JP5667794B2 - Game machine - Google Patents

Game machine Download PDF

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Publication number
JP5667794B2
JP5667794B2 JP2010140861A JP2010140861A JP5667794B2 JP 5667794 B2 JP5667794 B2 JP 5667794B2 JP 2010140861 A JP2010140861 A JP 2010140861A JP 2010140861 A JP2010140861 A JP 2010140861A JP 5667794 B2 JP5667794 B2 JP 5667794B2
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game
opening
special
time
special symbol
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JP2012000387A (en
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小林 誠
誠 小林
達也 吉川
達也 吉川
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine that performs a lottery drawing when a game ball enters a start opening.
  Conventionally, in gaming machines typified by pachinko machines (see Patent Document 1 and Patent Document 2), a player can enjoy a great deal by acquiring a large number of award balls through a jackpot game. That is, it can be said that the player's greatest interest in the game is that the game ball enters the winning port related to the jackpot game such as the start winning port or the big winning port provided in the game board of the gaming machine.
  In addition, a plurality of various obstacles such as windmills and nails are provided in the game board, for example, and the launched game ball collides with these obstacles in the game board, and the inside of the game board is It flows down while rolling variously and drawing various trajectories.
  The above-described gaming machine is provided with an invariable winning hole in which the probability of entering a game ball is always constant and a variable winning hole in which the probability of entering a game ball varies depending on the state or the like. The above-mentioned big winning opening is a typical device of this variable winning opening. Here, the “variable winning opening” is provided with a movable piece that opens or closes electrically or mechanically, and the operation of the movable piece or the like makes it easy for the game ball to enter, and the game ball enters the ball. A winning opening that can be displaced in a difficult state.
  In addition, in recent years, a wide range of gaming machines have a starting prize opening which is an invariable prize opening as well as a variable starting prize opening which is a variable prize opening (also referred to as a so-called “electric chew starting opening”). It has become known.
JP 2003-180999 A JP 2004-298382 A
  However, game balls launched into the game board will flow down while colliding with the obstacles, so when the variable start prize opening is opened or when the big prize opening is opened in the jackpot game Even if this is the case, the launched game ball may not necessarily enter the variable start winning opening or the large winning opening. The game balls that have not entered the winning holes become spilled balls (game balls that do not enter any of the winning holes, in addition to the large winning holes, so-called out balls). If the number of such spilled balls increases, the maximum number of game balls that can be acquired in the jackpot game is the maximum of the total number of game balls that can be originally acquired. It may be less than the value (for example, the maximum number that can be acquired on the design value). Such a situation may be caused by, for example, adjusting an obstacle (such as a nail or a windmill) provided on a flow path (path) where a game ball flowing down the game area heads to the grand prize opening in a game hall (hall). Can happen.
  Therefore, if the above situation occurs frequently, the gaming machine is a disadvantageous gaming machine compared to other gaming machines (expectation to enter both the starting prize opening and the big prize opening). The player may have an impression that the player is not able to have), and the player may gradually reduce his willingness to play.
  In view of the above circumstances, an object of the present invention is to provide a gaming machine that can suppress a decrease in a player's gaming motivation.
The invention according to claim 1 is provided in a flow-down area where a game ball launched toward the game area flows down, and can be opened and closed in a predetermined opening and closing mode, and the flow-down area And arranged in the vicinity of the first variable prize-winning device, arranged on the side of the first variable prize-winning device across a passing region through which at least one game ball can pass, and opened and closed in a specific opening / closing manner. And a second variable winning device that is capable of entering the first variable winning device that opens and closes in a predetermined opening / closing manner when a gaming ball that has flowed down the flow-down region above the passage region A guide member that guides one of the second flow paths in which the game balls that have flowed down the one flow path or the flow-down area can enter the second variable winning device that opens and closes in the specific opening and closing mode; It comprises, in the first variable winning devices The first special game that opens and closes in the first opening and closing mode is executed as the predetermined opening and closing mode, and the first special game is executed by the game ball that has flowed down the flow-down area in the first flow path. In some cases, the first variable opening / closing device that is opened / closed in the first opening / closing mode is configured to be able to enter the first variable opening / closing device. A second special game that opens and closes in a second opening / closing mode different from the mode is executed, and the second flow path is when the game ball that has flowed down the flow-down area is executed in the second special game. The second variable prize-winning device that opens and closes in the second opening and closing mode is provided so as to be able to enter the ball, and the guide member separates the flow-down region into the first flow path and the second flow path. It is provided to diverge, and the play that has flowed down the flow area It is possible to increase or decrease the rate of guiding the sphere to either the first channel or the second channel, and when the rate of guiding the sphere to the first channel is decreased, When the ratio of guiding to the second flow path increases and the number of balls entering the second variable prize-winning device increases and the ratio of guiding to the second flow path decreases, the ratio is guided to the first flow path. As the ratio increases, the number of balls entered into the first variable winning device increases .
The gaming machine according to claim 2 is the gaming machine according to claim 1 , wherein the passing area does not enter at least either the first variable winning device or the second variable winning device. A game ball can pass through.
A gaming machine according to a third aspect is the gaming machine according to the first or second aspect , wherein the starting area detecting means for detecting the entry of a gaming ball into the starting area provided in the gaming area, The special information acquired by the detection of the game ball by the start area detection means is either the first special determination information for executing the first special game or the second special determination information for executing the second special game. On the other hand, when it is determined that the lottery means for determining whether or not the determination result by the lottery means is the first special determination information, the first special determination information is used based on the first special determination information. A special game control means for executing a game and executing the second special game based on the second special determination information when the determination result by the lottery means is determined to be the second special determination information; , With special features To.
  According to the present invention, when a game ball launched toward at least the game area flows down the flow area, it is guided to either the first flow path or the second flow path. Therefore, when it is difficult to guide the game ball to one of the first flow path and the second flow path, the game ball is easily guided to the other flow path. For this reason, by making it difficult for a game ball to enter one of the variable winning devices, the possibility that a game ball can be acquired when the variable winning device is released becomes extremely low, but the other variable winning device has no game. Since it becomes easier for the ball to enter, the possibility that a game ball can be acquired when the other variable winning device is opened is extremely higher than that of the one variable winning device. Therefore, it is difficult to give the player the impression that the gaming machine is a disadvantageous gaming machine with a small number of game balls that can be acquired in a special game, and a decrease in the player's gaming motivation can be suppressed.
It is a front view of a gaming machine. It is a front view of the gaming machine at the time of operation of the effect accessory device. It is a figure explaining the flow path in a right-handed game area and this right-handed game area. It is the elements on larger scale which show the positional relationship of the 1st big winning opening, the 2nd big winning opening, and the obstacle which were allotted to the right hit game area. It is a figure explaining the flow path of the game ball which flows down in the right-handed game area. It is a perspective view of the back side of a gaming machine It is a block diagram of a gaming machine. It is a figure which shows an example of a big hit determination table and a hit determination table. It is a figure which shows an example of the symbol determination table. It is a figure which shows a big hit end time setting data table. It is a figure which shows an example of the special electric accessory operating mode determination table. It is a figure which shows an example of the open mode determination table for long hits, the open mode determination table for short hits, and the open mode determination table for small hits. It is a figure which shows the fluctuation pattern determination table for normal game states (for low probability game states). It is a figure which shows the fluctuation pattern determination table for high probability gaming states. It is a figure which shows the fluctuation pattern determination table for the specific game periods (for low probability game states) after a small hit. It is a figure which shows the main process in a main control board. It is a figure which shows the timer interruption process in a main control board. It is a figure which shows the input control process in a main control board. It is a figure which shows the 1st start port detection switch input process in a main control board. It is a figure which shows the special figure special electric control process in a main control board. It is a figure which shows the special symbol memory | storage determination process in a main control board. It is a figure which shows the big hit determination process in the main control board. It is a figure which shows the special symbol fluctuation | variation process in a main control board. It is a figure which shows the special symbol stop process in a main control board. It is a figure which shows the jackpot game process in a main control board. It is a figure which shows the small hit game process in a main control board. It is a figure which shows the special game completion | finish process in a main control board. It is a figure which shows the common figure normal electric power control process in a main control board. It is a figure explaining the flow path of the game ball which flows down the right-handed game area | region in other embodiment. It is a figure explaining the flow path of the game ball which flows down the right-handed game area | region in other embodiment.
Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
FIG. 1 is a front view showing an example of a gaming machine according to the present invention, and FIGS. 2, 3 and 4 are diagrams for explaining a path (flow path) of a game ball flowing down a game area. FIG. 5 is a perspective view of the back side of the gaming machine. FIG. 6 is a block diagram showing the internal configuration of the control means of the gaming machine.
The gaming machine 1 is provided with a gaming board 2 in which a gaming area 6 in which gaming balls flow down is formed, and a glass frame 110 is provided on an outer peripheral portion of the gaming area 6 of the gaming board 2. An operation handle 3 is rotatably provided on the glass frame 110.
When the player touches the operation handle 3, the touch sensor 3 b in the operation handle 3 detects that the player has touched the operation handle 3 and transmits a touch signal to the firing control board 106. When the firing control board 106 receives a touch signal from the touch sensor 3b, the firing control board 106 permits energization of the firing solenoid 4a. When the rotation angle of the operation handle 3 is changed, the gear directly connected to the operation handle 3 rotates and the knob of the firing volume 3a connected to the gear rotates. A voltage corresponding to the detection angle of the firing volume 3a is applied to a firing solenoid 4a provided in the game ball launching mechanism. When a voltage is applied to the firing solenoid 4a, the firing solenoid 4a is operated according to the applied voltage, and the game ball is directed toward the game area 6 with a strength according to the rotation angle of the operation handle 3. Fire.
  The game ball fired as described above rises between the rails 5a and 5b and reaches the upper position of the game board 2, and then the first entry area 6c or the second entry area depending on the strength of the launch. 6d is entered, and the left hit game area 6a or the right hit game area 6b falls. Specifically, in a front view of the gaming machine 1, a first entry area 6c is provided on the left side of the center in the width direction of the game area 6, and a second entry area 6d is provided on the right side of the center. . Accordingly, when the rotation angle of the operation handle 3 is smaller than the predetermined angle, the game ball enters the first entry area 6c, and when the rotation angle of the operation handle 3 is larger than the predetermined angle, the game ball Will enter the second entry area 6d.
  A plurality of general winning ports 7 are provided in the left-handed game area 6a. Each of these general winning ports 7 is provided with a general winning port detecting switch 7a. When this general winning port detecting switch 7a detects the entering of a game ball, a predetermined winning ball (for example, 10 game balls) is provided. Will be paid out.
Further, a lower start position of the left-handed game area 6 a is provided with a first start port 9 through which a game ball can be inserted, similar to the general winning port 7. A second starting port 10 is provided at a substantially middle position of the right-handed game area 6b. The second starting port 10 has a pair of movable pieces 10b, a first mode in which the pair of movable pieces 10b is maintained in a closed state, and a second mode in which the pair of movable pieces 10b are in an open state. It is controlled to move according to the mode. When the second starting port 10 is controlled in the first mode, it is impossible or difficult to receive the game ball due to the obstacle 10d positioned right above the second starting port 10. On the other hand, when the second starting port 10 is controlled to the second mode, the pair of movable pieces 10b function as a tray, and it is easy to enter the game ball into the second starting port 10. That is, when the second start port 10 is in the first mode, there is almost no opportunity for entering a game ball, and when the second start port 10 is in the second mode, the opportunity for entering a game ball is increased.
In addition, the 1st starting port 9 and the 2nd starting port 10 in this embodiment correspond to the starting area | region of this invention.
  The first start port 9 and the second start port 10 are provided with a first start port detection switch 9a and a second start port detection switch 10a for detecting the entrance of a game ball, respectively. When the game ball is detected, a lottery for acquiring a right to execute a jackpot game, which will be described later (hereinafter referred to as a “hit lottery”), is performed. Also, when the detection switches 9a and 10a detect the entry of a game ball, a predetermined prize ball (for example, 3 game balls) is paid out.
  Further, a first big prize opening 11 and a second big prize opening 25 are provided below the right-handed game area 6b. The second big prize opening 25 is arranged obliquely below and to the right of the first start opening 9, and the first big prize opening 11 is arranged next to it. The first big prize opening 11 is normally maintained in a first state that is closed by a pair of first big prize opening opening / closing pieces 11b. Further, when the first grand prize winning port 11 is controlled to the first mode, the obstacle 11d positioned right above the first big winning port 11 makes it impossible to receive the game ball. And when the special game mentioned later is started, it will be controlled to the 2nd mode which the above-mentioned pair of 1st big winning opening opening-and-closing pieces 11b will be in an open state, and this pair of 1st big winning opening opening-closing pieces 11b will serve as a saucer. It functions and allows a game ball to enter the first big prize opening 11.
  On the other hand, the second big prize opening 25 is normally kept closed by the second big prize opening opening / closing door 25b, and it is impossible to enter a game ball. On the other hand, when a special game, which will be described later, is started, the second big prize opening / closing door 25b is opened and the big prize opening / closing door 25b guides the game ball into the second big prize opening 25. And the game ball can enter.
The first grand prize port 11 and the second grand prize port 25 are respectively provided with a first grand prize port detection switch 11a and a second grand prize port detection switch 25a. When the switch 11a or the second big prize opening detection switch 25a detects the entry of a game ball, a preset prize ball (for example, 15 game balls) is paid out.
