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In this case, by controlling the transition to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, when the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and the start winning state becomes easy (high base state). That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). It should be noted that increasing the number of times of opening is a concept including changing from a closed state to an open state.
  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol time-short state, since the variation time of the normal symbol is shortened, the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, by increasing the frequency with which the normal symbol is hit, the frequency with which the variable winning ball device 15 is in the open state is increased, and the start winning state is easily set (high base state).
  In addition, the transition time of special symbols and decorative symbols will be shortened by shifting to the short time state when the variation time (variable display period) of special symbols and decorative symbols is shortened. (In other words, the digestion of the stored memory becomes faster), and as a result, it is easier to start a winning and the possibility of playing a big hit game is increased.
  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it becomes easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state).
  On the left and right sides of the game area 7 of the game board 6, there are provided decorative LEDs 25 that are displayed blinking during the game, and at the lower part there is an outlet 26 for taking in a hit ball that has not won. In addition, two speakers 27R and 27L that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 7. A top frame LED 28a, a left frame LED 28b, and a right frame LED 28c provided on the front frame are provided on the outer periphery upper portion, the outer periphery left portion, and the outer periphery right portion of the game area 7. Also, a prize ball LED 51 that is turned on when there is a remaining number of prize balls is provided in the vicinity of the left frame LED 28b, and a ball cut LED 52 that is turned on when the supply ball is cut is provided in the vicinity of the right frame LED 28c. . The top frame LED 28a, the left frame LED 28b, the right frame LED 28c, and the decoration LED 25 are examples of effects light emitters provided in the pachinko gaming machine 1. In addition to the above-described various LEDs for production (decoration), LEDs and lamps for production are installed.
  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the first special symbol display 8a starts variable display (variation) of the first special symbol, and the effect display device 9 starts variable display of decorative symbols. That is, the variable display of the first special symbol and the decorative symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.
  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display unit 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the decorative symbol. That is, the variable display of the second special symbol and the decorative symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.
  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. 2 also shows the payout control board 37, the 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 storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).
  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.
  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 503 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the time of reading (extracting) the numerical data, it has a random number generation function that uses the read numerical data as a random value.
  The random number circuit 503 includes a numeric data update range selection setting function (initial value selection setting function and upper limit value selection setting function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.
  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 560 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 560). The numerical data obtained by the execution is set as the initial value of the numerical data updated by the random number circuit 503. By performing such processing, the randomness of the random number generated by the random number circuit 503 can be further improved.
  The game control microcomputer 560 reads numerical data as random R from the random number circuit 503 when a start winning to the first start port switch 13a or the second start port switch 14a occurs, and performs a specific display based on the random R. It is determined whether or not to make a jackpot display result as a result, that is, whether or not to make a jackpot. When it is determined that the game is a big hit, the gaming state is shifted to a big hit gaming state as a specific gaming state advantageous to the player.
  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. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data corresponding to the game state, that is, the control state of the game control means (the value of the special symbol process flag or the total pending storage number counter) and the data indicating the number of unpaid winning balls are stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game. In this embodiment, it is assumed that the entire RAM 55 is backed up.
  A power-off signal indicating that the power supply voltage from the power supply board has dropped below a predetermined value is input to the input port of the game control microcomputer 560. That is, the power supply board monitors the voltage value of a predetermined voltage (for example, DC30V or DC5V) used in the gaming machine, and when the voltage value decreases to a predetermined value (the power supply voltage is reduced). A power supply monitoring circuit that outputs a power-off signal indicating that). A clear signal (not shown) indicating that the clear switch for instructing to clear the contents of the RAM is operated is input to the input port of the game control microcomputer 560.
  Further, an input driver circuit 58 for supplying detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31. Further, an information output circuit (not shown) for outputting an information output signal such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer is also mounted on the main board 31.
  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control with the effect display device 9 that variably displays decorative symbols is performed.
  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.
  The effect control board 80 is equipped with an effect control microcomputer 100 including an effect control CPU 101 and a RAM for storing information relating to effects such as decorative symbol process flags. The RAM may be externally attached. In this embodiment, the RAM in the production control microcomputer 100 is not backed up. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.
  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. VRAM is a buffer memory for developing image data. Then, the VDP 109 outputs the image data in the VRAM to the effect display device 9 via the frame memory.
  The effect control CPU 101 outputs to the VDP 109 a command for reading out necessary data from a CGROM (not shown) in accordance with the received effect control command. The CGROM stores in advance character image data and moving image data to be displayed on the effect display device 9, specifically, a person, characters, figures, symbols, etc. (including decorative symbols), and background image data. ROM. The VDP 109 reads image data from the CGROM in response to the instruction from the effect control CPU 101. The VDP 109 executes display control based on the read image data.
  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.
  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).
  Further, the effect control CPU 101 outputs a signal for driving the LED 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 LED is input to the LED driver 352 via the input driver 351. The LED driver 352 supplies a current to a light emitter provided on the frame side such as the frame LED 28 based on a signal for driving the LED. Further, an electric current is supplied to the decoration LED 25 provided on the game board 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 sound or sound output mode in a predetermined period in a time series.
  Next, the operation of the gaming machine will be described. FIG. 4 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 a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.
  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.
  Next, the CPU 56 checks the state of the output signal (clear signal) of a 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).
  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 areas that may be initialized among the work areas is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the game state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer) ), A portion in which data indicating the number of unpaid prize balls is set.
  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Then, the process proceeds to step S14.
  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state recovery 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 an arbitrary value or a predetermined value It may be initialized to. In addition, 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 in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags for selectively performing processing according to the control state are initialized. Value is set.
  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 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R.
  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 560 so that a timer interrupt is periodically generated every predetermined time (for example, 4 ms). That is, a value corresponding to, for example, 4 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 4 ms.
  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining the variation pattern, and the display random number update process is a process for updating the count value of the counter for generating the display random number. 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 the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. 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 the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.
  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 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, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21). ).
  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.
  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). 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 S24 and S25).
  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.
  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes the corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.
  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).
  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 S29).
  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.
  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).
  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32).
  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 the output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.
  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.
  With the above control, in this embodiment, the game control process is started every 4 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) 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.
  When a stop symbol is derived and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the decorative symbol is reached after the variable symbol display is started. There is a case where a predetermined combination of decorative symbols is stopped and displayed without being in a state. Such a decorative display variable display mode “non-reach” variable display mode is referred to.
  Further, when the stop symbol is derived and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the decorative symbol variable display is started after the decorative symbol variable display is started. A predetermined combination of decorative symbols may be stopped and displayed after the state becomes a reach state and a reach effect is executed. Such a variable display result of the decorative pattern is referred to as a “reach” variable display mode.
  In this embodiment, the reach effect is executed using a decorative symbol variably displayed on the effect display device 9. As described above, even when the display result of the special symbol is a jackpot symbol, the reach effect may or may not be executed. In this embodiment, as an example, the reach effect is a design in which a symbol other than the symbol that is the final stop symbol (for example, the middle symbol in the left middle right symbol) continues for a predetermined time on the effect display device 9. Stops, swings, scales up, or deforms in a state that matches the display result (for example, the left, middle, and right decorative designs are the same) (reach state), and the final result is displayed This is an effect performed in a state (reach state) where the possibility of a specific display result continues before being performed. However, such an effect is an example, and if it is possible for the player to easily recognize that there is a possibility of a specific display result before the final result is displayed, other effect modes May be used. Further, the game control microcomputer 560 determines whether or not to execute the reach effect by lottery using a random number. However, it is the production control microcomputer 100 that actually executes the reach production control.
FIG. 6 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determine the type of jackpot (for jackpot type determination)
(2) Random 2 (MR2): A variation pattern (variation time) is determined (for variation pattern determination)
(3) Random 3 (MR3): Determines whether or not to generate a hit based on a normal symbol (for determination per normal symbol)
(4) Random 4 (MR4): Determine an initial value of random 3 (for determining an initial value of random 3)
  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating the jackpot type determination random number (1) and the random number for determination per ordinary symbol (3). Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2) or initial value random numbers (random 4). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number.
  FIG. 7A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal-time jackpot determination table used in a normal state (a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each numerical value described in the left column of FIG. 7 is set in the normal jackpot determination table, and each numerical value described in the right column of FIG. 7 is set in the probability variation big hit determination table. The numerical value described in FIG. 7 is a jackpot determination value.
  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and uses the extracted value as the value of the jackpot determination random number (random R). If it matches the big hit determination value, it is decided to make a big hit for the special symbol. Note that the “probability” shown in FIG. 7 indicates the probability (ratio) of a big hit. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state. It also means deciding whether or not to make a jackpot symbol.
  FIGS. 7B and 7C are explanatory diagrams showing a jackpot type determination table stored in the ROM 54. The jackpot type determination table shown in FIGS. 7B and 7C shows the jackpot type determination table based on the jackpot type determination random number (random 1) when the variable display result is determined to be a jackpot symbol. Is a table that is referred to in order to determine any one of “normal jackpot”, “probability variation jackpot”, and “sudden probability variation jackpot”.
  FIG. 7B shows a case in which the jackpot type is determined by using the stored memory based on the fact that the game ball has won the first start winning opening 13 (that is, when the first special symbol is displayed in a variable manner). A big hit type determination table (for the first special symbol) is shown. FIG. 7 (C) shows a case where the jackpot type is determined using the holding memory based on the game ball having won the second start winning opening 14 (that is, when the second special symbol is changed). A big hit type determination table (for the second special symbol) is shown.
  Normally, the big hit is a big hit in which the number of times the big winning opening is opened in the big hit gaming state is allowed (for example, 15 times), and when the big hit gaming state is finished, the gaming state is changed to the short time state. The probable big hit is a big hit that allows the number of times the big winning opening is opened in the big hit gaming state (for example, 15 times) and changes the gaming state to the probable state and the short time state when the big hit gaming state ends. . Suddenly promising big hits are big hits in the big hit gaming state where the number of opening of the big prize opening is small and the opening time of the big winning opening is very short (for example, the opening time is 0.5 seconds and the number of times of opening is two). It is a big hit that shifts the gaming state after the game to the probability changing state (that is, it makes the player seem to suddenly become the probability changing state by doing so). Hereinafter, the sudden probability change big hit may be referred to as a sudden big hit or two rounds (2R) big hit. Further, the normal big hit and the probable big hit may be collectively referred to as 15R big hit.