In the present embodiment, the first grand prize opening 11, the first big prize opening detection switch 11a, the first big prize opening opening / closing piece 11b, and the first big prize opening opening / closing solenoid 11c are the first of the present invention. Corresponds to the special variable winning device. Further, the second grand prize port 25, the second grand prize port detection switch 25a, the second major prize port opening / closing door 25b, and the second major prize port opening / closing solenoid 25c in the present embodiment are the second of the present invention. Corresponds to the special variable winning device.
  Further, in the right-handed game area 6b, a normal symbol gate 8 is provided on the right side of the second starting port 10 so as to pass the game ball. The normal symbol gate 8 is provided with a gate detection switch 8a for detecting the passage of the game ball. When the gate detection switch 8a detects the passage of the game ball, the normal symbol lottery described later is performed.
  At the bottom of the game area 6, the left-handed game area 6 a and the right-handed game area 6 b are joined, and the general winning port 7, the first starting port 9, the second starting port 10, the first big winning port 11, A discharge port 12 is provided for discharging game balls that have not entered any of the second major winning ports 25.
As shown in FIG. 2, the width of the basin where the game ball falls in the right-handed game area 6 b is formed to be approximately the same as the horizontal width of the first big prize opening 11 and the second big prize opening 25. Further, an obstacle 40 is provided above the first grand prize opening 11 and the second big prize opening 25, and when the game ball flowing down the right-handed game area 6b collides with the obstacle 40, It is distributed to the first flow path 6bx capable of entering the first big prize opening 11 or the second flow path 6by capable of entering the second big prize opening 25, and enters the respective flow paths. Become. In the present embodiment, the obstacle 40 is composed of a plurality of nails.
The obstacle 40 corresponds to the guide member of the present invention.
Of the game balls that have entered one of the first flow path 6bx and the second flow path 6by but did not enter any of the first big winning opening 11 and the second big winning opening 25, the first The game balls that have entered the flow path 6bx enter the first OUT flow path 6bw, and the game balls that have entered the second flow path 6by enter the second OUT flow path 6bz, and are then discharged at the discharge port 12.
The first OUT channel 6bw corresponds to the passage region of the present invention.
  FIG. 3A is a partially enlarged view of the game board 6 on which the first grand prize opening 11, the second big prize opening, and the obstacle 40 are arranged, and FIGS. 3B and 3C. These are the elements on larger scale explaining the flow path where the game ball flows down when either the 1st big winning opening 11 or the 2nd big winning opening 25 is in an open state.
  When the first big prize opening opening / closing piece 11b is in the closed state, the first big winning opening opening / closing piece 11b becomes an obstacle and the game ball that has entered the first flow path 6bx enters the first OUT flow path 6bw. (See FIG. 3B). In rare cases, a game ball that has entered the second flow path 6by but has not entered the second big prize opening 25 may collide with the first big prize opening opening / closing piece 11b. Also in this case, the game ball that has collided enters the first OUT flow path 6bw.
  On the other hand, when the second big prize opening / closing door 25b is in the closed state, the game ball that has entered the second flow path 6by passes through the front of the second big prize opening / closing door 25b in the closed state. The road 6bz is entered (see FIG. 3C). Although rare, game balls that have entered the first flow path 6bx but did not enter the first grand prize opening 11 do not enter the first OUT flow path 6bw and enter the second OUT flow path 6bz. To enter. That is, when the first big prize opening opening / closing piece 11b is in the open state, the game ball does not enter the first OUT channel 6bw.
  FIG. 4 is a diagram illustrating a state in which a game ball that has collided with the obstacle 40 is guided to either the first grand prize winning port 11 or the second big prize winning port 25. Here, the obstacle 40 is actually composed of a plurality of nails more than shown in the figure, but here, it will be described as being composed of three nails for convenience. The plurality of nails constituting the obstacle 40 are driven substantially perpendicularly to the game board 6 (hereinafter referred to as “normal state”).
  FIG. 4A shows a case where a nail 40t (hereinafter referred to as a “tip nail 40t”) provided in a portion located at the uppermost end of the obstacle 40 is in a “normal state”. In this case, when the game ball U flowing down the right-handed game area 6b collides with the tip nail 40t, the game ball U is distributed to the first flow path 6bx and the second flow path 6by at the same rate. Hereinafter, a game ball flowing down the first flow path 6bx is referred to as a game ball U ′, and a game ball flowing down the second flow path 6by is referred to as a game ball U ″.
  FIG. 4B shows a case where the tip nail 40t of the obstacle 40 is inclined from the “normal state” to the left side of the front view (hereinafter referred to as “left inclined state”). . In this case, when the game ball U flowing down the right-handed game area 6b collides with the tip nail 40t, the game ball U enters the first flow path 6bx more easily than the second flow path 6by. . That is, when the tip nail 40t is set to the “left-inclined state”, the game ball that has collided with the obstacle 40 has a higher rate of entering the first flow path 6bx than entering the second flow path 6by.
  FIG. 4C shows a case where the tip nail 40t of the obstacle 40 is inclined from the “normal state” to the right side of the front view (hereinafter referred to as “right inclined state”). . In this case, when the game ball U flowing down the right-handed game area 6b collides with the tip nail 40t, the game ball U enters the second flow path 6by more easily than the first flow path 6bx. . That is, when the tip nail 40t is set to the “right inclined state”, the game ball that has collided with the obstacle 40 has a higher rate of entering the second channel 6by than entering the first channel 6bx.
  From the above, most of the game balls flowing down the right-handed game area 6b enter either the first flow path 6bx or the second flow path 6by. For this reason, if the ratio of the game balls that enter the first flow path 6bx increases among the game balls flowing down the right-handed game area 6b, the pair of first big winning opening is opened and closed. When the piece 11b is in the open state, the number of game balls that enter the first big prize opening 11 increases. If the percentage of game balls that enter the second flow path 6by increases among the game balls flowing down the right-handed game area 6b, the second big prize opening opening / closing door 25b is opened. When released, the number of game balls entering the second big prize opening 25 will increase.
  For these reasons, it is difficult for a game ball to enter the first grand prize opening 11, but it is easy to enter the second big prize opening 25, or a game ball easily enters the first big prize opening 11. It is possible to make adjustments such that it is difficult for a player to enter the two major winning holes 25. Therefore, it is difficult to give the player the impression that the gaming machine in the present embodiment is a disadvantageous gaming machine such that there are fewer game balls that can be acquired in the jackpot game compared to other gaming machines, and the player's willingness to play Can be suppressed.
In addition, the game board 2 is provided with an effect device for performing various effects.
Specifically, a liquid crystal display device 13 made up of a liquid crystal display (LCD) or the like is provided at a substantially central portion of the game area 6. Devices 14 and 15 are provided. Further, an effect lighting device 16 is provided at both the upper position and the lower position of the game board 2, and an effect button 17 is provided on the left side of the operation handle 3.
  The liquid crystal display device 13 displays an image while the game is not being performed or displays an image according to the progress of the game. In particular, when a game ball enters the first start port 9 or the second start port 10, the effect symbol 30 for notifying the player of the lottery result is displayed in a variable manner. The effect symbol 30 is, for example, scrolling and displaying three numbers, and stopping the scrolling after a predetermined time has elapsed, and displaying a specific symbol (number) in an array. As a result, while the symbols are being scrolled, the player is given an impression that the lottery is currently being performed, and the player is notified of the lottery result by the symbols displayed when the scrolling is stopped. By displaying various images, characters, and the like during the variation display of the effect symbol 30, a high expectation that the player may win a big hit is given to the player.
  The effect-use accessory devices 14 and 15 give a player a sense of expectation depending on the operation mode. In the present embodiment, a production-use accessory device 14 (hereinafter referred to as “facial accessory 14”) that is a movable device simulating the face of a character (person) and a shape simulating the arm of the character (person). It is comprised from the production | use accessory device 15 which is a movable apparatus. The facial accessory 14 moves up and down as if, for example, a person's face crawls. Further, as shown in FIG. 1B, the effect accessory device 15 includes a right arm accessory 15a that protrudes in the left direction across the front of the liquid crystal display device 13 and a downward direction of the face accessory 14. It is comprised from the left arm part accessory 15b which moves to an up-down direction. The right arm part 15a and the left arm part 15b are normally stored at the right end of the face part 14 and the liquid crystal display device 13 so that they cannot be seen by the player (FIG. 1-1). reference). It is movable during special effects (such as reach). Various operational feelings are given to the player by the operation mode of these effect-use accessory devices 14 and 15 and the combination of the operations of both effect-use accessory devices 14 and 15.
  In addition, the effect lighting device 16 includes a plurality of lights 16a, and performs various effects while changing the light irradiation direction and emission color of each light 16a.
  Further, an effect button 17 that can be pressed by the player is provided on the left side of the operation handle 3. For example, the effect button 17 is effective only when a message for operating the effect button 17 is displayed on the liquid crystal display device 13. The effect button 17 is provided with an effect button detection switch 17a. When the effect button detection switch 17a detects the player's operation, a further effect is executed according to this operation.
  Further, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 18 (see FIG. 6) including a speaker, and in addition to the above-described each production device, an audio production is also performed. ing.
  Below the game area 6, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, A normal symbol hold display 24 and a state notification display 26 are provided.
  The first special symbol display device 19 notifies a jackpot lottery result that is made when a game ball enters the first start port 9, and is arranged side by side (horizontal straight line). It is composed of individual LEDs (details not shown). A plurality of special symbols corresponding to the jackpot lottery result are provided, and the lottery result is notified to the player by displaying a special symbol corresponding to the jackpot lottery result on the first special symbol display device 19. I am doing so. For example, if you win the jackpot, the first three, the second, and the third LED from the left in the front view will light up, such as “○○○ ●●●●●”. In the case of “●●●●●●● ○”, a total of one LED lights up from the right in front view. Note that “◯” means that the LED is turned on, and “●” means that the LED is turned off. “○○○ ●●●●●” and “●●●●●●● ○” displayed in this way are special symbols, but these special symbols are not displayed immediately, but for a predetermined time. After the change display, the stop display is made.
  More specifically, when a game ball enters the first starting port 9, a jackpot lottery will be performed. However, the jackpot lottery result is not immediately notified to the player, and a predetermined time is passed. The player is notified when it has passed. When a predetermined time has elapsed, a special symbol corresponding to the jackpot lottery result is stopped and displayed so that the player is notified of the lottery result. The second special symbol display device 20 is for informing a lottery winning result that is made when a game ball enters the second starting port 10, and the display mode is the above-mentioned first display mode. This is the same as the special symbol display mode in the special symbol display device 19.
  Further, the normal symbol display device 21 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 8. As will be described in detail later, when the winning symbol is won by the normal symbol lottery, the normal symbol display device 21 is turned on, and then the second start port 10 is controlled to the second mode for a predetermined time. Note that this normal symbol also does not immediately notify the lottery result when the game ball passes through the normal symbol gate 8, but the normal symbol display device 21 blinks until a predetermined time elapses. Is displayed in a variable manner.
  Furthermore, when a game ball enters the first start port 9 or the second start port 10 during special symbol fluctuation display or during special games described later, a certain condition must be met. The right to win a jackpot is reserved. More specifically, the right to win a jackpot where a game ball enters and is retained at the first start port 9 is retained as a first hold, and a game ball is retained and retained at the second start port 10. The jackpot lottery right is reserved as a second hold.
  For both of these holds, the upper limit reserve number is set to four, and the reserved number is displayed on the first special symbol hold indicator 22 and the second special symbol hold indicator 23, respectively. When there is one first hold, the LED on the left side of the first special symbol hold indicator 22 lights up, and when there are two first holds, the two LEDs on the first special symbol hold indicator 22 Lights up. Further, when there are three first holds, the LED on the left side of the first special symbol hold indicator 22 blinks and the right LED is lit. When there are four first holds, the first special symbol hold The two LEDs on the display 22 flash. In addition, the second special symbol hold indicator 23 displays the number of the second reserved reserves as described above.
  The upper limit reserved number of normal symbols is also set to four, and the reserved number of normal symbols is displayed in the same manner as the first special symbol hold indicator 22 and the second special symbol hold indicator 23. Displayed on the device 24.
  The state notification indicator 26 lights up on the condition that it is in a high-probability state, which will be described later, before turning off the power during morning (when power is restored) (for example, lighting in red). In addition, not only at the time of morning, but also when the power is turned on, the light is turned on under the condition that the time is short (for example, the light is green).
Here, the glass frame 110 supports a glass plate (not shown) that covers the game area 6 so as to be visible in front of the game board 2 (player side). The glass plate is detachably fixed to the glass frame 110.
The glass frame 110 is connected to the outer frame 100 via a hinge mechanism 111 on one end side in the left-right direction (for example, the left side facing the gaming machine), and the other end in the left-right direction using the hinge mechanism part 111 as a fulcrum. The side (for example, the right side facing the gaming machine) can be rotated in a direction to release it from the outer frame 100. The glass frame 110 covers the game board 2 together with the glass plate 111, and can be opened like a door with the hinge mechanism 111 as a fulcrum to open the inner part of the outer frame 100 including the game board 2. On the other end side of the glass frame 110, a lock mechanism for fixing the other end side of the glass frame 110 to the outer frame 100 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 110 is also provided with a door opening switch 33 (see FIG. 6) that detects whether or not the glass frame 110 is opened from the outer frame 100.
  On the back surface of the gaming machine 1, a main control board 101, an effect control board 102, a payout control board 103, a power supply board 107, a game information output terminal board 108, and the like are provided. Further, the power supply board 107 is provided with a power plug 50 for supplying power to the gaming machine and a power switch (not shown).
(Internal structure of control means)
Next, control means for controlling the progress of the game will be described using the block diagram of the gaming machine of FIG.
The main control board 101 controls the basic operation of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or outputs the result of the arithmetic processing. In response, a command is transmitted to another board. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.
Note that the main CPU 101a and the processing performed by the main CPU 101a in the present embodiment correspond to the start area detection means, the lottery means, and the special game control means of the present invention.
  On the input side of the main control board 101, a general winning opening detection switch 7a, a gate detection switch 8a, a first starting opening detection switch 9a, a second starting opening detection switch 10a, a first large winning opening detection switch 11a, a second A big prize opening detection switch 25 a is connected, and a detection signal of a game ball is inputted to the main control board 101.
Further, on the output side of the main control board 101, a start opening / closing solenoid 10c for opening / closing the pair of movable pieces 10b of the second start opening 10 and a first grand prize winning operation for opening / closing the first big winning opening opening / closing piece 11b. The opening / closing solenoid 11c is connected to the second large winning opening / closing solenoid 25c for opening / closing the second large winning opening / closing door 25b.
Further, on the output side of the main control board 101, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator. 23, the normal symbol hold display 24 and the state notification display 26 are connected, and various signals are output through the output port.
Further, the main control board 101 outputs an external information signal necessary for managing a gaming machine in a hall computer or the like of a gaming store to the gaming information output terminal board 108.
The main ROM 101b of the main control board 101 stores a game control program and data and tables necessary for determining various games.
For example, a jackpot determination table (see FIGS. 7A and 7B) that is referred to when determining whether or not a special symbol variation stop result is a jackpot, a normal symbol variation stop result is a hit. The hit determination table (refer to FIG. 7C) referred to when determining whether or not to perform, the symbol determination table (refer to FIG. 8) for determining the stop symbol of the special symbol, the data in the special symbol and the game state buffer Jackpot end setting data table (see FIG. 9) for determining the gaming state based on the above, a special electric accessory actuating mode determination table (see FIG. 10) for determining the opening / closing conditions of the big prize opening, open for long hits Aspect determination table (see FIG. 11 (a)), short hit release mode determination table (see FIG. 11 (b)), small hits open mode determination table (see FIG. 11 (c)), special symbol variation pattern Variation pattern determination table determining (12 through FIG. 14) or the like are stored in the main ROM 101b. Specific examples of these various tables will be described later with reference to FIGS.
Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
The main RAM 101c of the main control board 101 has a plurality of storage areas.
For example, the main RAM 101c includes a normal symbol hold number (G) storage area, a normal symbol hold storage area, a first special symbol hold number (U1) storage area, a second special symbol hold number (U2) storage area, and a determination storage area. , First special symbol storage area, second special symbol storage area, high probability game count (X) storage area, time-short game count (J) storage area, round game count (R) storage area, release count (K) storage area In addition, a winning prize opening number (C) storage area, a game state storage area, a game state buffer, a stop symbol data storage area, an effect transmission data storage area, and the like are provided. The game state storage area includes a short-time game flag storage area, a high-probability game flag storage area, a special-purpose special electric processing data storage area, and a general-purpose normal electric processing data storage area. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  The game information output terminal board 108 is a board for outputting an external information signal generated in the main control board 101 to a hall computer or the like of the game shop. The game information output terminal board 108 is connected to the main control board 101 by wiring and is provided with a connector for connecting to a hall computer or the like of a game store.
  The power supply board 107 is provided with a backup power supply composed of a capacitor, monitors the power supply voltage supplied to the gaming machine, and outputs a power interruption detection signal to the main control board 101 when the power supply voltage falls below a predetermined value. . More specifically, when the power interruption detection signal becomes high level, the main CPU 101a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 101a becomes inactive state. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.
  The effect control board 102 mainly controls each effect such as during game play or standby. The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c, and is connected to the main control board 101 so as to be communicable in one direction from the main control board 101 to the effect control board 102. . The sub CPU 102a reads out a program stored in the sub ROM 102b based on a command transmitted from the main control board 101 or an input signal from the effect button detection switch 17a and the timer and performs arithmetic processing. Based on the above, the corresponding data is transmitted to the lamp control board 104 or the image control board 105. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.
The sub ROM 102b of the effect control board 102 stores an effect control program, data necessary for various games, and a table.
For example, a variation effect pattern determination table (not shown) for determining an effect pattern based on a change pattern designation command received from the main control board, an effect symbol pattern determination table for determining a combination of effect symbols 30 to be stopped and displayed (Not shown) and the like are stored in the sub ROM 102b. Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
The sub RAM 102c of the effect control board 102 has a plurality of storage areas.
The sub RAM 102c includes a command reception buffer, a gaming state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, a determination storage area (0th storage area), a first reservation storage area, and a second reservation storage area. Etc. are provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  In the present embodiment, the effect control board 102 is equipped with an RTC (real time clock) 102d for outputting the current time. The sub CPU 102a inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 102d, and executes various processes based on the current date and time. The RTC 102d is normally operated by power from the gaming machine when power is supplied to the gaming machine, and is powered by power supplied from a backup power source mounted on the power supply board 107 when the gaming machine is powered off. Operate. Therefore, the RTC 102d can count the current date and time even when the gaming machine is turned off. Note that the RTC 102d may be provided with a battery on the effect control board 102 and operated by the battery.
The payout control board 103 performs game ball launch control and prize ball payout control. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c, and is connected to the main control board 101 so as to be capable of two-way communication. The payout CPU 103a reads out the program stored in the payout ROM 103b based on the input signals from the payout ball counting switch 32, the door opening switch 33, and the timer that detect whether or not the game ball has been paid out, and performs arithmetic processing. At the same time, corresponding data is transmitted to the main control board 101 based on the processing. The payout control board 103 is connected to a payout motor 31 of a prize ball payout device for paying out a predetermined number of prize balls from the game ball storage unit to the player. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the payout number designation command transmitted from the main control board 101, performs arithmetic processing, and controls the payout motor 31 of the prize ball payout device to execute a predetermined prize. Pay the ball to the player. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.
Also, it is confirmed whether a game ball lending device (card unit) (not shown) is connected to the payout control board 103, and if the game ball lending device (card unit) is connected, the game control ball 106 is caused to fire a game ball. Send launch control data to allow that.
When the launch control board 106 receives the launch control data from the payout control board 103, the launch control board 106 permits the launch. Then, the touch signal from the touch sensor 3b and the input signal from the launch volume 3a are read out, the energization of the launch solenoid 4a is controlled, and the game ball is launched.
Here, the rotational speed of the firing solenoid 4a is set to about 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided on the firing control board 106. Accordingly, the number of game balls to be fired in one minute is about 99.9 (pieces / minute) because one ball is fired every time the firing solenoid rotates. That is, the game ball is fired about every 0.6 seconds.
  The lamp control board 104 controls lighting of the effect lighting device 16 provided on the game board 2 and controls driving of the motor for changing the light irradiation direction. In addition, energization control is performed on a drive source such as a solenoid or a motor that operates the effect accessory device. The lamp control board 104 is connected to the effect control board 102, and performs the above-described controls based on data transmitted from the effect control board 102.
  The image control board 105 includes an image CPU, an image ROM, an image RAM, and a VRAM (not shown) for performing image display control of the liquid crystal display device 13, and an audio CPU, an audio ROM, and an audio RAM. The image control board 105 is connected to the effect control board 102 so as to be capable of bidirectional communication, and the liquid crystal display device 13 and the audio output device 18 are connected to the output side thereof.
The image ROM stores a large number of image data such as effect symbols 30 and backgrounds displayed on the liquid crystal display device 13, and the image CPU reads a predetermined program based on a command transmitted from the effect control board 102. At the same time, predetermined image data is read from the image ROM to the VRAM, and display control in the liquid crystal display device 13 is performed. The image CPU performs various image processing such as background image display processing, effect symbol display processing, and character image display processing on the liquid crystal display device 13, but the background image, effect symbol image, and character image are displayed on the liquid crystal display. The image is superimposed on the display screen of the device 13.
That is, the effect design image and the character image are displayed so as to be seen in front of the background image. At this time, if the background image and the design image overlap at the same position, the design image is preferentially stored in the VRAM by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. .
  The audio ROM stores a large amount of audio data output from the audio output device 18, and the audio CPU reads out a predetermined program based on a command transmitted from the effect control board 102 and Audio output control in the output device 18 is performed.
  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.
FIG. 7A and FIG. 7B are diagrams illustrating a jackpot determination table that is referred to when determining whether or not the special symbol variation stop result is a jackpot. FIG. 7A is a jackpot determination table referred to in the first special symbol display device 19, and FIG. 7B is a jackpot determination table referred to in the second special symbol display device 20. In the tables of FIG. 7A and FIG. 7B, the big hit probability is the same although the winning probability for the small hit is different.
Specifically, the jackpot determination table is composed of a low-probability random number determination table and a high-probability random number determination table, and refers to the gaming state to select the low-probability random-number determination table or the high-probability random-number determination table. Based on the selected table and the extracted random number value for determining the special symbol, it is determined whether it is “big hit”, “small hit” or “lost”.
For example, according to the low probability random number determination table in the first special symbol display device 19 shown in FIG. 7A, two special symbol determination random numbers “7” and “317” are determined to be big hits. . On the other hand, according to the high probability random number determination table, “7”, “37”, “67”, “97”, “127”, “157”, “187”, “217”, “247”, “277” , “317”, “337”, “367”, “397”, “427”, “457”, “487”, “517”, “547”, “577” 20 special symbol determination random numbers Is determined to be a big hit. Further, regardless of whether the low probability random number determination table or the high probability random number determination table is used, the special symbol determination random number values are “50”, “100”, “150”, and “200”. If it is a random number value for symbol determination, it is determined as “small hit”. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the special symbol determination random number is 0 to 598, the probability of being determined to be a big hit at a low probability is 1 / 299.5, and the probability of being determined to be a big hit at a high probability is 10 times. It is 1 / 29.95. In addition, the probability determined to be a small hit is 1 / 149.75 for both low and high probabilities.
FIG. 7C is a diagram showing a hit determination table that is referred to when determining whether or not the stop result of the normal symbol variation is determined to be win.
Specifically, the hit determination table is composed of a random time determination table in the non-short gaming state and a random number determination table in the short time gaming state, and refers to the gaming state, and in the non-short gaming state random number determination table or in the short time gaming state A random number determination table is selected, and based on the selected table and the extracted random number value for winning determination, it is determined whether it is “winning” or “lost”.
For example, according to the non-time / short game state random number determination table shown in FIG. 7C, it is determined that one hit determination random number value of “0” is a hit. On the other hand, according to the short game state random number determination table at this time, ten hit determination random numbers from “0” to “9” are determined to be winning. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the winning determination random value is 0 to 10, the probability of being determined to be a big hit in the non-short game state is 1/11, and the probability of being determined to be a big hit in the short time gaming state is 10 times. It is 10/11.
FIG. 8 is a diagram showing a symbol determination table for determining a special symbol stop symbol.
8A is a symbol determination table for determining a stop symbol at the time of a big hit, and FIG. 8B is a symbol determination table for determining a stop symbol at the time of a small hit, FIG. 8C. Is a symbol determination table for determining a stop symbol at the time of losing. More specifically, the symbol determination table is also configured for each special symbol display device, and includes a symbol determination table for the first special symbol display device and a symbol determination table for the second special symbol display device.
The special symbol type (stop symbol data) is determined by the symbol determination table on the basis of the extracted jackpot symbol random value or small symbol random number value. For example, in the case of jackpot, the jackpot symbol random number value is referred to, and if the jackpot symbol random number value is “30”, “01” (first special special symbol 1) is determined as stop symbol data. In addition, the random number value for the small hit symbol is referred to at the time of the small hit, and if the random number value for the small hit symbol is “50”, “09” (special symbol B for small bonus) is determined as the stop symbol data. Furthermore, when it is lost, “00” (special symbol 0) is determined as stop symbol data without referring to the random number value.
Then, at the time of starting the change of the special symbol, an effect designating command is generated as special symbol information based on the determined special symbol type (stop symbol data). Here, the effect designating command is composed of 1-byte data, and 1-byte MODE for identifying the control command classification and 1-byte indicating the content (function) of the executed control command. DATA. The same applies to a variation pattern designation command and a start winning designation command described later.
As will be described later, the game state after the jackpot (see FIG. 9) and the jackpot mode (see FIG. 7) are determined according to the type of special symbol (stop symbol data), so the type of special symbol is a jackpot It can be said that the game state after the end and the jackpot mode are determined.
In addition, the random number value which concerns on the 1st special symbol 1 for a 1st and 1st special symbol 1 for a normal, the 2nd special symbol 1 for a special specification 1 and a 2nd special symbol for a normal 1 corresponds to the 1st special judgment information of this invention. The random number values related to the first specific special symbol 2 and the first specific special symbol 3 and the random number values related to the small bonus special symbol A and the small bonus special symbol B are the second special determination information of the present invention. It corresponds to.