  In this embodiment, in the case of sudden probability change big hit, the number of times the big winning opening is opened is 2, that is, the number of rounds of the big hit game based on the sudden probability change big hit is 2, The number of rounds of the basic jackpot game may be the same (for example, 15 rounds) as the number of rounds of the normal jackpot and the probability variation jackpot. In that case, the opening time of one round is further shortened (for example, 0.1 second).
  Also, in this embodiment, as an example, the stop symbol of the special symbol of sudden probability variation jackpot is “3”, and when the probability variation jackpot is reached, the stop symbol of the special symbol is “7” which is a probability variation jackpot symbol, and usually a big hit When it becomes, the stop symbol of the special symbol is “5” which is usually a big hit symbol. That is, the jackpot type and the special symbol stop symbol type correspond to each other.
  In the high base state, the game ball has more chances to win the second start winning opening 14 than the game ball wins the first start winning opening 13, so the second special symbol shown in FIG. There are many occasions where the big hit type determination table for use is used. Further, in the low base state, there is no opportunity for the game ball to win the second start winning opening 14, so the jackpot type determination table for the first special symbol shown in FIG. 7B is used.
  Only when using the big hit type determination table for the first special symbol shown in FIG. 7 (B), it may be assigned to “suddenly probable big hit”. The big hit for the second special symbol shown in FIG. 7 (C) When the type determination table is used, it is not distributed to “suddenly probable big hit” (that is, “suddenly probable big hit” may be determined only when the first special symbol variation display is performed). Even when the variation display of the second special symbol is performed, it may be distributed to “suddenly probable big hit”.
  Further, in this embodiment, a jackpot type is determined using a predetermined random number, but a special symbol stop symbol is determined using a predetermined random number, and the jackpot type is determined according to the determined special symbol type. It may be determined.
  In addition, when a special symbol stop symbol is determined using a predetermined random number, and a jackpot type is determined according to the determined special symbol type, one symbol or a plurality of symbols may be determined. Depending on the game state at that time, there may be a case where the game is shifted to the short time state after the end of the big hit game, or there is a case where it is not possible to shift to the time reduction state.
  FIG. 8 is an explanatory diagram showing a table selection method for determining a variation pattern when a variation based on the second reserved storage number (a variation of the second special symbol) is performed. The game control microcomputer 560 selects the table by the selection method shown in FIG. 8 when the display result of the second special symbol is changed to the symbol in the high base state. The data shown in FIG. 8 is stored in the ROM 54. Further, the value of the second reserved memory number shown in FIG. 8 indicates a value after 1 is subtracted from the value of the second reserved memory number at the start of fluctuation.
  As shown in FIG. 8, when the second reserved memory number is 0, the table 1 is selected regardless of the value of the gate passing memory number. When the second reserved memory number is 1, when the value of the gate passing memory number is small (0 or 1 in the example shown in FIG. 8), the table 2 is selected, and the value of the gate passing memory number is large (see FIG. In the example shown in FIG. 8, the table 3 is selected at 2-4). When the second reserved storage number is 2 or 3, the table 4 is selected regardless of the value of the gate passing storage number.
  The game control microcomputer 560 determines the variation pattern based on the contents of the selected table (see FIG. 10). However, data is set in the table 1 so that a variation pattern with a long variation time can be easily selected. Has been. Although data is shorter in the table 2 than when the table 1 is selected, data is set so that a variation pattern with a long variation time is easily selected as compared with the case where the tables 3 and 4 are selected. Data is set in the table 3 so that a variation pattern with a short variation time is easily selected as compared to the case where the tables 1 and 2 are selected, although it is longer than when the table 4 is selected. Data is set in the table 4 so that a variation pattern with a short variation time can be easily selected.
  According to the table selection method shown in FIG. 8, when the variation (variable display) is performed based on the second reserved storage number (corresponding to the variable display based on the second start winning), the high In the base state, when the second reserved memory number is a second specific number (1 in this example) smaller than the first specific number (2 in this example), the gate passing memory number is a predetermined number (in this example) In the case where the number is less than 2), the ratio of selecting a pattern having a long variation time as the variation pattern to be used is larger than that in the case where the number of stored gate passages is a predetermined number or more.
  Further, when the second reserved memory number is equal to or greater than the first specific number (2 in this example), the same table (table 4 in this example) regardless of the value of the second reserved memory number. Is selected. Therefore, when the second reserved storage number is equal to or greater than the first specific number, the same time is determined as the variation time. Note that “same variation time” means that the same table is used. In other words, it does not always mean that the fluctuation time is the same, but it means that the average value of the fluctuation time becomes the same when multiple fluctuations (variable display) are executed (same So use the table).
  FIG. 9 is an explanatory diagram showing a variation pattern of decorative symbols used in this embodiment. As shown in FIG. 9, the fluctuation patterns 1, 2, and 3 are fluctuation patterns with a reach effect having a fluctuation time of 60 seconds (60 s). Each of the variation patterns 1, 2, and 3 has the same variation time, but the effects (effects by the character image and the background) in the effect display device 9 during the decoration symbol change are different.
  When the decorative pattern is changed by the change patterns 1, 2, and 3, the pseudo-continuous effect may be executed. Pseudo-continuous effects are displayed in all symbol display areas until all symbols are stopped and displayed (determined) after temporarily displaying the ornament symbols in all symbol display areas on the display screen of the effect display device 9. This is a variation pattern in which the effect display for varying (pseudo continuous variation) is performed a predetermined number of times.
  The variation patterns 4 to 7 are variation patterns that do not involve reach production. The fluctuation time of the fluctuation pattern 4 is 60 seconds (60 s), the fluctuation time of the fluctuation pattern 5 is 30 seconds (30 s), the fluctuation time of the fluctuation pattern 6 is 15 seconds (15 s), and the fluctuation of the fluctuation pattern 7 The time is 2 seconds (2s).
  It should be noted that the pseudo-continuous effect may be executed when the decorative pattern is changed by the change pattern 5 (non-reach change pattern) that can be selected when it is decided to use the table 2. May be.
  FIG. 10 is an explanatory diagram showing a variation pattern table stored in the ROM 54. As shown in FIG. 10, there are a big hit hour fluctuation pattern table and tables 1 to 5 as fluctuation pattern tables. The jackpot variation pattern table shown in FIG. 10A is used when it is determined that the display result of the special symbol is a jackpot symbol. In the big hit time variation pattern table, data is set so that variation pattern 1, variation pattern 2 or variation pattern 3 with reach effect is selected.
  Tables 1 to 4 shown in FIGS. 10B to 10E are the tables 1 to 4 shown in FIG. In the table 1, data is set so that a variation pattern 4 (variation time is 60 s) is selected as a variation pattern without a reach effect.
  In the table 2, data is set so that a variation pattern 5 (variation time is 30 s) is selected as a variation pattern without a reach effect.
  In the table 3, data is set so that a variation pattern 6 (variation time is 15 s) is selected as a variation pattern without a reach effect.
  In the table 4, data is set so that a variation pattern 7 (variation time is 2 s) is selected as a variation pattern without a reach effect.
  In the table 5, data is set so that a variation pattern 4 (variation time is 60 s) is selected as a variation pattern without a reach effect. The table 5 is selected when the first special symbol is changed.
  Further, the reach probability when the table 1 is used (the ratio at which the variation with the reach effect is executed) is 1/20, the reach probability when the table 2 is used is 1/30, and the table 3 , 4 is used, the reach probability is 1/40. The reach probability when the table 5 is used is 1/10.
  The game control microcomputer 560 is shown in FIG. 8 when the display state of the first special symbol is changed to the symbol when the game state is the high base state and the variation of the second special symbol is started. Select the table according to the selected selection method. Then, the random number for random pattern determination (random 2) is extracted, and the variable pattern corresponding to the determination value that matches the random 2 value in the selected table is determined as the variable pattern to be used.
  In this embodiment, whether or not to reach and the variation pattern are determined based on the variation pattern determination random number, but the reach determination random number may be used. That is, first, the reach determination random number is extracted, and whether or not to reach is determined based on the reach determination random number, and when it is determined to reach, the reach effect is accompanied based on the random number for variation pattern determination When a variation pattern is selected and it is decided not to reach, a variation pattern not accompanied by reach effect may be selected based on a variation pattern determination random number.
  FIG. 11 is an explanatory diagram showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIG. 11, the command 80XX (H) is an effect control command (variation pattern command) for designating a variation pattern of a decorative symbol that is variably displayed on the effect display device 9 in response to variable display of a special symbol. (Corresponding to the variation pattern XX, respectively). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 9, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when the effect control microcomputer 100 receives the command 80XX (H), the effect display device 9 controls the effect display device 9 to start variable display of decorative symbols.
  The commands 8C01 (H) to 8C04 (H) are effect control commands indicating whether or not to make a big hit and the type of the big hit game. The effect control microcomputer 100 determines the display result of the decorative symbols in response to the reception of the commands 8C01 (H) to 8C04 (H). Therefore, the commands 8C01 (H) to 8C04 (H) are referred to as display result specifying commands.
  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or variable display of the second special symbol may be included in the variation pattern command. Further, the production control microcomputer 100 uses the first symbol variation designation command and the second symbol variation designation command, for example, when the first special symbol is variably displayed and when the second special symbol is variably displayed. Can be different.
  Command 8F00 (H) is an effect control command (symbol confirmation designation command) indicating that the variable display (fluctuation) of the decorative symbols is terminated and the display result (stop symbol) is derived and displayed. When receiving the symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (fluctuation) of the decorative symbols 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 data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.
  Command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating a customer waiting demonstration.
  The commands A001 to A003 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). The jackpot start designation command includes a jackpot start 1 designation command, a jackpot start designation 2 designation command, and a sudden jackpot start designation command corresponding to the type of jackpot. 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.
  Command A301 (H) displays a jackpot end screen, that is, specifies the end of the jackpot game and an effect control command (special jackpot end 1 designation command: ending) that specifies that the jackpot game is a non-probable big hit (usually a big hit) 1 designation command). Command A302 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game and specifying that it is a probable big hit (big hit end 2 designation command: ending 2 designation command). is there. Command A303 (H) is an effect control command (surprise big hit end designation command: ending 3 designation command) that designates the end of a game with sudden probability change big hit.
  Command B001 (H) is an effect control command (high base state designation command) for designating that the gaming state is the high base state. Command B002 (H) is an effect control command (low base state designation command) that designates that the gaming state is in the low base state. The high base state designation command and the low base state designation command may be collectively referred to as a base state designation command.
  The command B101 (H) is an effect control command (high probability state designation command) that designates that the gaming state is a certain change state. Command B102 (H) is an effect control command (low probability state designation command) that designates the normal state. The high probability state designation command and the low probability state designation command may be collectively referred to as a probability state designation command.
  Command C000 (H) is an effect control command (first reserved memory number addition designation command) that specifies that the first reserved memory number has increased by one. Command C100 (H) is an effect control command (second reserved memory number addition designation command) that specifies that the second reserved memory number has increased by one.
  Command C200 (H) is an effect control command (first reserved memory number subtraction designation command) that specifies that the first reserved memory number has decreased by one. Command C300 (H) is an effect control command (second reserved memory number subtraction designation command) that specifies that the second reserved memory number has decreased by one.
  In this embodiment, an effect control command indicating that the reserved memory number has increased or decreased is transmitted for the reserved memory number, but an effect control command for designating the reserved memory number itself may be transmitted. Good.
  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 FIG. 11, the display state of the lamp is changed, or the sound number data is output to the audio output board 70.
  Note that, for example, the game control microcomputer 560 displays a variation pattern of the decorative symbol every time a winning prize is received and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The designated variation pattern command and display result specifying command are transmitted to the production control microcomputer 100.
  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.
  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 on the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-like (rectangular wave) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. 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.
  Next, the normal symbol process (step S27) executed by the CPU 56 will be described. FIG. 12 is a flowchart showing the normal symbol process. In the normal symbol process, when detecting that the gate 32 is turned on, that is, the game ball has passed the gate 32 (step S111), the CPU 56 executes a gate switch passage process (step S112). Thereafter, any one of steps S100 to S104 is executed.
  The processes in steps S100 to S104 are as follows.
  Normal symbol normal processing (step S100): The CPU 56 can start the variation of the normal symbol (for example, when the value of the normal symbol process flag is a value indicating step S100, specifically, the normal symbol is processed). When the display 10 is not in the state where the normal symbol variation display is being executed and the variable winning ball apparatus 15 is not in the open state, the value of the number of gate passing memories is confirmed. 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 variation of the normal symbol is started, a value corresponding to the variation time is set in the normal symbol process timer, and the value of the normal symbol process flag is set to the value indicating the normal symbol variation process (step S101) (in this example, “1”). ).
  Normal symbol variation process (step S101): 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. Then, the normal symbol process timer is started by setting a value corresponding to the normal symbol stop symbol display time in the normal symbol process timer, and the value of the normal symbol process flag is a value indicating the normal symbol stop time process (step S102) ( In this example, it is updated to “2”).
  Normal symbol stop process (step S102): The CPU 56 checks whether or not the normal symbol stop 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 (“0” in this example) indicating the normal symbol normal process (step S100). If the stop symbol of the normal symbol is a winning symbol, the normal symbol process timer is started by setting a value corresponding to the normal electric accessory operating time in the normal symbol process timer. Further, the variable winning ball apparatus (ordinary electric accessory) 15 is opened. Then, the value of the normal symbol process flag is updated to a value (in this example, “3”) indicating the process for releasing the normal electric accessory (step S103).
  Processing during normal electric accessory release (step S103): When the normal symbol process timer has not timed out, the CPU 56 wins the number of game balls (second start-up) to the normal electric accessory (variable winning ball apparatus 15). A normal electric accessory winning count process for counting the number of winning prizes to the winning opening 14 is executed. When the normal symbol process timer times out, the variable winning ball apparatus 15 is closed, and the normal symbol process timer is started by setting the normal symbol process timer to a value corresponding to the normal electric accessory closing time or the next variable waiting time. . Then, the value of the normal symbol process flag is updated to a value (in this example, “4”) indicating the normal electric closing process (step S104).
  Processing during closing of normal electric accessory (step S104): When the normal symbol process timer times out, the CPU 56 sets the normal electric symbol combination to the normal symbol process timer if it is before the second opening of the variable winning ball apparatus 15. The normal symbol process timer is started by setting a value corresponding to the object operating time. Also, the variable winning ball device 15 is opened. Then, the value of the normal symbol process flag is updated to a value (in this example, “3”) indicating the process for releasing the normal electric accessory (step S103). After the second release, the value of the normal symbol process flag is updated to a value (“0” in this example) indicating the normal symbol normal process (step S100).
  FIG. 13 is a flowchart showing the gate switch passage processing. In the gate switch passage processing, the CPU 56 checks whether or not the count value (gate passage storage number) of the gate passage storage counter reaches the maximum value (“4” in this example) (step S115). If the maximum value has not been reached, the CPU 56 increments the count value of the gate passing memory counter by 1 (step S116), extracts the value of the random number for determination per random symbol (random 3), and sets it to the value of the gate passing memory number. The data is stored in the corresponding storage area (ordinary symbol determination buffer) (step S117). Further, the CPU 56 increases the number of lighting of the normal symbol hold storage display 41 by 1 (step S118).
  FIG. 14 is a flowchart showing normal symbol normal processing (step S100). In the normal symbol normal process, the CPU 56 checks whether or not the gate passing memory number is 0 (step S271). Specifically, the count value of the gate passing memory number counter is confirmed. If the gate passing memory number is 0, the process is terminated. If the gate passing memory number is not 0, the CPU 56 reads out the normal random number for determination per symbol stored in the storage area corresponding to the gate passing memory number = 1 and stores it in the random number buffer area of the RAM 55 (step S272). .
  Then, the CPU 56 decreases the value of the gate passage storage number counter by 1 and shifts the contents of each storage area (step S273). That is, the random number value for normal symbol determination stored in the storage area corresponding to the number of gate passing memories = n (n = 2, 3, 4) is stored in the storage area corresponding to the number of gate passing memories = n−1. Store. Therefore, the order in which the random numbers for determination per ordinary symbol stored in the respective storage areas corresponding to the respective gate passing memory numbers are extracted is always the order of the gate passing memory number = 1, 2, 3, 4 It is supposed to match.
  In addition, the number of indicators lit in the normal symbol indicator 41 is reduced by 1 (step S274).
  Next, the CPU 56 executes a normal symbol hit determination process for determining whether to win or not based on the read random number value (step S275).
  FIG. 15 is a flowchart showing a normal symbol hit determination process. As shown in FIG. 15, in the normal symbol hit determination process, the CPU 56 first checks whether or not the time reduction flag is set in order to check whether or not the current gaming state is the time reduction state (high base state). (Step S91).
  The high base state is a gaming state that is controlled so that the starting condition of the game ball is easily established (that is, the execution condition of variable display in the special symbol display 8 is easily established). In this embodiment, the high base state corresponds to a short time state. In the case of a high base state, for example, the probability of hitting a normal symbol is higher, for example, than in the case of not being in a high base state (in the case of a low base state, that is, in a normal gaming state). It becomes easy. Specifically, the game ball is likely to win the variable winning ball apparatus 15. That is, the variable winning ball device 15 is likely to be in an open state, and the state where the probability of hitting a normal symbol is increased and the number of times the variable winning ball device 15 is opened is higher than in the low base state. Or at least one of the states in which the opening time is long (the state in which the normal variable winning device is likely to be opened) or the state in which the variable symbol variable display time is shortened (The state in which the execution frequency of the variable symbol normal display is increased) or the state in which the normal variable winning device is easily opened and the frequency of the normal symbol variation is increased.
  When the gaming state is the normal gaming state, the CPU 56 selects the determination table per low base state (step S92), and when the gaming state is the high base state (when the high base state flag is set), the high base state is selected. A per-state determination table is selected (step S95). Then, the value of the random number for normal symbol determination read out in the process of step S272 is compared with the hit determination value set in the hit determination table (low base state determination table or high base state determination table) (step S93). ).
  FIG. 16 is an explanatory diagram showing a normal symbol determination table (high base state determination table and low base state determination table). As shown in FIG. 16 (A), the probability determined to win in the high base state is 249/250. As shown in FIG. 16 (B), the probability of being determined in the low base state is 1/250 (0.4%). Therefore, when the gaming state is in the low base state, it is a hit with a low probability, and when it is in the high base state, it is a hit with a very high probability (in this example, approximately 100%).
  If the result of the comparison in step S93 is a win (when the random number for normal symbol matches the value of any hit determination value) (step S94), the CPU 56 sets the normal symbol per flag. (Step S96).
  Then, in the normal symbol normal process, the CPU 56 sets a value corresponding to the normal symbol change time in the normal symbol process timer (step S276), and sets the value of the normal symbol process flag to the normal symbol change process (step S101). It is updated to a value (specifically “1”) (step S277).
  In this embodiment, the fluctuation time of the normal symbol is 1 second in the high base state (short time state) and 5 seconds in the low base state. In this embodiment, the fluctuation time of the normal symbol in the high base state and the fluctuation time of the normal symbol in the low base state are fixed times, respectively, but the CPU 56 changes the fluctuation time of the normal symbol in the high base state. And the fluctuation time of the normal symbol in the low base state may be determined by lottery or the like. Even when it is determined by lottery or the like, the variation time of the normal symbol is determined such that the variation time of the normal symbol in the high base state is shorter than the variation time of the normal symbol in the low base state.
  FIG. 17 is a flowchart showing the normal symbol variation process (step S101). In the normal symbol variation process, the CPU 56 checks whether or not the value of the normal symbol process timer has reached 0, that is, whether or not the normal symbol process timer has timed out (step S141). If the normal symbol process timer has not timed out, the CPU 56 decrements the value of the normal symbol process timer by -1 (step S142).
  When the normal symbol process timer times out, that is, when the normal symbol change time has elapsed, the CPU 56 stops the normal symbol change in the normal symbol display 10 (step S143).
  Further, the CPU 56 sets the normal symbol stop symbol display time in the normal symbol process timer (step S144). Then, the CPU 56 updates the value of the normal symbol process flag to a value (specifically “2”) indicating the normal symbol stop time process (step S102) (step S145).
  FIG. 18 is a flowchart showing the normal symbol stop process (step S102). In the normal symbol stop process, the CPU 56 checks whether the value of the normal symbol process timer has reached 0, that is, whether the normal symbol process timer has timed out (step S151). If the normal symbol process timer has not timed out, the value of the normal symbol process timer is decremented by 1 (step S152).