FIG. 9 is a jackpot end setting data table for determining the gaming state after the jackpot ends. According to the jackpot end setting data table shown in FIG. 9, based on the type of special symbol (stop symbol data) and the game state at the time of jackpot winning stored in the game state buffer, the high probability game flag setting, the number of high probability games Setting of (X), setting of a short time game flag, and setting of the number of short time games (J) are performed.
It should be noted that “00H” in the gaming state buffer indicating the gaming state at the time of winning the big win indicates gaming state information in which neither the short-time gaming flag nor the high probability gaming flag is set, and “01H” indicates that the short-time gaming flag is set. Although the high probability game flag is not set, the game state information is set. “02H” is the game state information in which the short-time game flag is set but the high probability game flag is not set. "" Indicates game state information in which both the short-time game flag and the high probability game flag are set.
  The features of the jackpot end setting data table shown in FIG. 9 are as follows. First special symbol display device 19 (corresponding to stop symbol data 02, corresponding to short hit), first special symbol 3 ( When the stop symbol data 03 (corresponding to short winning) is determined, the setting of the short-time game flag and the number of short-time games are varied based on the winning game state stored in the game state buffer.
For example, in the case of the first specific special symbol 2 (stopped symbol data 02), the high probability game flag is set after the jackpot is finished, and the game can proceed in the high probability game state regardless of the data in the game state buffer. The high probability game number (X) which is a long period is set to 10000 times. At this time, if the data in the gaming state buffer is “00H” indicating a low probability gaming state and a non-temporary gaming state, or is a high probability gaming state and indicates a non-temporary gaming state. In the case of “01H”, the short-time game flag is not set, and the short-time game number (J) is also set to zero. On the other hand, if the game state buffer is other data (02H, 03H), the short-time game flag is set and the short-time game number (J) is set to 10,000 times.
This makes it possible to change the number of short-time games (J) to be given depending on the game state, and to give the player the enjoyment of what the game state is when the big win is won.
  Further, as shown in FIG. 9, the game is in the low probability gaming state and the time-saving gaming flag is not set (in the case of the stop symbol data “02” and the game state buffer “00H”, or the stop symbol) In the case of data “03” and game state buffer “00H”), a specific game period is set after the jackpot is over. In this specific game period, a specific effect is performed by a predetermined number of times (T) according to the variation pattern determination table (see FIG. 13) for the high probability game state. For the number of times of the specific game period (number of times of specific period (T)), a predetermined numerical value is associated with the stop symbol data. For example, when the stop symbol data is “02” and the game state buffer is “00H”, “100” is set as the number of specific periods (T). If the symbol data is “03” and the game state buffer is “00H”, “10000” is set as the number of specific periods (T).
  In addition, in the specific game period after the end of the small hit, in order to perform a specific effect, the number of specific periods is set so that a dedicated variation pattern determination table (see FIG. 14) is determined. Specifically, when the game state buffer is 00H, that is, when a small win is won in the low-probability gaming state and the non-short-time gaming state, until the special symbol variation display is performed 50 times after the small hit is completed. The number of specific periods (T) is set to 50 so that the specific game period is reached. During this specific game period (when the number of specific periods (T)> 0), as will be described later, a variation pattern determination table for a specific game period (low probability gaming state) after a small hit shown in FIG. 14 is determined. Other than the specific gaming period (when the number of specific periods (T) = 0), the variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 12 or for the high probability gaming state shown in FIG. The variation pattern determination table is determined.
FIG. 10 is a special electric accessory actuating mode determination table for determining the opening / closing conditions of the first grand prize winning port 11 and the second grand prize winning port 25. Based on the special symbol type (stop symbol data), the table of FIG. 10 determines the number of round games played in the jackpot game and the opening mode table of both big prize winning holes 11 and 25.
In the present embodiment, the tables determined by the first special symbol display device 19 and the second special symbol display device 20 are different from each other, but this is only an example. What kind of table is determined may be appropriately set.
FIG. 11 is an opening mode determination table showing details of the opening mode table of the big prize opening determined in FIG. 10, FIG. 11 (a) is a long hitting opening mode determination table, and FIG. FIG. 11 (c) is a small hit use release mode determination table.
Specifically, the number of round games (R), the special winning opening to be opened, the number of times of opening (K), the opening time, and the closing time are stored in association with each other.
Here, the short hit release mode determination table in FIG. 11B and the small hit release mode determination table in FIG. 11C are different in the number of round games (R) and the number of releases (K). However, since the actual number of opening / closing operations of the first grand prize receiving tray device 11b is the same (15 times), the opening time (0.052 seconds) and the closing time (2.000 seconds) are also the same. The player cannot distinguish whether it is a small hit or short hit from the appearance. Thereby, the pleasure which makes a player guess whether it is a small hit or a short win can be provided. However, it is not limited to setting exactly the same opening time and closing time, and any difference that cannot determine whether the player has a small hit or short hit is acceptable.
In addition, since the opening time of “short hit” or “small hit” (0.052 seconds) is shorter than the time (about 0.6 seconds) when one game ball is fired as described above, Even if the winning opening receiving tray device 11b is opened, it is difficult to win the first large winning opening receiving tray device 11b, and the opening mode of “short hit” or “small hit” can be said to be “unfavorable opening mode”. On the other hand, since the “long hit” release time (29.5 seconds) is longer than the time (about 0.6 seconds) at which one game ball is fired, it can be said to be an “advantageous release mode”.
12 to 14 are diagrams showing a variation pattern determination table for determining a variation pattern of special symbols. FIG. 12 shows a normal gaming state (referred to mainly for a normal gaming state (for a low probability gaming state)). FIG. 13 is a variation pattern determination table for a high-probability gaming state that is mainly referred to during a high-probability gaming state, and FIG. It is a variation pattern determination table for a specific gaming period (for low probability gaming state) after a small hit referred to in the gaming period. The specific game period after the end of the jackpot is determined only in the low-probability gaming state and the non-short-time gaming state at the time of winning the jackpot as described in the explanation of the jackpot end time setting data table shown in FIG. Is not.
In this embodiment, the “specific game period after the end of the small hit” is a variation pattern determination table (FIG. 5) that can determine the same effect as the high probability game state in order to have an expectation that the state is a high probability game state. 14) refers to the game period referred to.
Specifically, according to the variation pattern determination table, the type of special symbol display device, special symbol judgment random number value (winning winning or defeating), jackpot symbol random number (bonus symbol), presence or absence of short-time gaming state, special symbol The variation pattern is determined based on the number of holds, the reach determination random value, and the variation pattern random value. The variation pattern is determined at the start of variation of the special symbol, and a variation pattern designation command is generated based on the determined variation pattern. This variation pattern designation command is transmitted from the main control board 101 to the effect control board 102 in the output control process.
In addition, since it is configured to always reach when a big hit or a small hit, it is configured not to refer to the reach determination random value for a big hit or a small hit.
  When the variation pattern designation command is “E6H” as the MODE, the variation pattern determined when the game ball enters the first start port 9 and the variation of the special symbol of the first special symbol display device 19 is started. When the MODE is “E7H”, a game ball enters the second starting port 10 and the second special symbol display device 20 starts to change the special symbol. Indicates that the command is a variation pattern designation command corresponding to the determined variation pattern. Then, DATA of the variation pattern designation command indicates a specific variation pattern number. That is, the variation pattern designation command is also information indicating the variation pattern.
  Further, even if the same random number value or the like is referred to in the variation pattern determination table for the normal gaming state (for the low probability gaming state) shown in FIG. 12 and the variation pattern determination table for the high probability gaming state shown in FIG. , Different variation patterns are determined. Therefore, it is possible to distinguish between a variation pattern determined for a high probability gaming state and a variation pattern determined for a low probability gaming state depending on the type of variation pattern.
  Similarly, the variation pattern determination table for the normal gaming state (for low probability gaming state) shown in FIG. 12, and the variation pattern determination table for the specific gaming period (for low probability gaming state) after the small hit shown in FIG. Then, even if the same random number value or the like is referred to, different variation patterns are determined. Therefore, according to the type of the variation pattern, it is possible to distinguish whether it is a normal gaming state or a specific gaming period after a small hit. In contrast, the variation pattern determination table for the high probability gaming state shown in FIG. 13 and the variation pattern determination table for the specific gaming period (for low probability gaming state) shown in FIG. 14 have the same variation. The pattern can be determined. Therefore, it becomes impossible to distinguish between the low probability gaming state and the high probability gaming state depending on the type of the variation pattern.
  Furthermore, as a feature of the variation pattern determination table shown in FIG. 12 to FIG. 14, the special symbol variation time is set to be short when the gaming state is the short-time gaming state when the jackpot determination result is a loss. . For example, in the variation pattern determination table shown in FIG. 12, when the jackpot determination result is a loss and the number of reserved balls is 2, if the game is in a short-time game state, the probability of 95% based on the reach determination random value. A fluctuation pattern 8 (shortening fluctuation) having a fluctuation time of 5000 ms is determined, but a fluctuation pattern having a fluctuation time exceeding 5000 ms is determined in the non-time-saving gaming state. In this manner, the variation time is set to be short when the time-saving gaming state is entered.
  The “reach” in the present embodiment means that after a part of the combination of the effect symbols 30 for notifying the transition to the special game is stopped and displayed, the remaining part of the effect symbols 30 continues to be displayed in a variable manner. Say what you do. For example, when the combination of the three-digit effect symbol 30 of “777” is set as the combination of the effect symbols 30 for notifying that the game will shift to the jackpot game, the two effect symbols 30 are stopped and displayed at “7”. The state where the remaining effect symbols 30 are performing variable display.
(Description of gaming state)
Next, the gaming state when the game progresses will be described. In the present embodiment, the game progresses in any one of the “low probability gaming state”, “high probability gaming state”, “time / short gaming state”, and “non-time / short gaming state”. However, while the game is in progress, if the game state is “low probability game state” or “high probability game state”, it is always “time-short game state” or “non-time-short game state”. In other words, there are cases of “low probability gaming state” and “short-time gaming state” and “low probability gaming state” and “non-short-time gaming state”. .
Further, in the case of the “low probability gaming state” and the “non-short-time gaming state”, it is not the specific gaming period (that is, the non-specific gaming period) when it is the specific gaming period after the end of the small hit. ) There is a time. This “low probability gaming state” and “non-short-time gaming state”, which is a non-specific gaming period, will be referred to as a “normal gaming state”. Note that the gaming state when the game is started, that is, the initial gaming state of the gaming machine 1 is a “normal gaming state” (“low probability gaming state” and “non-short game state”, which is a non-specific gaming period. ) Is set.
In the present embodiment, the “low probability gaming state” means that in the jackpot lottery performed on the condition that a game ball has entered the first starting port 9 or the second starting port 10, the winning probability of the jackpot is 1 / The game state set to 299.5. The jackpot winning here is to acquire a right to execute a “long win game” or a “short win game” which will be described later.
On the other hand, the “high probability gaming state” means a gaming state in which the jackpot winning probability is set to 1 / 29.95. Therefore, in the “high probability gaming state”, it is easier to acquire the right to execute “game per long” or “game per short” than in the “low probability gaming state”.
  In the present embodiment, the “non-temporary gaming state” means that in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 8, the time required for the lottery is set as long as 29 seconds, and The game state in which the opening control time of the second starting port 10 when winning is won is set to be as short as 0.2 seconds. That is, when a game ball passes through the normal symbol gate 8, a normal symbol lottery is performed, and the lottery result is determined 29 seconds after the lottery is started. If the lottery result is a win, then the second start port 10 is controlled to the second mode for about 0.2 seconds.
On the other hand, the “short-time gaming state” means that the time required for the normal symbol lottery is 3 seconds, which is shorter than the “non-short-time gaming state”, and the second starting point when winning in the win A game state in which the release control time of 10 is set to 3.5 seconds, which is longer than the “non-short game state”. Furthermore, in the “non-short game state”, the probability of winning in the normal symbol lottery is set to 1/11, and in the “short time game state”, the probability of winning in the normal symbol lottery is set to 10/11. Is set.
Therefore, in the “short-time gaming state”, the second starting port 10 is more easily controlled to the second mode as long as the game ball passes through the normal symbol gate 8 than in the “non-short-time gaming state”. As a result, in the “short-time gaming state”, the player can proceed with the game without substantially reducing the number of game balls.
Note that the probability of winning in the normal symbol lottery may be set so that it does not change in any of the “non-short-time gaming state” and the “time-short gaming state”.
  Moreover, in this embodiment, the normal symbol gate 8 for opening the 2nd start port 10 and the 2nd start port 10 is provided in the right-handed game area 6b (refer FIG. 1-1). Therefore, in the “short-time gaming state”, the player can advantageously advance the game by hitting right so as to make the game ball enter the second entry area 6d. On the other hand, in the “non-short game state”, it is difficult for the game ball to enter the second starting port 10 even if the game ball enters the normal symbol gate 8. Therefore, the player can proceed with the game more advantageously by performing an operation of causing the game ball to enter the first entry area 6c and aiming at the first start port 9.
  In this embodiment, the “specific game period after the end of the small hit” is a variation pattern determination table (FIG. 5) that can determine the same effect as the high probability game state in order to have an expectation that the state is a high probability game state. 14) refers to the game period referred to.