  When the normal symbol process timer times out, that is, when the normal symbol stop symbol display time has elapsed, the CPU 56 checks whether or not the normal symbol per flag is set (step S153).
  When the normal symbol per flag is set, the CPU 56 sets a first release flag indicating the first release of the variable winning ball device 15 (step S154). Also, the normal electric accessory operating time is set in the normal symbol process timer (step S155). The normal electric accessory operating time is the opening time (2.0 seconds in this example) of the first ordinary electric accessory (variable winning ball apparatus 15).
  Note that the normal electric accessory operating time may be shorter (for example, 0.5 seconds) when the gaming state is in the low base state than in the high base state. Further, the number of times of releasing the ordinary electric accessory may be set to a smaller number (for example, once) when the gaming state is the low base state than when the gaming state is the high base state.
  Further, the CPU 56 opens the variable winning ball device 15 (step S156), and sets the value of the normal symbol process flag to a value (specifically, “3”) indicating the process for releasing the normal electric accessory (step S103). Update (step S157).
  If it is determined in step S153 that the normal symbol per flag is not set, the CPU 56 updates the value of the normal symbol process flag to a value (specifically “0”) indicating the normal symbol normal process (step S100). (Step S158).
  FIG. 19 is an explanatory diagram showing an opening pattern of the variable winning ball apparatus 15. As shown in FIGS. 19 (A) and 19 (B), in this embodiment, the variable winning ball apparatus 15 is controlled to be in an open state with an open time of 2.0 seconds in the first release, and After being controlled to the closed state for 5 seconds, the open state is controlled with the opening time of 2.0 seconds at the second opening.
  In this embodiment, the variable winning ball device 15 is opened twice, but the number of times of opening may be one.
  FIG. 20 is a flowchart showing the process during the opening of the ordinary electric accessory (step S103). In the process of releasing the normal electric accessory, the CPU 56 checks whether or not the value of the normal symbol process timer has reached 0, that is, whether or not the normal symbol process timer has timed out (step S161). If the normal symbol process timer has timed out, the process proceeds to step S167. If the normal symbol process timer has not timed out, the CPU 56 decrements the value of the normal symbol process timer by -1 (step S162).
  In step S167, the CPU 56 places the variable winning ball device 15 in the closed state.
  If the first release flag is set (step S168), a value corresponding to the electric accessory closing time is set in the normal symbol process timer (step S169). Then, the value of the normal symbol process flag is updated to a value (specifically, “4”) indicating the process for closing the normal electric accessory (step S104) (step S171). The electric accessory closing time is, for example, 0.5 seconds (see FIG. 19).
  When the first release flag is not set, that is, when the second release is performed, a value corresponding to the next variable waiting time is set in the normal symbol process timer (step S170). Then, the process proceeds to step S171. When the next variation waiting time elapses, the CPU 56 starts the next variation of the normal symbol on the condition that the reserved storage (gate storage) related to the normal symbol is not zero.
  FIG. 21 is a flowchart showing the process during normal electric accessory closing (step S104). In the normal electric accessory closing process, the CPU 56 checks whether or not the value of the normal symbol process timer has reached 0, that is, whether or not the normal symbol process timer has timed out (step S181). If the normal symbol process timer has timed out, the process proceeds to step S182. If the normal symbol process timer has not timed out, the CPU 56 decrements the value of the normal symbol process timer by -1 (step S188).
  In step S182, the CPU 56 checks whether or not the first release flag is set. If not set, the value of the normal symbol process flag is updated to a value (specifically “0”) indicating the normal symbol normal process (step S100) (step S183).
  When the first release flag is set, the CPU 56 resets the first release flag (step S184), and sets the normal electric accessory operating time in the normal symbol process timer (step S185). The normal electric accessory operating time is the opening time (2.0 seconds in this example) of the second ordinary electric accessory (variable winning ball apparatus 15). Then, the variable winning ball apparatus 15 is opened (step S186), and the value of the normal symbol process flag is updated to a value (specifically, “3”) indicating the normal electric-powered object opening process (step S103) ( Step S187).
  FIG. 22 is a flowchart showing an example of a special symbol process (step S26) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. In the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 executes a start port switch passing process (step S321). Further, any one of steps S300 to S307 is performed.
  The processes in steps S300 to S307 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 in a state where variable display of the special symbol can be started, the game control microcomputer 560 checks the number of numerical data stored in the reserved storage number buffer (total number of reserved storage). The stored number of numerical data stored in the pending storage number buffer can be confirmed by the count value of the total pending storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.
  Fluctuation pattern setting process (step S301): This process is executed when the value of the special symbol process flag is 1. 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)) is defined as the variation display variation time of the special symbol. Decide to do. Also, a variable time timer for measuring the special symbol variable time is started. Then, the internal state (special symbol process flag) is updated to a value (2 in this example) corresponding to step S302.
  Display result specifying command transmission process (step S302): executed when the value of the special symbol process flag is 2. Control for transmitting a display result specifying command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.
  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. 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 design control microcomputer 100 determines the symbol. Control to transmit the specified command is performed, and the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to step S304. The effect control microcomputer 100 controls the effect display device 9 to stop the decorative symbols when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.
  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. After the display result of the special symbol is derived and displayed, the internal state (special symbol process flag) is updated to a value corresponding to step S305 (5 in this example) when the big hit flag is set. When the big hit flag is not set, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.
  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. 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 solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S306 (6 in this example). 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 S306): This process is executed when the value of the special symbol process flag is 6. A control for transmitting an effect control command for round display during the big hit gaming state to the effect control microcomputer 100, a process for confirming the completion of the closing condition of the big prize opening, etc. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. When all the rounds are completed, the internal state (special symbol process flag) is updated to a value corresponding to step S307 (7 in this example).
  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. 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. In addition, a process for setting a flag indicating a gaming state (for example, a probability change flag or a time reduction flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.
  FIG. 23 is a flowchart showing the start-port switch passing process in step S321. In the start port switch passing process, the CPU 56 checks whether or not the first start port switch 13a is turned on (step S211A). If the first start port switch 13a is on, the CPU 56 checks whether or not the value of the first reserved memory number counter for counting the first reserved memory number is 4 which is the upper limit value (step). S212A). If the value of the first reserved memory number counter is 4, the process proceeds to step S211B.
  If the value of the first reserved memory number counter is not 4, the CPU 56 increases the value of the first reserved memory number counter by 1 (step S213A) and increases the value of the total reserved memory number counter by 1 (step S214A).
  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 24) (step S215A). . In the process of step S215A, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, and a variation pattern determination random number (random 2) are extracted, Stored in the save area. Note that the variation pattern determination random number (random 2) is not extracted in the first start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of variation of the first special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 2) in the variation pattern setting process.
  FIG. 24 is an explanatory diagram showing a configuration example of an area (hold buffer) for storing random numbers and the like corresponding to the hold memory. As shown in FIG. 24, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, and a variation. A random number for pattern determination (random 2) is stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55. Further, a counter for generating a software random number and a reserved storage number counter are also formed in the RAM 55.
  Further, the CPU 56 increases the number of lighting of the first special symbol reservation storage display 18a by 1 (step S216A). Further, control is performed to transmit the first reserved memory number addition designation command to the effect control microcomputer 100 (step S217A).
  When transmitting an effect control command to the effect control microcomputer 100, the CPU 56 sets the address of a command transmission table (preliminarily set for each command in the ROM) corresponding to the effect control command as a pointer. . And the address of the command transmission table according to an effect control command is set to a pointer, and an effect control command is transmitted in an effect control command control process (step S29).
  Next, the CPU 56 checks whether or not the second start port switch 14a is turned on (step S211B). If the second start port switch 14a is on, the CPU 56 checks whether or not the value of the second reserved memory number counter for counting the second reserved memory number is 4 which is the upper limit value (step). S212B). If the value of the second reserved memory number counter is 4, the process is terminated.
  If the value of the second reserved memory number counter is not 4, the CPU 56 increases the value of the second reserved memory number counter by 1 (step S213B) and increases the value of the total reserved memory number counter by 1 (step S214B).
  In addition, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (step S215B). As shown in FIG. 24, the same number of storage areas as the upper limit value of the second reserved memory number are secured in the second reserved memory buffer. In the process of step S215B, the CPU 56 stores a value in a storage area corresponding to the value of the second reserved storage number counter in the second reserved storage buffer.
  In addition, the CPU 56 increases the number of lighting of the second special symbol hold storage display 18b by 1 (step S216B). Moreover, control which transmits the 2nd pending | holding memory number addition designation | designated command to the microcomputer 100 for effect control is performed (step S217B).
  25 and 26 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0, if the customer waiting demonstration designation command has not yet been transmitted, control is performed to send the customer waiting demonstration designation command to the production control microcomputer 100 (step S51A). End the process. For example, when the CPU 56 transmits a customer waiting demonstration designation command in step S51A, the CPU 56 sets a customer waiting demonstration designation command transmitted flag indicating that the customer waiting demonstration designation command has been transmitted. When the special symbol normal processing after the next timer interruption is executed after sending the customer waiting demo designation command, the customer waiting demonstration request command is repeatedly set based on the fact that the customer waiting demo designation command transmission completed flag is set. Control should be performed so that the demo designation command is not transmitted. In this case, the customer waiting demonstration designation command transmission completion flag may be reset when the next special symbol variation display is started.
  If the total reserved memory number is not 0, the CPU 56 checks whether or not the second reserved memory number is 0 (step S52). Specifically, it is confirmed whether or not the value of the second reserved memory number counter is zero. If the second reserved memory number is not 0, the CPU 56 has a special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the special symbol process is being performed for the second special symbol). Is set to data indicating “second” (step S53). If the second reserved memory number is 0 (that is, only the first reserved memory number is accumulated), the CPU 66 sets data indicating “first” in the special symbol pointer (step S54).
  In this embodiment, by executing the processing of steps S52 to S54, the variation display of the second special symbol is executed with priority over the variation display of the first special symbol. In other words, control is performed so that the second start condition for starting the variable display of the second special symbol is established in preference to the first start condition for starting the variable display of the first special symbol. . Specifically, when the second reserved memory number is not 0, the CPU 56 changes the second special symbol when the condition that allows variable display of the special symbol is satisfied regardless of the value of the first reserved memory number. (Variable display) starts. The change of the first special symbol is started on the condition that the second reserved memory number is zero.
  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each disturbance stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory number buffer. The numerical value is read and stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory number buffer. And stored in the random number buffer area of the RAM 55.
  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 decrements the count value of the first reserved memory number counter by 1 and saves each storage area in the first reserved memory number buffer. Shift the contents of. When the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the second reserved memory number buffer are shifted.
  That is, when the special symbol pointer indicates “first”, the CPU 56 saves the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of the RAM 55. Are stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, it is stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory number buffer of the RAM 55. Each random number value is stored in a storage area corresponding to the second reserved memory number = n−1.
  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order.
  Then, the CPU 56 decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S57).
  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S307 can be shared between the case where the first special symbol is the target and the case where the second special symbol is the target.
  Next, the CPU 56 reads a random R (a jackpot determining random number) from the random number buffer area and determines whether or not to make a jackpot. That is, it is determined whether or not the value of the jackpot determination random number matches one of the jackpot determination values (see FIG. 7) set in the jackpot determination table (step S61). The CPU 56 reads out the big hit determination random number extracted in step S215A of the first start port switch passing process or step S215B of the second start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer. The jackpot determination (processing for comparing the value of the random number for determining the jackpot with the jackpot determination value) is performed.
  When the gaming state is a probabilistic change state (high probability state), the probability that a big hit will be higher than when the gaming state is a non-probability changing state (normal game state and short-time state). Specifically, the probability change jackpot determination table (a table in which the numerical values on the right side of FIG. 7 in the ROM 54 are set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are the probability change jackpot determination table And a normal big hit determination table (a table in which the numerical values on the left side of FIG. 7 in the ROM 54 are set) are set. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the jackpot determination process is performed using the probability variation jackpot determination table, and the gaming state is normal. When in the gaming state or the short-time state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 7, the CPU 56 determines that the special symbol is a big hit.
  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated.
  If it is decided to win, the process proceeds to step S62. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. But there is. If it is decided not to win, the process proceeds to step S71.
  In step S62, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S63). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table for the first special symbol shown in FIG. 7B. When the special symbol pointer indicates “second”, the CPU 56 selects the big hit type determination table for the second special symbol shown in FIG.
  Next, the CPU 56 uses the selected jackpot type determination table to determine the type corresponding to the value corresponding to the value of the random number (random 1) for determining the jackpot type stored in the random number buffer area as the jackpot type ( Step S64). In this case, the CPU 56 determines the jackpot type that is extracted in step S215A of the first start port switch passing process or step S215B of the second start port switch pass process and stored in advance in the first hold memory buffer or the second hold memory buffer. The random number is read and the jackpot type is determined.
  Then, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S65). For example, when the jackpot type is “normal jackpot”, “01” is set as data indicating the jackpot type, and when the jackpot type is “probable big hit”, “02” is set as data indicating the jackpot type, When the big hit type is “surprise big hit”, “03” is set as data indicating the big hit type.
  Next, the CPU 56 determines a special symbol stop symbol (step S71). Specifically, when the big hit flag is not set, “−” as a special symbol is determined as a stop symbol of the special symbol. When the big hit flag is set, one of “1”, “3”, and “7”, which is a big hit symbol, is determined as a special symbol stop symbol according to the determination result of the big hit type. That is, when the big hit type is determined to be “surprise”, “1”, which is the two round big hit symbol, is determined as a special symbol stop symbol. When the big hit type is determined as “normal” or “probability change”, “3” or “7” is determined as a special symbol stop symbol.
  In this embodiment, the case where the jackpot type is first determined and the stop symbol of the special symbol corresponding to the determined jackpot type is shown, but the method for determining the jackpot type and the stop symbol of the special symbol is as follows. It is not restricted to what was shown in embodiment. For example, a table in which a special symbol stop symbol and a jackpot type are associated in advance is prepared, and a special symbol stop symbol is first determined based on a random number for determining the big hit type. You may comprise so that a classification may also be determined.
  Thereafter, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S72).
  FIG. 27 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 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 selects the big hit hour variation pattern table (see FIG. 10A) as a table to be used (step S92). Then, control goes to a step S96.
  When the big hit flag is not set, the CPU 56 confirms whether the first special symbol variation start time or the second special symbol variation start time. Specifically, it is confirmed whether or not the special symbol pointer indicates “first” (step S93). When the value of the special symbol pointer indicates “first”, that is, when the first special symbol starts to change, the table 5 (see FIG. 10F) is selected as a table to be used (step F). S94). Then, control goes to a step S96.
  When the value of the special symbol pointer does not indicate “first”, that is, when the second special symbol starts to change, the value of the second reserved memory number is determined by the selection method illustrated in FIG. And a table to be used (any one of the tables 1 to 4) is selected based on the value of the number of stored gate passages (ordinary symbol storage number) (step S95). Then, control goes to a step S96.
  In addition, when the game state is in the low base state at the time of starting the variation of the second special symbol, any one of the tables 1 to 4 is selected. A table may be used. For example, when the low base state is set, the table 5 is selected. In this embodiment, even if the gaming state is a low base state, the probability is small, but a normal symbol stop symbol may become a winning symbol (see FIG. 16), and the variable prize ball device 15 is controlled to an open state based on the winning symbol. When the second start port 14 is won, the second special symbol starts to change when the low base state is established.
  When the low base state is configured to use a different table from that in the high base state, the CPU 56 checks whether or not the time reduction flag is set before executing the process of step S95. If it is set, the process of step S95 is executed. If it is not set, for example, the process of step S94 is executed.
  In step S96, the CPU 56 reads random 2 (variation pattern determination random number) from the random number buffer area (first holding storage buffer or second holding storage buffer), and selects the table selected in step S92, S94 or step S95. By referencing, the variation pattern is determined as one of a plurality of types based on the random number 2. When the random number 2 (variation pattern determination random number) is not extracted at the start winning timing, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 2). The value is directly extracted from the data, and the variation pattern is determined based on the extracted random number value.
  Next, the CPU 56 performs control to transmit the symbol variation designation command indicated by the special symbol pointer to the production control microcomputer 100 (step S97). Specifically, when the special symbol pointer indicates “first”, the CPU 56 performs control to transmit a first symbol variation designation command. In addition, when the special symbol pointer indicates “second”, the CPU 56 performs control to transmit a second symbol variation designation command. Further, the CPU 56 performs control to transmit an effect control command (variation pattern command) corresponding to the determined variation pattern to the effect control microcomputer 100 (step S98).
  Next, the CPU 56 starts to change the special symbol (step S99). Further, a value corresponding to the variation time corresponding to the selected variation pattern is set in the variation time timer formed in the RAM 55 (step S100). Then, the value of the special symbol process flag is updated to a value corresponding to the display result specifying command transmission process (step S302) (step S101).
  FIG. 28 is a flowchart showing the display result specifying command transmission process (step S302). In the display result specifying command transmission processing, the CPU 56 performs control to transmit any effect control command (see FIG. 11) of display result 1 designation to display result 4 designation in accordance with the determined type of jackpot or loss. Do. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S117. When the big hit flag is set, when the big hit type is a probable big hit, control is performed to transmit a display result 3 designation command (steps S111 and S112). Whether or not it is a probable big hit can be determined specifically by checking whether or not the data set in the big hit type buffer in the process of step S76 of the special symbol normal process is “02”. . When the type of jackpot is suddenly a probable big hit, control is performed to transmit a display result 4 designation command (steps S113 and S114). When neither the probability variation big hit nor the sudden probability variation big hit is obtained (that is, when it is a normal big hit), control for transmitting a display result 2 designation command is performed (step S115).
  In step S117, the CPU 56 performs control to transmit a display result 1 designation command.
  Then, the number of lighting of the special symbol hold memory display corresponding to the value set in the special symbol pointer is reduced by 1 (step S118).
  Thereafter, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S119).
  FIG. 29 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol changing process, the CPU 56 decrements the variable time timer by 1 (step S125). When the variable time timer times out (step S126), the special symbol stop time symbol is derived and displayed (step S127), and the effect control is performed. Control is performed to transmit a symbol confirmation designation command to the microcomputer 100 (step S128). Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step S304) (step S129). If the variable time timer has not timed out, the process ends.
  FIG. 30 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 performs control for deriving and displaying the stop symbol on the first special symbol display 8a or the second special symbol display 8b (step S431). If data indicating “first” is set in the special symbol pointer, the variation of the first special symbol on the first special symbol display 8a is terminated, and “second” is indicated in the special symbol pointer. When data is set, the variation of the second special symbol on the second special symbol display 8b is terminated. Moreover, control which transmits the symbol determination designation | designated command to the microcomputer 100 for production control is performed (step S432). If the big hit flag is not set, the process proceeds to step S439 (step S433).
  When the big hit flag is set, the CPU 56, if set, indicates a probability change flag indicating the probability change state and a time reduction state indicating the high base state (time reduction state). The time reduction flag is reset (step S434), and control is performed to transmit a big hit start designation command to the production control microcomputer 100 (step S435).
  In addition, a value corresponding to the jackpot display time (a time for which the effect display device 9 notifies that the jackpot has occurred, for example) is set in the jackpot display time timer (step S436). Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S305) (step S437).
  In step S439, the CPU 56 checks whether or not the probability variation flag is set. If the probability variation flag is set, the process proceeds to step S444. If the probability variation flag is not set, it is confirmed whether or not the time reduction flag is set (step S439). When the time reduction flag is set (that is, when it is controlled only in the time reduction state (high base state) without the probability variation state), the time reduction counter indicating the number of times the special symbol can be changed in the time reduction state The value of -1 is decreased by 1 (step S440). Further, when the value of the time reduction counter becomes 0 (step S441), the CPU 56 resets the time reduction flag (step S442). And control which transmits the low probability state designation | designated command to the microcomputer 100 for effect control is performed (step S443).
  Thereafter, the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (step S300) (step S444).
  FIG. 31 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 decrements the value of the jackpot end time timer by -1 (step S450). If the value of the jackpot end time timer is not 0 (step S451), the process is terminated. When the value of the big hit end time timer becomes 0, if the data indicating the big hit type is data showing the probability change big hit, the probability change flag and the time-short flag are set to shift the gaming state to the probability change state and the high base state. (Steps S452 and S453). Moreover, control which transmits a high probability state designation | designated command and a high base state designation | designated command with respect to the microcomputer 100 for effect control is performed (step S454, S455). Then, control goes to a step S461.