(Explanation of hit type)
In the present embodiment, two types of big hits “long hit” and “short hit” and two types of “small hit” are provided.
In the present embodiment, “long win game” means the right to execute a long hit game in the jackpot lottery performed on the condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
In the “long game”, the round game in which the second big prize opening 25 is opened is performed 15 times in total. The total opening time of the second big prize opening 25 in each round game is set to a maximum of 29.5 seconds, and when a predetermined number of game balls (for example, nine) enter the second big prize opening 25 during this period, One round game ends. In this “long game”, when a game ball enters the second big prize opening 25, a predetermined prize ball (for example, 15 game balls) is paid out. In other words, “game per long” is a game in which a large number of prize balls can be obtained because a game ball enters the second big prize opening 25 and a player can obtain a prize ball according to the winning ball. is there.
In the present embodiment, “short win game” means the right to execute a short win game in the jackpot lottery performed on condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
In the “short win game”, a round game in which the first big prize opening 11 is opened is performed 15 times in total. However, in each round game, the first grand prize opening 11 is opened only once, and the opening time is set to 0.052 seconds. During this time, when a predetermined number of game balls (for example, 9 balls) enter the first grand prize opening 11, one round game is completed, but as described above, the opening time of the first big prize opening 11 is extremely short. Therefore, game balls rarely enter, and even if game balls enter, only one or two game balls enter at most in one round game. Even in this “short win game”, when a game ball enters the first big prize opening 11, a predetermined prize ball (for example, 15 game balls) is paid out.
In this embodiment, “small hit game” means the right to execute a small hit game in the big hit lottery performed on the condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
In the “small winning game”, the first big prize opening 11 is opened 15 times as in the “short winning game”. At this time, the opening time, opening / closing timing, and opening / closing mode of the first big winning opening 11 are the same as the above “short win game”, or the player determines whether the “small win game” or “short win game” Approximate to the extent impossible or difficult. However, when a game ball enters the first grand prize opening 11, predetermined prize balls (for example, 15 game balls) are paid out in the same manner as described above.
In the present embodiment, the “long win game” and the “short win game” are referred to as “big hit game”, and the “big hit game” and the “small hit game” are collectively referred to as “special game”. That's it.
In the main control board 101, a flag is stored in the game state storage area of the main RAM 101c so as to grasp which game state is the current game state.
Also, the game state is changed from one game state to another game state after winning the jackpot and finishing the jackpot game as a result of the jackpot lottery.
In the present embodiment, a plurality of types of “big jackpots” are provided, and the type of “big jackpot” is determined according to the type of special symbol (type of jackpot symbol) determined by winning the jackpot. Then, after the jackpot ends, the subsequent gaming state changes according to the type of jackpot symbol. In the case where “small hit” is won, the gaming state such as “high probability gaming state” or “short-time gaming state” is not changed after the “small hit gaming state” ends. For example, when “small hit” is won in the “high probability gaming state”, the “high probability gaming state” continues even after the “small hit gaming state” ends.
  Next, the progress of the game in the gaming machine 1 will be described using a flowchart.
(Main processing of main control board)
The main process of the main control board 101 will be described with reference to FIG.
  When power is supplied from the power supply board 107, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.
(Step S10)
First, the main CPU 101a performs initialization processing. In this process, the main CPU 101a reads a startup program from the main ROM 101b and initializes a flag stored in the main RAM 101c in response to power-on.
(Step S20)
Subsequent to step S10, the main CPU 101a performs an effect random number update process for updating the random number value for variation pattern and the random value for reach determination.
(Step S30)
After step S20, the main CPU 101a updates the special symbol determination initial value random number, the big hit symbol initial value random number, and the small hit symbol initial value random number. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG.
  A clock pulse is generated every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 101, thereby executing a timer interrupt process described below.
(Step S100)
First, the main CPU 101a saves information stored in the register of the main CPU 101a in the stack area.
(Step S110)
Subsequent to step S100, the main CPU 101a updates the special symbol time counter, updates the special game timer counter such as the opening time of the special electric accessory, updates the normal symbol time counter, Time control processing for updating various timer counters such as update processing is performed. Specifically, a process of subtracting “1” from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the general electricity open time counter is performed.
(Step S120)
Subsequent to step S110, the main CPU 101a performs a random number update process for the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, and the hit determination random number value.
Specifically, each random number counter is incremented by “1” to update the random number counter. When the addition result exceeds the maximum value in the random number range, the random number counter is reset to 0. When the random number counter makes one round, the random number is updated from the initial random number value at that time.
(Step S130)
After step S120, the main CPU 101a adds an initial value random number counter for special symbol determination, an initial value random number counter for jackpot symbol, and an initial value random number counter for jackpot symbol to update the random number counter by +1. I do.
(Step S200)
Subsequent to step S130, the main CPU 101a performs input control processing. In this process, the main CPU 101a includes a general winning opening detection switch 7a, a gate detection switch 8a, a first starting opening detection switch 9a, a second starting opening detection switch 10a, a first large winning opening detection switch 11a, and a second large winning opening. An input process for determining whether or not there is an input to each switch of the detection switch 25a is performed. Specifically, this will be described later with reference to FIGS. 17 and 18.
(Step S300)
Subsequent to step S200, the main CPU 101a performs a special figure special power control process for controlling the special symbol and the special electric accessory. Details will be described later with reference to FIGS.
(Step S400)
Subsequent to step S300, the main CPU 101a performs a general-purpose normal power control process for controlling the normal symbol and the normal electric accessory. Details will be described later with reference to FIG.
(Step S500)
Subsequent to step S400, the main CPU 101a performs a payout control process. In this process, the main CPU 101a checks whether or not a game ball has won the big winning opening 11, the first starting opening 9, the second starting opening 10, and the general winning opening 7, and if there is a winning, Is sent to the payout control board 103.
More specifically, the general winning award winning ball counter, the large winning award winning ball counter, and the starting winning award ball counter updated in FIG. 15 to be described later are checked, and a payout number designation command corresponding to each winning award is issued. Transmit to the payout control board 103. Thereafter, predetermined data is subtracted from the prize ball counter corresponding to the sent out number designation command and updated.
(Step S600)
Subsequent to step S500, the main CPU 101a performs data creation processing of external information data, start port opening / closing solenoid data, special winning opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, and storage number designation command.
(Step S700)
Following step S600, the main CPU 101a performs output control processing. In this process, a port output process is performed for outputting signals of the external information data, the start opening / closing solenoid data, and the special winning opening opening / closing solenoid data created in S600. Further, in order to turn on the LEDs of the special symbol display devices 19 and 20 and the normal symbol display device 21, display device output processing for outputting the special symbol display device data and the normal symbol display device data created in step S600 is performed. Do. Further, command transmission processing for transmitting a command set in the effect transmission data storage area of the main RAM 101c is also performed.
(Step S800)
Following step S700, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.
  The input control process of the main control board 101 will be described with reference to FIG.
(Step S210)
First, the main CPU 101a determines whether or not a detection signal is input from the general winning opening detection switch 7a, that is, whether or not the game ball has won the general winning opening 7. When the main CPU 101a receives a detection signal from the general winning opening detection switch 7a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.
(Step S220)
Subsequent to step S210, the main CPU 101a has input detection signals from the big prize opening detection switches 11a and 25a, that is, the game ball has won any one of the first big prize opening 11 or the second big prize opening 25. Determine whether or not. When the main CPU 101a receives detection signals from the big prize opening detection switches 11a and 25a, the main CPU 101a adds and updates predetermined data to the big prize mouth prize ball counter used for the prize ball, and also updates the big prize mouth 11 , 25, the counter in the large winning opening entrance counter (C) storage area for counting the game balls won is updated.
(Step S230)
Subsequent to step S220, the main CPU 101a determines whether or not the detection signal from the first start port detection switch 9a has been input, that is, whether or not the game ball has won the first start port 9, and the jackpot determination Predetermined data for performing is set. Details will be described later with reference to FIG.
(Step S240)
Subsequent to step S230, the main CPU 101a determines whether a detection signal from the second start port detection switch 10a has been input, that is, whether the game ball has won the second start port 10. When the main CPU 101a receives a detection signal from the second start port detection switch 10a, the main CPU 101a updates the start port prize ball counter used for the prize ball by adding predetermined data and updates the second special symbol holding number. (U2) If the data set in the storage area is less than 4, add “1” to the second special symbol holding number (U2) storage area, and the special symbol determination random number value, jackpot symbol random number value, The random number value for small hits and the random number for reach determination are extracted, and the extracted random number is stored in the second special symbol storage area.
That is, when compared with the first start port detection switch input process of FIG. 16 described later, the same process is performed although the area for storing data is different between the first special symbol storage area and the second special symbol storage area.
(Step S250)
After step S240, the main CPU 101a determines whether the gate detection switch 8a has input a signal, that is, whether the game ball has passed through the normal symbol gate 8. Further, when the gate detection switch 8a receives a signal, the main CPU 101a adds “1” to the normal symbol holding number (G) storage area, and from a random number range (for example, 0 to 10) prepared in advance. One hit determination random number value is extracted, and the extracted random number value is stored in the normal symbol holding storage area. However, when “4” is stored in the normal symbol holding number (G) storage area, “1” is added to the normal symbol holding number (G) storage area, or a random number for winning determination is extracted. The random number value extracted in the normal symbol holding storage area is not stored. When this process ends, the input control process ends.
  The first start port detection switch input process of the main control board 101 will be described with reference to FIG.
(Step S230-1)
First, the main CPU 101a determines whether or not a detection signal is input from the first start port detection switch 9a.
When the detection signal from the first start port detection switch 9a is input, the process proceeds to step S230-2. When the detection signal from the first start port detection switch 9a is not input, the first start port The detection switch input process is terminated.
(Step S230-2)
Subsequent to step S230-1, the main CPU 101a performs a process of adding predetermined data to the starting opening prize ball counter used for the prize ball and updating it.
(Step S230-3)
Subsequent to step S230-2, the main CPU 101a determines whether the data set in the first special symbol hold count (U1) storage area is less than 4.
(Step S230-4)
If it is determined in step S230-3 that the data set in the first special symbol hold count (U1) storage area is less than 4, the main CPU 101a stores the first special symbol hold count (U1). Add “1” to the area and store it.
(Step S230-5)
Subsequent to step S230-4, the main CPU 101a extracts a random number value for determining a special symbol, and searches for a free storage unit in order from the first storage unit in the first special symbol storage area. The extracted special symbol determination random number value is stored in the storage unit.
(Step S230-6)
Subsequent to step S230-5, the main CPU 101a extracts a jackpot symbol random number value, and searches for a vacant storage unit in order from the first storage unit in the first special symbol storage area. The random number for jackpot symbol extracted is stored in the storage unit.
(Step S230-7)
Subsequent to step S230-6, the main CPU 101a extracts the random numbers for the small bonus symbols, searches for the vacant storage units in order from the first storage unit in the first special symbol storage area, and becomes free. The small random number value for the small hit symbol is stored in the storage unit.
(Step S230-8)
Subsequent to step S230-7, the main CPU 101a extracts the random number value for variation pattern and the random number value for reach determination as the random number value for presentation, and is vacated in order from the first storage unit in the first special symbol storage area. The random number for fluctuation pattern and the random number for reach determination extracted in the free storage are stored.
  As described above, the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, the variation pattern random number value, and the reach determination random number value are stored in the predetermined storage unit of the first special symbol storage area. Will be.
(Step S230-9)
In step S230-9, the main CPU 101a generates a start winning designation command (first starting prize designation command) from the random value acquired in steps S230-5 to S230-8, and transmission data for production in the main RAM 101c. Set in the storage area. At this time, in order to update the first reserved number displayed on the first special symbol hold indicator 22, special symbol hold display data indicating the reserved number is set in a predetermined area of the main RAM 101c. When this process ends, the first start port detection switch input process ends.
As described above, when a game ball enters the first start port 9 and there is a vacancy in the storage unit of the first special symbol storage area, each random number value is not stored in the storage unit. When each random number value is stored in the storage unit with the smallest number and there is no space in the storage unit in the first special symbol storage area, each random number value is not extracted (stored) and the first start port detection switch input process Ends. However, even when there is no free space in the storage unit of the first special symbol storage area, a prize ball will be paid out for a game ball entering the first start port 11.
In the present embodiment, detailed description of the second start port detection switch input process is omitted, but the first start port detection switch is also applied when a signal is input from the second start port detection switch 25a. Processing similar to the input processing is performed.
  With reference to FIG. 19, the special figure special electric power control process of the main control board 101 will be described.
(Step S301) (Step S302)
First, the main CPU 101a loads the value of the special figure special electricity processing data (step S301), and refers to the branch address from the special figure special electric treatment data loaded in step S302.
(Step S310)
In the above step S302, if the special figure special electricity processing data = 0, the special symbol memory determination process is executed. Details will be described later with reference to FIGS.
(Step S320)
In the above step S302, if the special figure special electric processing data = 1, the special symbol variation process is executed. Details will be described later with reference to FIG.
(Step S330)
In the above step S302, if the special figure special electricity processing data = 2, the special symbol stop process is executed. Details will be described later with reference to FIG.
(Step S340)
In step S302, if the special figure special power processing data = 3, the big hit game processing is executed. Details will be described later with reference to FIG.
(Step S350)
In the above step S302, if the special figure special electric processing data = 4, the small hit game processing is executed. Details will be described later with reference to FIG.