  When the data indicating the big hit type is not a probable big hit, a time reduction flag is set in order to shift the gaming state to the time reduction state (step S456), and 100 is set in the time reduction number counter (step S457). Control is performed to transmit the low probability state designation command and the high base state designation command to the effect control microcomputer 100 (steps S458 and S459).
  Further, the big hit flag is reset (step S461), and the data indicating the big hit type in the RAM 55 is cleared (initialized to 0) (step S462). Then, the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (step S300) (step S463).
  Next, the operation of the effect control means will be described. FIG. 32 is a flowchart showing a main process executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) as effect control means 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). . Thereafter, the effect control CPU 101 executes a random number update process for updating the counter value of a counter for generating a predetermined random number (step S702). Then, the timer interrupt flag is monitored (step S703). If the timer interrupt flag is not set, the process proceeds to 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, the effect control CPU 101 clears the flag (step S704), and executes the effect control process of steps S705 to S706.
  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S705).
  Next, the effect control CPU 101 performs effect control process processing (step S706). 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.
  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 a ring buffer type command reception buffer capable of storing six 2-byte effect control commands. (Formed in RAM). 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. In the command analysis process, the effect control CPU 101 analyzes which command (see FIG. 11) is the effect control command stored in the command reception buffer.
  33 to 34 are flowcharts showing specific examples of the command analysis processing (step S705). 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 reception command is stored in the command reception buffer (step S611). 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 S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that 2 bytes (1 command) are read at a time.
  If the received effect control command is a power-on specification command (initialization specification command) (step S615), the effect control CPU 101 displays an initial screen on the effect display device 9 indicating that the initialization process has been executed. Control is performed (step S616). The initial screen includes an initial display of predetermined decorative symbols.
  Further, if the received effect control command is a power failure recovery designation command (step S617), 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 S618).
  If the received effect control command is a variation pattern command (step S621), the effect control CPU 101 stores the received variation pattern command in a variation pattern command storage area formed in the RAM (step S622). Then, a variation pattern command reception flag is set (step S623).
  If the received effect control command is the first reserved memory number addition designation command (step S641), the effect control CPU 101 adds 1 to the value of the first reserved memory number stored in the first reserved memory number storage area. (Step S642). Further, the production control CPU 101 updates the display of the first reserved memory number on the first reserved memory number display unit 18c in accordance with the updated first reserved memory number (step S643). That is, the number of images (for example, circles) displayed on the first reserved storage number display unit 18c is increased by one.
  If the received effect control command is the second reserved memory number addition designation command (step S644), the effect control CPU 101 adds 1 to the value of the second reserved memory number stored in the second reserved memory number storage area. (Step S645). Further, the production control CPU 101 updates the display of the second reserved memory number in the second reserved memory number display unit 18d according to the updated second reserved memory number (step S646). That is, the number of images (for example, circles) displayed on the second reserved storage number display unit 18d is increased by one.
  If the received effect control command is the first reserved memory number subtraction designation command (step S651), the effect control CPU 101 subtracts 1 from the value of the first reserved memory number stored in the first reserved memory number storage area. (Step S652). Further, the production control CPU 101 updates the display of the first reserved memory number on the first reserved memory number display unit 18c in accordance with the updated first reserved memory number (step S653). That is, the number of images (for example, circles) displayed on the first reserved memory number display unit 18c is reduced by one. Specifically, for example, the leftmost image among the displayed images is deleted, and the other images are moved to the left side.
  If the received effect control command is the second reserved memory number subtraction designation command (step S654), the effect control CPU 101 subtracts 1 from the value of the second reserved memory number stored in the second reserved memory number storage area. (Step S655). Further, the production control CPU 101 updates the display of the second reserved memory number on the second reserved memory number display unit 18d according to the updated second reserved memory number (step S656). That is, the number of images (for example, circles) displayed on the second reserved storage number display unit 18d is reduced by one. Specifically, for example, the leftmost image among the displayed images is deleted, and the other images are moved to the left side.
  If the received effect control command is a high probability state designation command (step S661), the effect control CPU 101 sets a probability variation flag (step S662). If the received effect control command is a low-probability state designation command (step S663), the effect control CPU 101 resets the probability variation flag (step S664).
  If the received effect control command is a high base state designation command (step S665), the effect control CPU 101 sets a high base state flag (step S666). If the received effect control command is a low base state designation command (step S667), the effect control CPU 101 resets the high base state flag (step S668).
  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S691). Then, control goes to a step S611.
  FIG. 35 is an explanatory diagram showing random numbers used by the effect control microcomputer 100. As shown in FIG. 35A, in this embodiment, the production control microcomputer 100 executes the first to third final stop symbol determination random numbers SR1-1 to SR1-3 and the pseudo-continuous production. Whether or not to determine the number of temporary stops of the decorative symbol in the pseudo-continuous effect, and a random number SR2-0 for determining the number of temporary stops and temporary stops for determining the temporary stop symbol, and the first to third temporary stop symbols for determining the temporary stop symbol Random numbers SR2-1 to SR2-3 are used. Note that random numbers other than these may be used in order to enhance the effect.
  The random numbers SR1-1 to SR1-3 for determining the first to third final stop symbols are “left”, “middle”, “right” in the display area of the effect display device 9 as stop symbols that are variable display results of the decorative symbols. ”Is a random number used to determine a decorative symbol (final stop symbol) that is stopped and displayed in each symbol display area. The final stop symbols are three decorative symbols that are finally stopped and displayed in each of the “left”, “middle”, and “right” symbol display areas when the variable display of the decorative symbols ends. Note that the combination of the big hit symbols of the decorative symbols is any one of the first to third final stop symbol determination random numbers SR1-1 to SR1-3 (for example, the first final stop symbol determination random number SR1). -1).
  As shown in FIG. 35B, the variable display of the decorative pattern by the variation pattern 3 is more variable than when the variable display of the decorative pattern by the variation patterns 1 and 2 is executed (however, the display result is out of place). When it is executed (however, when the display result is out of order), it is decided to execute the pseudo-continuous effect at a high rate. In FIG. 35B, the numerical value indicates a determination value to be compared with the pseudo-continuous / temporary stop number determination random number SR2-0.
  As shown in FIG. 10, the variation pattern 3 can be selected only when the table 2 is used. As shown in FIG. 8, the table 2 can be selected only when the gate passing memory number is 0,1. Accordingly, when the variable display of the decorative pattern by the variation pattern 3 is executed, it is determined that the pseudo continuous effect is executed at a high rate, so that the gate passing memory number is smaller than a predetermined number (2 in this example). In this case, it is determined that the pseudo-continuous effect (re-variable display effect) is executed at a higher rate than when the predetermined number or more.
  In the case of a configuration in which a pseudo-continuous effect may be executed even when a decorative pattern is changed by a change pattern 5 (non-reach change pattern: can be selected only when using the table 2). In the same manner as in the case of the fluctuation patterns 1 to 3, the effect control CPU 101 determines whether or not to execute the pseudo-continuous effect using the pseudo-continuous / temporary stop number determination random number SR2-0, and determines the pseudo-continuous effect. Is executed, the number of temporary stops of the decorative symbol is determined. As an example, it is determined to execute the pseudo-continuous effect at a high rate (for example, 11/13). In the case of the variation pattern 5, it is determined that the number of temporary stops is once or twice.
  Of the first to third temporary stop symbol determination random numbers SR2-1 to SR2-3, the first temporary stop symbol determination random number SR2-1 is a random number for determining the first temporary stop symbol. The second temporary stop symbol determining random number SR2-2 is a random number for determining the second temporary stop symbol when the decorative symbol is displayed temporarily stopped twice or more during one change. The third temporary stop symbol determining random number SR2-3 is a random number for determining the third temporary stop symbol when the decorative symbol is temporarily stopped and displayed three times or more during one fluctuation.
  FIG. 36 is a flowchart showing the effect control process (step S706) in the main process shown in FIG. In the effect control process, the effect control CPU 101 performs one of steps S800 to S807 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled to realize variable display of decorative symbols, but control related to variable display of decorative symbols synchronized with the change of the first special symbol is also the second. Control related to variable display of decorative symbols synchronized with the variation of special symbols is also executed in one effect control process.
  Further, the variable display of the decorative symbol synchronized with the variation of the first special symbol and the variable display of the decorative symbol synchronized with the variation of the second special symbol may be executed by separate effect control process processing. Good.
  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, the value of the effect control process flag is updated to a value corresponding to the decorative symbol changing process (step S802).
  Decoration symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern 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 decorative symbol variation stop process (step S803).
  Decoration symbol variation stop process (step S803): Based on the reception of the effect control command (design determination designation command) for instructing all symbols to stop, the variation of the ornament symbol is stopped and the display result (stop symbol) is derived and displayed. Take control. 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).
  Big hit display processing (step S804): 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 in-round processing (step S805).
  In-round processing (step S805): Display control during round is performed. If the round end condition is satisfied, if the final round has not ended, the value of the effect control process flag is updated to a value corresponding to the post-round processing (step S806). If the final round has ended, the value of the effect control process flag is updated to a value corresponding to the jackpot end effect process (step S807).
  Post-round processing (step S806): Display control between rounds is performed. When the round start condition is satisfied, the value of the effect control process flag is updated to a value corresponding to the in-round process (step S805).
  Big hit end effect processing (step S807): In the effect display device 9, display control is performed to notify the player that the big hit game 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. 37 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is set, the variation pattern command reception flag is reset (step S812). Then, the value of the effect control process flag is updated to a value corresponding to the decorative symbol variation start process (step S801) (step S813).
  FIG. 38 is a flowchart showing a decorative symbol variation start process (step S801) in the effect control process shown in FIG. In the decorative pattern variation start process, the effect control CPU 101 reads the variation pattern command received from the variation pattern command storage area, and reads the display result identification command from the display result identification command storage area (step S820).
  Then, the stop symbol (final stop symbol) of the decorative symbol is determined.
  FIG. 39 is an explanatory diagram illustrating an example of a decorative symbol stop symbol. In the example shown in FIG. 39, when the received display result specifying command indicates a normal jackpot (when the received display result specifying command is a display result 2 designation command), the effect control CPU 101 uses the stop design as a stop symbol. The combination of decorative symbols in which the three symbols are even-numbered symbols (a stop symbol that usually reminds of the occurrence of a big hit) is determined. When the received display result specifying command indicates a probable big hit (when the received display result specifying command is a display result 3 designation command), the effect control CPU 101 uses an odd symbol (probability variable) as a stop symbol. A combination of decorative symbols arranged in a stop symbol reminiscent of the occurrence of a big hit is determined.