(Step S360)
In the above step S302, if the special figure special electric processing data = 5, the special game end processing is executed. Details will be described later with reference to FIG.
  The special symbol memory determination process of the main control board 101 will be described with reference to FIG.
(Step S310-1)
First, the main CPU 101a determines whether or not the special symbol is being changed. Here, if the special symbol variation display is in progress (special symbol time counter ≠ 0), the special symbol memory determination process is terminated.
(Step S310-2)
If it is determined in step S310-1 that the special symbol variation display is not in progress (special symbol time counter = 0), the main CPU 101a has a second special symbol hold count (U2) storage area of 1 or more. Determine whether.
(Step S310-3)
If it is determined in step S310-2 that the second special symbol hold count (U2) storage area is “1” or more, the main CPU 101a stores the second special symbol hold count (U2) storage area. “1” is subtracted from the stored value and stored.
(Step S310-4)
On the other hand, if it is determined in step S310-2 that the second special symbol hold count (U2) storage area is not 1 or more, the main CPU 101a has a first special symbol hold count (U1) storage area of 1 or more. It is determined whether it is.
(Step S310-5)
If it is determined in step S310-4 that the first special symbol hold count (U1) storage area is “1” or more, the main CPU 101a stores the first special symbol hold count (U1) storage area. “1” is subtracted from the stored value and stored.
(Step S310-6)
Next, the main CPU 101a performs a shift process on the data stored in the special symbol reservation storage area corresponding to the special symbol reservation number (U) storage area subtracted in steps S310-2 to S310-5. Specifically, each data stored in the first storage unit to the fourth storage unit in the first special symbol storage area or the second special symbol storage area is shifted to the previous storage unit. Here, the data stored in the first storage unit is shifted to the determination storage area (the 0th storage unit). At this time, the data stored in the first storage unit is written in the determination storage area (0th storage unit), and the data already written in the determination storage area (0th storage unit) is stored in the special symbol hold storage. It will be erased from the area. Thereby, the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, the reach determination random number value, and the variation pattern random number value used in the previous game are deleted.
In the present embodiment, in step S310-2 to step S310-6, the second special symbol storage area is shifted with priority over the first special symbol storage area. The first special symbol storage area or the second special symbol storage area may be shifted, or the first special symbol storage area may be shifted with priority over the second special symbol storage area.
(Step S311)
Next, the main CPU 101a stores the data (special symbol determination random number value, jackpot symbol random number value, small bonus symbol) written in the determination symbol storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6. Jackpot determination processing is executed based on the random number for use. Details will be described later with reference to FIG.
(Step S312)
Subsequent to step S311, the main CPU 101a performs a variation pattern selection process.
The variation pattern selection process refers to the variation pattern determination table shown in FIG. 9 to FIG. 11, the jackpot determination result, the special symbol type, the presence / absence of the short-time gaming state, the special symbol hold number (U), the acquired reach determination The variation pattern is determined based on the random number value for variation and the random number value for variation pattern.
(Step S313)
Subsequent to step S312, the main CPU 101a sets a variation pattern designation command corresponding to the determined variation pattern in the effect transmission data storage area.
(Step S314)
Subsequent to step S313, the main CPU 101a confirms the gaming state at the start of the change, and sets a gaming state designation command corresponding to the current gaming state in the effect transmission data storage area.
(Step S315)
Subsequent to step S314, the main CPU 101a starts the special symbol display on the special symbol display device 19 or 20. That is, when the information written in the processing area relates to the first hold, the special symbol display device 19 blinks, and when the information relates to the second hold, the special symbol display device 20 blinks.
(Step S316)
Subsequent to step S315, when the main CPU 101a starts the variation display of the special symbol as described above, the special symbol time counter sets the variation time (counter value) based on the variation pattern determined in step S312 to the special symbol time counter. Set to counter. The special symbol time counter is subtracted every 4 ms in step S110 (see FIG. 16).
(Step S317)
Subsequent to step S316, the main CPU 101a sets 00H to the demonstration determination flag. That is, the demonstration determination flag is cleared.
(Step S318)
Subsequent to step S317, the main CPU 101a sets the special symbol special electric processing data = 1, shifts the processing to the special symbol variation processing shown in FIG. 22, and ends the special symbol memory determination processing.
(Step S319-1)
On the other hand, if it is determined in step S310-4 that the first special symbol holding number (U1) storage area is not 1 or more, the main CPU 101a determines whether or not 01H is set in the demo determination flag. To do. At this time, if the demonstration determination flag is set to 01H, the main CPU 101a ends the special symbol storage determination process.
(Step S319-2)
If it is determined in step S319-1 that 01H is not set in the demo determination flag, the main CPU 101a does not set a demo designation command many times in step S319-3 described later. Set 01H to the demo judgment flag.
(Step S319-3)
Following step S319-2, the main CPU 101a sets a demonstration designation command in the effect transmission data storage area, and ends the special symbol memory determination process.
  The jackpot determination process will be described with reference to FIG.
(Step S311-1)
First, the main CPU 101a determines whether or not the high probability game flag is turned on in the high probability game flag storage area. The case where the high probability gaming flag is ON is a case where the current gaming state is a high probability gaming state.
(Step S311-2)
When the high probability gaming flag is turned on in step S311-1, that is, when it is determined that the current gaming state is the high probability gaming state, the main CPU 101a determines that the “high probability random number determination table”. Select.
(Step S311-3)
On the other hand, when the high probability gaming flag is not turned on in the above step S311-1, that is, when it is determined that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a Select “Low probability random number determination table”.
(Step S311-4)
Next, the main CPU 101a uses the special symbol determination random number value written in the determination storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6 (see FIG. 20) in step S311-2. Alternatively, the determination is made based on the “high probability random number determination table” or the “low probability random number determination table” selected in step S311-3.
More specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the jackpot determination table for the first special symbol display device of FIG. When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, refer to the jackpot determination table for the second special symbol display device in FIG. 7B. Then, based on the special symbol determination random number value, it is determined whether it is “big hit”, “small hit”, or “lost”.
(Step S311-5)
Subsequent to step S311-4, the main CPU 101a determines whether or not the jackpot determination is made as a result of the jackpot determination in step S311-4.
(Step S311-6)
If it is determined in step S311-5 that the game is a jackpot, the main CPU 101a determines the jackpot symbol random number value written in the determination storage area (the 0th storage unit) in the special symbol hold storage area in step S310-6. Is determined, a special symbol type (stop symbol data) is determined, and a jackpot symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, when the special symbol reserved storage area shifted in step S310-6 is the first special symbol storage area, the symbol determination table for the first special symbol display device (see FIG. 8A). ), When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, the symbol determination table for the second special symbol display device (see FIG. 8A). ), Stop symbol data indicating the type of the special symbol to be stopped is determined based on the jackpot symbol random number value, and the determined stop symbol data is set in the stop symbol data storage area.
The determined special symbol is used to determine “big hit” or “small hit” in the special symbol stop process of FIG. 23 as will be described later, and the big hit game process of FIG. 24 and the small hit of FIG. It is also used to determine the operating mode of the first big prize opening 11 and the second big prize opening 25 in the game process. Also, in the special game end process of FIG. 26, the game state and the specific game period after the jackpot end are set, and further, the specific game period after the end of the jackpot is set.
(Step S311-7)
Subsequent to step S311-6, the main CPU 101a generates an effect designating command corresponding to the special symbol for jackpot and transmits the effect transmission data to transmit the data corresponding to the special symbol to the effect control board 102. Set to area.
(Step S311-8)
Subsequent to step S311-7, the main CPU 101a determines the gaming state at the time of winning the big win from the information set in the gaming state storage area (the short-time gaming flag storage area, the high probability gaming flag storage area). Game state information indicating the game state is set in the game state buffer. Specifically, if both the short-time game flag and the high-probability game flag are not set, 00H is set. If the short-time game flag is not set but the high-probability game flag is set, 01H is set. If the short-time game flag is set but the high-probability game flag is not set, 02H is set. If both the short-time game flag and the high-probability game flag are set, 03H is set.
In this way, apart from the game state storage area (time-short game flag storage area, high-probability game flag storage area), the game state at the time of winning the jackpot is set in the game state buffer. Since the high-probability game flag and the short-time game flag in the state storage area (time-short game flag storage area, high-probability game flag storage area) are reset, after the jackpot ends, based on the game state at the time of winning the jackpot This is because the game state storage area cannot be referred to when determining the game state at the time of the big hit. As described above, by providing a game state buffer for storing game information indicating the game state at the time of winning the big hit, apart from the game state storage area, it is possible to refer to the game information in the game state buffer after the end of the big win Based on the gaming state at the time of winning the jackpot, it is possible to newly set a gaming state after the jackpot (such as a short-time gaming state and a short-time number of times).
(Step S311-9)
If it is not determined in step S311-5 that the game is a big hit, the main CPU 101a determines whether or not the game is determined to be a big hit.
(Step S311-10)
If it is determined in step S311-9 that the game is a small hit, the main CPU 101a uses the small bonus symbol written in the determination storage area (the 0th storage unit) in the special symbol reserved storage area in step S310-6. The random number value is determined, the type of the special symbol is determined, and the small hit symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, referring to the symbol determination table of FIG. 8B, stop symbol data indicating the type of special symbol is determined based on the random number value for the small hit symbol, and the determined stop symbol data is determined as the stop symbol. Set in the data storage area. In this embodiment, “small hit A” and “small hit B” have the same contents of the small hit game, but “small hit A” and “small hit B” have a special symbol display. The special symbols that are stopped and displayed on the devices 19 and 20 are different. In the present embodiment, for “small hit A” and “small hit B”, the specified number of times (T) to be given is 50.
(Step S311-11)
Subsequent to step S311-10, in order to transmit data corresponding to the special symbol to the effect control board 102, the main CPU 101a generates an effect symbol designating command corresponding to the special symbol for the small hit, and transmits the effect transmission data. Set in the storage area.
(Step S311-12)
If it is not determined in step S311-9 that the game is a small hit, the main CPU 101a refers to the symbol determination table in FIG. 8C to determine a special symbol for losing and stops the determined losing. The symbol data is set in the stop symbol data storage area.
(Step S311-13)
Subsequent to step S311-12, in order to transmit data corresponding to the special symbol to the effect control board 102, the main CPU 101a generates an effect symbol designation command corresponding to the special symbol for losing, and the transmission data storage area for the effect To set the jackpot determination process.
  The special symbol variation process will be described with reference to FIG.
(Step S320-1)
First, the main CPU 101a determines whether or not the fluctuation time set in step S316 (see FIG. 20) has elapsed (special symbol time counter = 0?). As a result, if it is determined that the variation time has not elapsed, the special symbol variation process is terminated and the next subroutine is executed.
(Step S320-2)
If it is determined in step S320-2 that the set time has elapsed, the main CPU 101a performs steps S311-7 and S311-11 in a routine process (big hit determination process) before the special symbol variation process. The special symbol set in S311-13 is stopped and displayed on the special symbol display devices 19 and 20. As a result, the jackpot determination result is notified to the player.
(Step S320-3)
Following step S320-2, the main CPU 101a sets a symbol determination command in the effect transmission data storage area.
(Step S320-4)
After the above step S320-3, when the main CPU 101a starts the special symbol stop display as described above, the main CPU 101a sets the symbol stop time (1 second = 1500 counter) in the special symbol time counter. The special symbol time counter is decremented by “1” every 4 ms in step S110.
(Step S320-5)
Subsequent to step S320-4, the main CPU 101a sets 2 to the special symbol special electric processing data, shifts the processing to the special symbol stop processing shown in FIG. 23, and ends the special symbol variation processing.
  The special symbol stop process will be described with reference to FIG.
(Step S330-1)
First, the main CPU 101a determines whether or not the symbol stop time set in step S320-4 has elapsed (whether special symbol time counter = 0). As a result, when it is determined that the symbol stop time has not elapsed, the special symbol stop process is terminated and the next subroutine is executed.
(Step S330-2)
If it is determined in step S330-1 that the special symbol time counter = 0, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. The case where the flag is turned on in the time-short game flag storage area is a case where the current game state is the time-short game state.
(Step S330-3)
If it is determined in step S330-2 that the flag is turned on in the time-saving game flag storage area, the main CPU 101a performs time-saving game end determination processing. Specifically, “1” is subtracted from (J) stored in the short-time game count (J) storage area and stored as a new remaining variation count (J), and the stored short-time game count (J) ) Is “0”, and if the number of short-time games (J) = 0, the flag stored in the short-time game flag storage area is cleared (OFF).
(Step S330-4)
If it is determined in step S330-2 that the flag is turned off in the time-saving game flag storage area, the main CPU 101a determines whether the flag is turned on in the high probability game flag storage area. The case where the flag is turned on in the high probability game flag storage area is a case where the current gaming state is a high probability gaming state.
On the other hand, if it is determined in step S330-3 that the number of short-time games (J) is not 0, the main CPU 101a keeps the flag stored in the short-time game flag storage area ON. The process of S330-4 is executed.
(Step S330-5)
If it is determined in step S330-4 that the flag is turned on in the high probability game flag storage area, the main CPU 101a performs a high probability game end determination process. Specifically, “1” is subtracted from (X) stored in the high-probability game count (X) storage area and stored as a new high-probability game count (X). It is determined whether or not the number of times (X) is “0”. If it is determined that the number of times of high probability games (X) = 0, the flag stored in the high probability game flag storage area is cleared. (OFF).
(Step S330-6)
When it is determined in step S330-4 that the flag is turned off in the high probability game flag storage area, or when it is determined in step S330-5 that the number of high probability games (X) = 0 is not satisfied The main CPU 101a determines whether or not the specific period number counter (T) = 0.
(Step S330-7)
If it is determined in step S330-6 that the specific period number counter (T) is not 0, the main CPU 101a sets the calculated value obtained by subtracting “1” from the specific period number counter (T) as a new specific value. It is stored as a period counter (T).
(Step S330-8)
If it is determined in step S330-6 that the specific period number counter (T) = 0, the main CPU 101a confirms the current gaming state, and sends a gaming state designation command to the effect transmission data storage area. set.
(Step S330-9)
Following the step S330-8, the main CPU 101a determines whether or not it is a big hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a jackpot symbol (stop symbol data = 01 to 06?).
(Step S330-10)
In step S330-9, if it is not determined that the jackpot symbol, the main CPU 101a determines whether or not the jackpot symbol. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a small hit symbol (stop symbol data = 07 to 10?).
(Step S330-11)
When it is determined in step S330-10 that the symbol is a small hit symbol, the main CPU 101a sets 4 to the special figure special electricity processing data, and moves the process to step S330-15.
(Step S330-12)
When it is determined in step S330-10 that the symbol is not a small hit symbol, the main CPU 101a sets 0 to the special symbol special electric processing data and shifts the processing to the special symbol memory determination processing shown in FIG.
(Step S330-13)
If it is determined in step S330-9 that the symbol is a jackpot symbol, the main CPU 101a sets 3 in the special figure special processing data and shifts the processing to the jackpot game process shown in FIG.
(Step S330-14)
Following step S330-13, the main CPU 101a resets the gaming state and the number of time reductions. Specifically, the data in the high probability game flag storage area, the high probability game count (X) storage area, the short time game flag storage area, and the short time game count (J) storage area are cleared.
(Step S330-15)
Subsequent to step S330-11 or step S330-14, the main CPU 101a determines whether it is "long hit", "short hit", or "small hit" according to the stop symbol data. An opening command corresponding to the type is set in the effect transmission data storage area.
(Step S330-16)
Following the step S330-15, the main CPU 101a determines whether it is “long hit”, “short hit”, or “small hit” according to the stop symbol data, and the opening time according to these types Is set in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110. When this process ends, the special symbol stop process ends.
  The jackpot game process will be described with reference to FIG.
(Step S340-1)
First, the main CPU 101a determines whether or not it is currently opening. Specifically, if “0” is stored in the round game count (R) storage area, it is currently being opened, so it is determined whether the round game count (R) storage area is currently open. To do.
(Step S340-2)
If it is determined in step S340-1 that the opening is currently in progress, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, when the opening time has not elapsed, the jackpot game process is terminated.
(Step S340-3)
If it is determined in step S340-2 that the opening time has elapsed, the main CPU 101a determines whether the winning is “long hit” or “short win” according to the stop symbol data. It determines and determines the open mode determination table according to the jackpot type.
Specifically, as shown in FIG. 10, either the long hit release mode determination table (FIG. 11 (a)) or the short hit release mode determination table (FIG. 11 (b)) depending on the stop symbol data. To decide.
(Step S340-4)
Subsequent to step S340-3, the main CPU 101a adds "1" to the current round game number (R) stored in the round game number (R) storage area and stores the result. In step S340-4, nothing is stored in the round game number (R) storage area. That is, since no round game has been performed yet, “1” is stored in the round game count (R) storage area.
(Step S340-5)
Subsequent to step S340-4, the main CPU 101a adds “1” to the current number of times of opening (K) stored in the number of times of opening (K) storage area and stores it.
(Step S340-6)
Subsequent to step S340-5, the main CPU 101a sets energization start data for the special prize opening / closing solenoid (either the first big prize opening / closing solenoid 11c or the second big prize opening / closing solenoid 25c). Thereby, when the energization start data of the first big prize opening / closing solenoid 11c is set, the first big prize opening tray receiving device 11b is opened and the energization start data of the second big prize opening / closing solenoid 25c is set. If it is, the second big prize opening opening / closing door 25b is opened.
(Step S340-7)
Subsequent to step S340-6, the main CPU 101a refers to the release mode determination table (see FIG. 11) determined in step 340-3 to determine the current round game number (R) and release number (K). Based on this, the opening time of one of the first big prize opening 11 and the second big prize opening 25 is set in the special game timer counter.
(Step S340-8)
Subsequent to step S340-7, the main CPU 101a transmits a special prize opening (R) round designation command for production in order to transmit information on the number of rounds to the production control board 102 in accordance with the number of round games (R). Set in the data storage area. In step S340-8, since the number of round games (R) is “1”, the special winning opening 1 round designation command is set in the effect transmission data storage area.
(Step S340-9)
If it is determined in step S340-1 that the current opening is not in progress, the main CPU 101a determines whether the current ending is in progress. Ending here refers to processing after all preset round games have been completed.
(Step S340-10)
If it is determined in step S340-9 that the current ending is not in progress, the main CPU 101a determines whether or not the special winning opening is closed.
(Step S340-11)
When it is determined in step S340-10 that the special winning opening is being closed, the main CPU 101a determines whether or not the closing time set in step S340-20 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, when the closing time has not elapsed, the jackpot game process is terminated.
(Step S340-12)
When it is determined in step S340-11 that the closing time has elapsed, the main CPU 101a sets “1” to the current number of times of opening (K) stored in the number of times of opening (K) storage area. Is added and memorized.
(Step S340-13)
Subsequent to step S340-12, the main CPU 101a sets energization start data of the special prize opening / closing solenoid (one of the first big prize opening / closing solenoid 11c and the second big prize opening / closing solenoid 25c). Thereby, when the energization start data of the first big prize opening / closing solenoid 11c is set, the first big prize opening / closing piece 11b is opened and the energization start data of the second big prize opening / closing solenoid 25c is set. If it is, the second big prize opening opening / closing door 25b is opened.
(Step S340-14)
Subsequent to step S340-13, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3 to determine the current round game number (R) and release number (K). Based on this, the opening time of one of the first big prize opening 11 and the second big prize opening 25 is set in the special game timer counter.
(Step S340-15)
Subsequent to step S340-14, the main CPU 101a determines whether or not K = 1, and if K = 1, in order to transmit information on the number of rounds to the effect control board 102, the round game Depending on the number of times (R), a special winning opening (R) round designation command is set in the effect transmission data storage area. For example, if the number of round games (R) is “2”, a special winning opening 2 round designation command is set in the effect transmission data storage area. On the other hand, if K = 1 is not set, the jackpot game process is terminated without setting the big winning opening (R) round designation command in the effect transmission data storage area. In other words, the case where K = 1 means the start of a round, and therefore, the winning prize opening (R) round designation command is transmitted only at the start of the round.
(Step S340-16)
If it is determined in step S340-10 that the special winning opening is not closed, the main CPU 101a determines whether the value of the special winning opening entry counter (C) has reached a predetermined number (for example, nine). Determine whether.
(Step S340-17)
In the above step S340-16, if the special winning opening entrance counter (C) has not reached the predetermined number, the main CPU 101a determines whether or not the set release time has elapsed (special game timer counter = 0). Or not). At this time, if the set release time has not elapsed, the jackpot game process is terminated.
(Step S340-18)
If it is determined in step S340-17 that the set release time has elapsed, the main CPU 101a determines whether or not the number of releases (K) is the maximum number of releases per round.
(Step S340-19)
In step S340-18, if the number of times of opening (K) is not the maximum number of times of opening per round, the main CPU 101a determines that the winning prize opening / closing solenoid (the first winning prize opening / closing solenoid 11c and the second winning prize opening / closing solenoid). 25c) is set. Thereby, when the energization stop data of the first big prize opening / closing solenoid 11c is set, the first big prize opening is closed and the energization stop data of the second big prize opening / closing solenoid 25c is set. Closes the second grand prize opening.
(Step S340-20)
Subsequent to step S340-19, the main CPU 101a refers to the release mode determination table (see FIG. 11) determined in step 340-3 to determine the current round game number (R) and release number (K). Based on this, the closing time of one of the first grand prize opening 11 and the second big prize opening 25 is set in the special game timer counter.
(Step S340-21)
When it is determined in step S340-18 that the number of times of opening (K) is the maximum number of times of opening per round, the main CPU 101a determines that the winning prize opening / closing solenoid (first winning prize opening / closing solenoid 11c and The energization stop data of any of the two major winning opening / closing solenoids 25c) is set. Thereby, when the energization stop data of the first big prize opening / closing solenoid 11c is set, the first big prize opening is closed and the energization stop data of the second big prize opening / closing solenoid 25c is set. Closes the second grand prize opening.
In step S340-16, the main CPU 101a also performs the process of step S340-21 even when the value of the special winning opening entrance counter (C) has reached a predetermined number.
(Step S340-22)
Subsequent to step S340-21, the main CPU 101a sets 0 in the number-of-releases (K) storage area and clears the number-of-releases (K) storage area.
(Step S340-23)
Subsequent to step S340-22, the main CPU 101a sets 0 in the winning prize opening number (C) storage area and clears the winning prize opening number (C) storage area.
(Step S340-24)
Subsequent to step S340-23, the main CPU 101a determines whether or not the round game number (R) stored in the round game number (R) storage area is the maximum.
(Step S340-25)
When the round game number (R) is not the maximum in step S340-24, the main CPU 101a sets “1” to the current round game number (R) stored in the round game number (R) storage area. Is added and memorized.
(Step S340-26)
When it is determined in step S340-24 that the round game number (R) is the maximum, the main CPU 101a resets the round game number (R) stored in the round game number (R) storage area. .
(Step S340-27)
Subsequent to step S340-26, the main CPU 101a determines whether it is a big hit of "long win" or "short win" according to the stop symbol data, and effects control the ending command according to the type of big hit In order to transmit to the board | substrate 102, it sets to the transmission data storage area for productions.
(Step S340-28)
After step S340-27, the main CPU 101a determines whether the big hit is “long win” or “short win” according to the stop symbol data, and sets the ending time according to the type of the big hit to the special game. Set to timer counter.
(Step S340-29)
Following step S340-28, the main CPU 101a determines whether or not the set ending time has elapsed. Even when it is determined in step S340-9 that the current ending is being performed, the main CPU 101a performs the process of step S340-29.
At this time, if it is determined that the ending time has not elapsed, the jackpot game process is terminated as it is.
(Step S340-30)
When it is determined in step S340-29 that the ending time has elapsed, the main CPU 101a sets 5 in the special figure special electric processing data (this causes a special game end process to be described later to be executed. 26).
  The small hit game processing will be described with reference to FIG.
(Step S350-1)
First, the main CPU 101a determines whether an opening command has already been transmitted.
(Step S350-2)
If it is determined in step S350-1 that the opening command has not been transmitted, the main CPU 101a determines the small hit release mode determination table (FIG. 8C).
(Step S350-3)
If it is determined in step S350-1 that the opening command has already been transmitted, the main CPU 101a determines whether or not the opening command is currently being opened.
(Step S350-4)
If it is determined in step S350-2 that the opening is currently in progress, the main CPU 101a determines whether a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the opening timer counter = 0, it is determined that the opening time has elapsed. Further, as will be described later, it is determined in step 350-8 that the first big prize opening 11 is being closed, and it is also determined whether or not the closing time set in step S350-14 has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time.
As a result, when the set time has not elapsed, the small hit game process is terminated.
(Step S350-5)
If it is determined in step S350-4 that the set time has elapsed, the main CPU 101a sets “1” to the current operation count (K) stored in the release count (K) storage area. Is added and memorized.
(Step S350-6)
Subsequent to step S350-5, the main CPU 101a starts energization of the first big prize opening / closing solenoid 11c and opens the first big prize opening / closing door 11b.
(Step S350-7)
Subsequent to step S350-6, the main CPU 101a refers to the small hitting release mode determination table determined in step 350-2 (FIG. 11C), based on the number of releases (K). The opening time of the 1st big winning opening 11 is set in the special game timer counter.
(Step S350-8)
If it is determined in step S350-3 that the opening is not currently in progress, the main CPU 101a determines whether or not the first big prize opening 11 is closed. At this time, if it is determined that the device is closed, the processing after step S350-4 is performed.
(Step S350-9)
If it is determined in step S350-8 that the special winning opening is not closed, the main CPU 101a determines whether or not the ending is currently in progress.
(Step S350-10)
If it is determined in step S350-9 that the current ending is not in progress, the main CPU 101a determines whether or not the value of the special winning opening entrance counter (C) has reached a predetermined number (for example, 9). To do.
(Step S350-11)
If it is determined in step S350-10 that the number of winning prize entry counters (C) has not reached the predetermined number, the main CPU 101a determines whether or not the opening time has elapsed (special game timer counter = 0). Or not). At this time, if the set opening time has not elapsed, the small hit game processing is terminated.
(Step S350-12)
If it is determined in step S350-11 that the set opening time has elapsed, the main CPU 101a has the maximum number of times of current operation (K) stored in the opening number (K) storage area. It is determined whether or not. Specifically, as shown in FIG. 11C, in the case of “small hit”, the maximum number of times of opening is 15.