  In addition, when the received display result specifying command suddenly shows a probable big hit (when the received display result specifying command is a display result 4 designation command), the production control CPU 101 receives a sudden big hit as a stop symbol. Are determined (for example, “1”, “2”, “3”).
  And in the case of detachment, a combination of decorative symbols other than the above is determined. However, when a reach effect is involved, a combination of decorative symbols in which two left and right symbols are aligned is determined. Whether or not a reach effect is involved can be determined using the received variation pattern command.
  As for the decorative symbol, a stop symbol that recalls a big hit is called a big hit symbol. In addition, a stop symbol that recalls a loss is called a loss symbol.
  When determining the stop symbol, the CPU 101 for effect control determines whether or not to make the display result a jackpot symbol based on the display result specifying command (step S821). When it becomes a big hit symbol, the CPU 101 for effect control extracts the random number SR1-1 for determining the first final stop symbol, and uses the stop symbol determination table in which the data indicating the decorative symbol and the numerical value are associated with each other. Then, the stop symbol of the left middle right decorative symbol is determined (step S822). Then, control goes to a step S831. As described above, when the display result specifying command suddenly shows a probable big hit, the chance (for example, “1”, “2”, “3”) is determined as the stop symbol.
  When the display result is not a big hit symbol, the CPU 101 for effect control confirms whether or not the change pattern command is a change pattern (any one of the change patterns 1 to 3) accompanied with a reach effect (step S823). In the case of the variation pattern with the reach effect, the effect control CPU 101 extracts the pseudo-continuous / temporary stop number determination random number SR2-0, and the determination value and the determination result as illustrated in FIG. Using the table in which (the presence / absence of a pseudo-continuous effect and the number of temporary stops when the pseudo-continuous effect is executed) and the random number SR2-0 for determining the number of pseudo-continuous / temporary stops are determined, The number of temporary stops when the pseudo continuous effect is executed is determined (step S824).
  When it is determined to execute the pseudo-continuous effect (step S825), the effect control CPU 101 extracts the temporary stop symbol determination random numbers SR2-1 to 2-3, and uses the temporary stop number determination random number. A temporary stop symbol is determined (step S826).
  Specifically, the first temporary stop symbol determination random number SR2-1 is used to determine the first temporary stop symbol determination. The first temporary stop symbol determination random number SR2-1 is used to determine the left, middle, and right temporary The left symbol is determined from the stop symbols. Then, the middle right symbol is determined to be one larger than the left symbol.
  Further, when the temporary stop display is performed two or more times, the left symbol of the second middle left and right temporary stop symbols is determined using the second temporary stop symbol determining random number SR2-2. When the temporary stop display is performed three times, the left symbol is determined among the third temporary stop symbols on the left middle right using the third temporary stop symbol determining random number SR2-3.
  When determining the temporary stop symbol of the second symbol for the second to the third time, the effect control CPU 101 adds the temporary stop symbol determination random value to the temporary stop symbol of the previous left symbol (for example, the first time for the second time) ( For example, when the temporary stop symbol of the second left symbol is determined, a value obtained by adding the value of the second temporary stop symbol determination random number SR2-2) is set as the temporary stop symbol of the left symbol. When the added value exceeds 8, the process of subtracting 8 is repeated until it becomes 8 or less, and when it becomes 8 or less, the symbol corresponding to the value is set as the temporary stop symbol of the left symbol. Further, as in the case of determining the first temporary stop symbol, the middle right symbol is determined to be a number of symbols one larger than the left symbol.
  In this embodiment, the first to third temporary stop symbols are determined using random numbers, but the first to third temporary stop symbols may be the same or the second to third temporary stop symbols. The temporary stop symbol may be one more than the temporary stop symbol of the previous left symbol.
  Further, the production control CPU 101 determines the stop symbol (final stop symbol) as a combination of symbols having the last temporary stop symbol as the left and right symbols. For the middle symbol, for example, a symbol that does not coincide with the left and right symbols is determined based on the random number SR1-2 for determining the second final stop symbol. Then, control goes to a step S831.
  When it is determined not to execute the pseudo-continuous effect, the effect control CPU 101 determines the left and right stop symbols based on, for example, the first final stop symbol determination random number SR1-1, and the second final stop. Based on the random number SR1-2 for symbol determination, the middle stop symbol is determined (step S827). If the middle stop symbol matches the left and right stop symbols, the middle stop symbol is changed to a symbol shifted by one. Then, control goes to a step S831.
  When the reach effect is not executed, the effect control CPU 101 extracts random numbers SR1-1, 1-2, 1-3 for determining the first to third final stop symbols, and determines the first final stop symbol. The left stop symbol is determined using the random number SR1-1, the middle stop symbol is determined using the second final stop symbol determination random number SR1-2, and the third final stop symbol determination random number SR1-3. Is used to determine the right stop symbol (step S828). When the left and right stop symbols match, the right stop symbol is changed to a symbol shifted by one. Then, control goes to a step S831.
  The effect control CPU 101 stores the determined stop symbol (final stop symbol) in a decorative symbol display result storage area formed in the RAM, and stores the temporary stop symbol in a predetermined area of the RAM.
  In step S831, the effect control CPU 101 selects a process table (see FIG. 40) according to the variation pattern (step S831). Then, the process timer in the process data 1 of the selected process table is started (step S832).
  FIG. 40 is an explanatory diagram of a configuration example of the 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 according to the process 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 constituting the variation mode during the variable display time (variation time) of the variable display of the 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 with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the decorative pattern in the variation mode set in the display control execution data for the time set in the process timer set value.
  The process table shown in FIG. 40 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern. In addition, a process table is also provided for executing effects related to jackpot notification and effects during the jackpot game.
  FIG. 41 is an explanatory diagram for explaining the effects executed according to the contents of the process table. As shown in FIG. 41, the effect control CPU 101 executes effect control according to the process data (effect control execution data) in the process table. That is, when the time according to the timer value set in the process timer set value has elapsed, according to the next effect control execution data in the process table, by repeating the process of controlling the light emitters such as the effect display device 9 and the LED, An effect such as a background during the change of a decorative pattern is realized.
  In this embodiment, the image data related to the variation of the decorative design is not set in the process table. The variation of the decorative pattern itself is directly controlled by the effect control CPU 101 without using the process table.
  Therefore, when the effect control CPU 101 executes variable display of the decorative symbols with pseudo-continuous effects, the temporary stop symbol determined in the process of step S826 and stored in the RAM at the predetermined temporary stop timing. Is temporarily stopped.
  The production control CPU 101 performs the production device (the production display device 9 as the production component, various lamps as 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). And the control of the speaker 27) as a production component is executed (step S833). 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.
  Then, a value corresponding to the variation time specified by the variation pattern command is set in the variation time timer (step S834). Further, a predetermined time is set in the fluctuation control timer (step S835).
  Note that the predetermined time is, for example, 30 ms, and the presentation control CPU 101 writes image data indicating the display state of the left, middle, and right decorative patterns to the VRAM every time the predetermined time elapses, and image data in which the VDP 109 is written to the VRAM. Is output to the effect display device 9, and the effect display device 9 displays an image corresponding to the signal, whereby the variation of the decorative design is realized.
  Further, when writing the image data in a predetermined area of the VRAM, the effect control CPU 101 actually performs control to write the image data into the VRAM by, for example, a V blank interrupt process based on the V blank interrupt. Therefore, the effect control CPU 101 temporarily stores data to be written to the VRAM in a predetermined area of the RAM, and performs control to write the data in the predetermined area of the RAM to the VRAM by the V blank interrupt process. The V blank interrupt is an interrupt generated by the VDP 109 in the same cycle as the cycle of the vertical synchronization signal supplied to the effect display device 9. For example, when the screen change frequency (frame frequency) of the effect display device 9 is 30 Hz, the generation period of the V blank interruption is 33.3 ms, and when the frame frequency is 60 Hz, the occurrence of the V blank interruption is generated. The period is 16.7 ms. In this example, data is written to the VRAM by the V blank interrupt processing, but data may be written to the VRAM in other processing. Other processes are, for example, a timer interrupt based on a timer built in for production control, or a decorative symbol changing process. In addition, when the process which writes data in VRAM in other processes is performed, it is preferable to perform the process for synchronizing with an execution period and the period of V blank interruption regularly, for example.
  Then, the value of the effect control process flag is set to a value corresponding to the decorative symbol changing process (step S802) (step S836).
  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.
  FIG. 42 is a flowchart showing the decorative symbol variation process (step S802) in the effect control process shown in FIG. In the decorative symbol variation process, the effect control CPU 101 decrements the values of the process timer, the variation time timer, and the variation control timer by 1 (steps S840A, S840B, and S840C).
  Further, the effect control CPU 101 checks whether or not the process timer has timed out (step S841). If the process timer has timed out, the process data is switched (step S842). That is, the process timer is started again by setting the process timer set value set next in the process table in the process timer (step S843). Further, the control state for the effect device (effect parts) is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S844).
  If the variation control timer has timed out (step S851), the effect control CPU 101 displays the next display screen for the left, middle and right decorative symbols (30 ms after the previous decorative symbol display switching time). Image data of the power screen) is created and written in a predetermined area of the VRAM (step S852). In this way, the effect control device 9 implements decorative pattern variation control. The VDP 109 outputs a signal based on data obtained by superimposing image data of a predetermined area and image data based on display control execution data set in the process table to the effect display device 9. As such, the effect control device 9 displays the background image, the character image, and the decorative design in the decorative design variation. Further, a predetermined value (for example, a value corresponding to 30 ms) is reset in the variation control timer (step S853).
  In addition, the effect control CPU 101 checks whether or not the variable time timer has timed out (step S854). When the variation time timer has timed out, the value of the effect control process flag is updated to a value corresponding to the decorative symbol variation stop process (step S803) (step S856). Even if the variation time timer has not timed out, if the confirmation command reception flag indicating that the symbol confirmation designation command has been received is set (step S855), the effect control CPU 101 executes the process of step S856.
  FIG. 43 is a flowchart showing a decorative symbol variation stop process (step S803) in the effect control process shown in FIG. In the decorative symbol variation stopping process, the effect control CPU 101 performs control for deriving and displaying the stopped symbol in accordance with the data (data indicating the stopped symbol) stored in the decorative symbol display result storage area (step S8301).
  In addition, the effect control CPU 101 confirms whether or not it is decided to make a big hit (step S8302). Whether or not it is decided to win is confirmed by, for example, a display result specifying command stored in the display result specifying command storage area. In this embodiment, it can be confirmed whether or not it is determined to be a big hit based on the determined stop symbol. If it is not decided to win, the process moves to step S8303.
  If it is determined to be the big hit, the CPU 101 for effect control selects a process table corresponding to the effect (fanfare effect) informing the start of the big win (step S8304).
  Then, the production control CPU 101 starts a process timer in the process data 1 of the selected process table (step S8305). Further, according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1), an effect device (the effect display device 9 as an effect component, various lamps as an effect component, and an effect component) Control of the speaker 27) is executed (step S8306). Further, a value corresponding to the jackpot display time is set in the effect timer (step S8307).
  Thereafter, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) (step S8308).
  In step S8303, 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).
  FIG. 44 is a flowchart showing the jackpot display process (step S804) in the effect control process shown in FIG. In the jackpot display process, the effect control CPU 101 checks whether or not the big winning opening open designation command reception flag indicating that the special winning opening open designation command has been received is set (step S861). If the special prize opening opening designation command reception flag is set, the process proceeds to step S866.
  When the special prize opening opening designation command reception flag is not set, the effect control CPU 101 subtracts 1 from the value of the process timer (step S862). When the process timer times out (step S863), 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 S864). Further, the control state of the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S865).
  In step S866, the effect control CPU 101 resets the special winning opening open designation command reception flag. Thereafter, the value of the effect control process flag is updated to a value corresponding to the mid-round processing (step S805) (step S867).
  FIG. 45 is a flowchart showing the jackpot end effect process (step S807) in the effect control process shown in FIG. In the jackpot end effect process, the effect control CPU 101 checks whether or not the jackpot end effect timer is set (in operation) (step S881). If the big hit end effect timer is set, the process proceeds to step S882. If the jackpot end effect timer is not set, it is checked whether or not the jackpot end designation command reception flag is set (step S887). When the jackpot end designation command reception flag is set, the jackpot end designation command reception flag is reset (step S888), and a value corresponding to the jackpot end display time is set in the jackpot end presentation timer (step S889).
  In step S882, the effect control CPU 101 subtracts 1 from the value of the jackpot end effect timer. Then, the effect control CPU 101 checks whether or not the value of the jackpot end effect timer is 0, that is, whether or not the jackpot end effect time has elapsed (step S883). If not, the process is terminated. If it 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 S880) (step S886).
  As described above, in this embodiment, when the variation based on the second reserved memory number (the variation of the second special symbol) is performed, the game control microcomputer 560 deviates from the display result of the second special symbol. If the second reserved memory number is 0 when making a symbol, it is easy to select a decorative pattern variation pattern with a long variation time regardless of the value of the gate passing memory number (the variation time of the special symbol is increased). Equivalent to). Therefore, when the second reserved memory number is 0, there is a high possibility that the game ball wins the second start port 14 and the second reserved memory number increases when variable display is executed.
  When the second reserved storage number is 1, when the value of the gate passing storage number is small (0 or 1 in the example shown in FIG. 8), a variation pattern with a relatively long variation time is easily selected. The small value of the gate passing memory number means that the possibility that the gate passing memory number becomes 0 is relatively high. However, when the gate passing memory number becomes 0, the normal symbol changes. Therefore, there is no chance of hitting the normal symbol, and the variable winning ball apparatus 15 is not controlled to the open state. Accordingly, the possibility of winning the second start port 14 is reduced. In other words, the possibility that the second reserved memory number will increase decreases. Therefore, in such a situation, the game control microcomputer 560 increases the variation time of the special symbol and the decorative symbol so that the game ball wins the second starting port 14 when the variable display is executed. This increases the possibility that the second reserved memory number will increase.
  When the second reserved memory number is 2 or 3, a variation pattern having a short variation time is easily selected regardless of the value of the gate passing memory number. When the second reserved memory number is 2 or 3, it is less likely that the second reserved memory number becomes 0 than when the second reserved memory number is 0 or 1. Therefore, in such a situation, the game control microcomputer 560 shortens the fluctuation time to speed up the digestion of the second reserved memory number, and controls so that the big hit occurs in a relatively short period.
  Further, in this embodiment, regardless of the number of values of the second reserved memory number, the special symbols and decorative symbols can be variably displayed (variation) by the variation patterns (variation patterns 1 and 2 shown in FIG. 9) accompanied by the reach effect. ) Is executed for a longer time than when the change is executed by a change pattern without change reach (change patterns 5 to 7 shown in FIG. 9).
  Therefore, compared to the case where the second pending storage number value is different, the variation pattern type can be reduced as compared with the case where the variation pattern has a different variation time, and data indicating each variation pattern is obtained. A necessary area of the ROM 54 when configured to store in the ROM 54 can be reduced. In the example shown in FIG. 9, among the variation patterns not accompanied by the reach effect, there is the same variation time as the variation pattern accompanied by the reach effect, but the variation times of all the variation patterns not accompanied by the reach effect are the reach times. A plurality of variation patterns may be set so as to be shorter than the variation time of the variation pattern accompanied by the effect.
  Further, as a simple method for selecting the variation time based on both the second reserved memory number and the gate passing memory number, it is long when both the second reserved memory number and the gate passing memory number are smaller than a predetermined value. A method is conceivable in which the ratio for selecting the variation time is increased and the ratio for selecting the short variation time is increased when both the second reserved memory number and the gate passing memory number are equal to or greater than a predetermined value.
  However, when using such a method, when the second reserved memory number is a predetermined number, the ratio of selecting the long variation time or the short variation time is increased regardless of the value of the gate passing memory number, When the number is different from the predetermined number, the control for changing the ratio of selecting the long fluctuation time (or short fluctuation time) according to the value of the gate passing memory number is not executed, so the second reserved memory number is 0. Therefore, the fine control as in the present invention for the purpose of preventing both of the above and speeding up the digestion of the second reserved memory number is not realized.
  In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 transmits another command (for example, FIG. 3). The sound output board 70 and the lamp driver board 35 shown in FIG. 5 or the sound / lamp board having the function of the circuit mounted on the sound output board 70 and the function of the circuit mounted on the lamp driver board 35). A control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to sound control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command directly received from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in accordance with commands received from the board 35 or the sound / lamp board.
  The present invention has variable display means for starting variable display of identification information and deriving and displaying a display result based on the winning of a game medium in the start area, and displaying a predetermined specific display result on the variable display means. In this case, the present invention can be applied to a gaming machine such as a pachinko gaming machine that controls to a specific gaming state advantageous to the player.
DESCRIPTION OF SYMBOLS 1 Pachinko machine 8a 1st special symbol display device 8b 2nd special symbol display device 9 Production display device 13 1st start winning opening 14 2nd starting winning opening 15 Variable winning ball device 20 Special variable winning ball device 31 Game control board ( Main board)
56 CPU
560 Game control microcomputer 80 Production control board 100 Production control microcomputer 101 Production control CPU

Claims (2)

  1. First variable display means for starting the variable display of the first identification information and deriving and displaying the display result based on the game medium entering the first start area, and based on the game medium entering the second start area. the second starts variable display of the identification information and a second variable display means for deriving display the display result Te, the first variable display unit or a specific display results predetermined for the second variable display means out guide A gaming machine that controls a specific gaming state advantageous to the player when displayed,
    When the execution condition for variable display of the normal identification information is satisfied, the normal identification information hold number storage means for storing the number of established execution conditions as the normal identification information hold number up to a predetermined upper limit number;
    Normal variable display means for variably displaying normal identification information and deriving and displaying a display result based on the normal identification information hold number stored in the normal identification information hold number storage means;
    A variable winning device that changes from a disadvantageous state in which a game medium is unlikely to enter the second starting area to an advantageous state in which it is easy to enter when the predetermined display result is derived and displayed on the normal variable display means;
    Entry game state control means for controlling whether to enter a low-frequency entry game state in which the frequency of game media entering the variable prize winning device is low or to enter a high-frequency entry game state in which game media enter a high frequency;
    Based on the game medium to the first starting region enters, yet the first upper limit number the number that is not used for the variable display of the first identification information of the entry number of the game medium into the first start region First holding number storage means for storing the first holding number as a limit,
    Based on the game medium to the second start region enters, the number the number of second upper limit is not yet used in the variable display of the second identification information of the entry number of the game media to second start region Second holding number storage means for storing the second holding number as a limit,
    Variable display control means for starting variable display of the second identification information in preference to variable display of the first identification information;
    Variable display time determining means for determining a variable display time that is a time from the start of variable display to the end when variable display of the second identification information is started,
    The variable display time determining means, in the high-frequency entry gaming state,
    Before SL when the second number of holding is the first specific number or more, the common identification information regardless of the number of pending, than when the second number of holding is a second specific number less than the first specific number Determining the variable display time using first data that is easily selected for the short variable display time;
    When the second reserved number is a third specific number smaller than the second specific number, it is longer than when the second reserved number is the second specific number regardless of the normal identification information reserved number Determining the variable display time using second data for which the variable display time is easily selected;
    Wherein when the second number of holding is the second specific number, if prior Symbol Average identification information holding number is less than a predetermined number, as compared with the case where the common identification information holding number is the predetermined number or more A long time is determined as the variable display time.
  2. Re-variable display effect executing means for executing a re-variable display effect for temporarily stopping the variable information after starting variable display of the identification information in the variable display means, and restarting the variable display after the temporary stop;
    Revariable display effect determining means for determining whether or not to execute the revariable display effect;
    When the second reserved number is the second specific number in the high-frequency entry gaming state, the re-variable display effect determining means determines that the normal identification information hold number is less than the predetermined number, It is decided to execute the re-variable display effect at a higher rate than when the number of ordinary identification information holds is equal to or greater than the predetermined number.
    The gaming machine according to claim 1.
JP2010179708A 2010-08-10 2010-08-10 Game machine Active JP5616160B2 (en)

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JP4987421B2 (en) * 2006-10-24 2012-07-25 株式会社三共 Game machine
JP2009039147A (en) * 2007-08-06 2009-02-26 Olympia:Kk Game machine, program and memory medium
JP5153256B2 (en) * 2007-08-21 2013-02-27 株式会社平和 Game machine
JP5183125B2 (en) * 2007-08-24 2013-04-17 株式会社平和 Pachinko machine

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