(Step S350-13)
If it is determined in step S350-12 that the number of times of opening (K) is not the maximum number of times of opening, the main CPU 101a sets energization stop data for the first big prize opening opening / closing solenoid 11c. As a result, the first big prize opening 11 is closed.
(Step S350-14)
Subsequent to step S350-13, the main CPU 101a refers to the opening mode determination table for small hits determined in step 350-2 (FIG. 11C), and closes based on the number of times of opening (K). Set the time in the special game timer counter.
(Step S350-15)
In step S350-12, when it is determined that the number of times of opening (K) is the maximum number of times of opening, or in step S350-10, it is determined that the big prize opening counter (C) has reached a predetermined number. If it is, the main CPU 101a sets energization stop data for the first big prize opening / closing solenoid 11c. As a result, the first big prize opening 11 is closed.
(Step S350-16)
Following step S350-15, when the main CPU 101a determines that the number of times of opening (K) has reached the maximum, the main CPU 101a resets the number of times of opening (K) stored in the number of times of opening (K) storage area.
(Step S350-17)
Subsequent to step S350-16, the main CPU 101a clears the winning prize opening number (C) storage area.
(Step S350-18)
Subsequent to step S350-17, the main CPU 101a sets an ending command in the effect transmission data storage area in order to transmit information on the end of the small hit game to the effect control board 102.
(Step S350-19)
Subsequent to step S350-18, the main CPU 101a sets a counter corresponding to the ending time in the special game timer counter in the special game timer counter of the main RAM 101c.
(Step S350-20)
Following step S350-19 or in step S350-9, if it is determined that the current ending is in progress, the main CPU 101a determines whether the ending time has elapsed. If it is determined that the ending time has not elapsed, the small hit game process is terminated.
(Step S350-21)
If it is determined in step S350-20 that the ending time has elapsed, the main CPU 101a sets 0 to the special symbol special processing data (this causes the special symbol memory determination processing described above to be executed). 20).
  The special game end process will be described with reference to FIG.
(Step S360-1)
First, the main CPU 101a loads the stop symbol data set in the stop symbol data storage area and the game information in the game state buffer.
(Step S360-2)
Next, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 9, and based on the stop symbol data loaded in step S360-1 and the game information in the game state buffer, the high probability game at the end of the jackpot. Whether or not to set the high probability flag in the flag storage area is processed. For example, if the stop symbol data is “03” and the game information in the game state buffer is “02H”, the high probability flag is set in the high probability game flag storage area.
(Step S360-3)
Subsequent to step S360-2, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 9, and based on the stopped symbol data loaded in step S360-1 and the gaming information in the gaming state buffer, A predetermined number of times is set in the remaining variation number (X) storage area of the stochastic gaming state. For example, if the stop symbol data is “02” and the game information in the game state buffer is “03H”, 10000 times is set in the remaining variation count (X) storage area of the high probability game state.
(Step S360-4)
Following step S360-3, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 9, and based on the stop symbol data loaded in step S360-1 and the game information in the game state buffer, Processing to determine whether or not to set the short-time game flag in the game flag storage area is performed. For example, if the stop symbol data is “02” and the data in the game state buffer is “00H” or “01H”, the time-short game flag is not set in the time-short game flag storage area, but the game in the game state buffer When the information is “02H” or “03H”, the time-short game flag is set in the time-short game flag storage area.
(Step S360-5)
After step S360-4, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 9, and based on the stop symbol data loaded in step S360-1 and the game information in the game state buffer, A predetermined number of times is set in the remaining change count (J) storage area of the gaming state. For example, when the stop symbol data is “03” and the data in the game state buffer is “00H”, 0 is set in the remaining change count (J) storage area of the short-time game state and the game state buffer is in the game state buffer. If the game information is not “00H”, 10,000 is set in the remaining change count (J) storage area of the short-time game state.
(Step S360-6)
Subsequent to step S360-5, the main CPU 101a refers to the jackpot end setting data table shown in FIG. 9 and specifies the stop symbol data loaded in step S360-1 and the game information in the game state buffer. A predetermined number of times is set in the number of periods (T) storage area (specific period number setting process). For example, if the stop symbol data is “07” and the game state buffer data is “00H”, “50” is set in the number of times (T) storage area for a specific period.
(Step S360-7)
Following step S360-6, the main CPU 101a confirms the gaming state and sets a gaming state designation command in the effect transmission data storage area.
(Step S360-8)
Subsequent to step S360-7, the main CPU 101a sets 0 in the special symbol special electric processing data (the special symbol memory determination processing is thereby executed, see FIG. 20).
  With reference to FIG. 27, the ordinary map normal power control process will be described.
(Step S401)
First, the main CPU 101a determines whether or not a predetermined fluctuation time is set in the normal symbol time counter. That is, it is determined whether the second start port 10 is opened and controlled to the second mode (whether the second start port 10 is open).
(Step S402)
If it is determined in step S401 that the second starting port 10 is not open, the main CPU 101a determines whether or not the normal symbol is being stopped.
(Step S403)
If it is determined in step S402 that the normal symbol is not being stopped, the main CPU 101a determines whether or not the normal symbol is being changed.
(Step S404)
If it is determined in step S403 that the normal symbol variation display is not being performed, the main CPU 101a determines that the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area is 1 or more. Determine if there is. When the number of holdings (G) is “0”, the normal symbol fluctuation display is not performed, and thus the normal map normal power control process is terminated.
(Step S405)
If it is determined in the above step S404 that the number of normal symbols held (G) is “1” or more, the main CPU 101a determines from the value (G) stored in the special symbol holding number (G) storage area. The new number of holds (G) obtained by subtracting “1” is stored.
(Step S406)
Subsequent to step S405, the main CPU 101a performs a shift process on data stored in the normal symbol storage area. Specifically, each data stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit. At this time, the data stored in the previous storage unit is written into a predetermined processing area and is erased from the normal symbol holding storage area.
(Step S407)
Subsequent to step S406, the main CPU 101a determines the winning random number value stored in the normal symbol holding storage area (win determining process). When a plurality of winning random numbers are stored, the winning random numbers are read in the stored order.
Specifically, with reference to the hit determination table shown in FIG. 7C, it is determined whether or not the extracted hit determination random number value is checked against the above table. For example, according to the above table, one hit determination random value of “0” out of the hit random numbers “0” to “10” is determined to be a hit in the non-short-time gaming state, and the short-time gaming state For example, ten hit determination random numbers from “0” to “9” out of the hit random numbers from “0” to “10” are determined to be wins, and the other random numbers are determined to be lost.
(Step S408)
Following step S407, the main CPU 101a performs symbol determination processing.
In the symbol determination process, referring to the result of the determination of the winning random number in step S407, the winning symbol is set when it is determined to be a winning symbol, and the lost symbol is set when it is determined to be a losing symbol.
Here, the winning symbol is a symbol in which the LED is finally turned on in the normal symbol display device 21, and the lost symbol is a symbol in which the LED is finally turned off without being turned on. The winning symbol set is to store a command to turn on the LED in the normal symbol display device 21 in a predetermined storage area, and the lost symbol set is a command to turn off the LED in the normal symbol display device 21. Is stored in a predetermined storage area.
(Step S409)
Subsequent to step S408, the main CPU 101a performs normal symbol variation time determination processing.
In the normal symbol variation time determination process, it is determined whether or not the flag is turned on in the short-time game flag storage area, and if it is determined that the flag is turned on in the short-time game flag storage area, the normal symbol time counter When the counter corresponding to 3 seconds is set and it is determined that the flag is not turned on in the time-saving game flag storage area, the counter corresponding to 29 seconds is set to the normal symbol time counter. By this process, the time for displaying the normal symbols is determined. The normal symbol time counter is subtracted every 4 ms in step S110. In addition, when the flag is turned on in the short-time game flag storage area, the game state is in the short-time game state, and when the flag is not turned on, the game state is a non-short-time game state. When it is.
(Step S410)
Subsequent to step S409, the main CPU 101a starts normal symbol variation display on the normal symbol display device 21. The normal symbol variation display is to flash the LED at a predetermined interval in the normal symbol display device 21 and give the player an impression as if it is currently being drawn. The normal symbol variation display is continuously performed for the time set in the normal symbol variation time determination processing in step S409. When this process is finished, the ordinary power transmission control process is finished.
(Step S411)
On the other hand, if it is determined in step S403 that the normal symbol variation display is being performed, the main CPU 101a determines whether or not the set variation time has elapsed. That is, the normal symbol time counter is subtracted every 4 ms, and it is determined whether the set normal symbol time counter is zero. As a result, if it is determined that the set variation time has not elapsed, it is necessary to continue the variation display as it is, so that the normal symbol variation process is terminated and the next subroutine is executed.
(Step S412)
If it is determined in step S411 that the set variation time has elapsed, the main CPU 101a stops the variation of the normal symbol on the normal symbol display device 21. At this time, the normal symbol (winning symbol or lost symbol) set in the symbol determining process in step S408 is stopped and displayed on the normal symbol display device 21. As a result, the result of the normal symbol lottery is notified to the player.
(Step S413)
Subsequent to step S412, the main CPU 101a sets a normal symbol determination command in the effect electrical data storage area.
(Step S414)
When the normal symbol stop display is started as described above, the main CPU 101a sets the symbol stop time (1 second = 1500 counter) in the normal symbol time counter. The normal symbol time counter is subtracted by “1” every 4 ms in S110.
(Step S415)
On the other hand, if it is determined in step S402 that the normal symbol is stopped, the main CPU 101a determines whether or not the normal symbol stop time set in step S414 has ended (normal symbol time counter). = 0). As a result, if the set normal symbol stop time has not ended, the general-purpose power control process ends.
(Step S416)
If the main CPU 101a determines in step S415 that the set normal symbol stop time has expired, the main CPU 101a stops the normal symbol displayed in step S415 (set in the symbol determination process in step S408). It is determined whether or not the normal symbol) is a winning symbol. If the set normal symbol is a losing symbol, the ordinary symbol power control process is terminated.
(Step S417)
In the above step S416, when the set normal symbol is a winning symbol, the main CPU 101a performs an open time determination process.
In the opening time determination process, first, the main CPU 101a determines whether or not the short time game flag is turned on in the short time game flag storage area, and determines that the short time game flag is turned on in the short time game flag storage area. In other words, if the current gaming state is the short-time gaming state, a counter corresponding to 3.5 seconds is set in the public power open time counter.
On the other hand, when it is determined that the short-time game flag is not turned on in the short-time game flag storage area, that is, when the current game state is not the short-time game state, the normal power open time counter corresponds to 0.2 seconds. Set the counter.
(Step S418)
Following step S417, the main CPU 101a sets start opening / closing solenoid energization start data. As a result, energization of the start opening / closing solenoid 10c is started, and the second start opening 10 is opened and controlled to the second mode.
(Step S419)
On the other hand, if it is determined in step S401 that the second start port 10 is being opened, the main CPU 101a determines whether or not the normal power release time set in step S417 has elapsed. That is, the normal power open time counter is subtracted every 4 ms, and it is determined whether or not the set normal power open time counter = 0. If the set public power open time has not elapsed, the general-purpose power control process is terminated.
(Step S420)
If it is determined in step S419 that the set normal power open time has elapsed, the main CPU 101a sets start port opening / closing solenoid energization stop data. As a result, the energization of the start opening / closing solenoid 10c is stopped, the second start opening 10 returns to the first mode, and it becomes impossible or difficult to enter the game ball again.
  Next, the outline of the effect control board 102 will be briefly described.
  In the effect control board 102, based on the data transmitted from the main control board 101, a command related to effect data such as an effect pattern to be executed by the image control board 105 and the lamp control board 104 is determined, and the command is subjected to image control. Transmit to the board 105 and the lamp control board 104. When the command related to the above-described effect data is transmitted from the effect control board 102 to the image control board 105 and the lamp control board 104, the following control is performed on the image control board 105 and the lamp control board 104.
  When controlling the liquid crystal display device 13 on the image control board 105, the audio CPU reads out the audio output device control program from the audio ROM based on the received data, and controls the output of the audio in the audio output device 18. When data is transmitted from the effect control board 102 to the image control board 105, the image CPU reads a program from the image ROM and controls the image display on the liquid crystal display device 13 based on the received effect command.
  In the lamp control board 104, the effect actor device operation program is read based on the received data to control the operation of the effect actor devices 14, 15, and the effect illumination device based on the received effect data. The control program is read and the lighting device for effect 16 is controlled.
(References to other embodiments)
The above embodiment is one form of the gaming machine 1 of the present invention, and the present invention is not limited to the described embodiment, and does not depart from the scope of the technical idea shown in the claims. It can be changed into various forms.
  In the present embodiment, the first grand prize opening 11 and the second big prize opening 25 have been described as examples. However, the present invention is not limited to this. For example, the second start opening 10 may be replaced with the first big prize opening 11 or the second big prize opening 25. The first starting port 9 is also provided with a pair of starting pieces 10b like the second starting port 10, and then the first starting port 9, the second starting port 10, the first grand prize winning port 11, and the second large winning port. Two winning awards may be selected and combined as appropriate from among the winning awards 25.
  In the present embodiment, the obstacle 40 is composed of a plurality of nails, but is not limited thereto. That is, only the tip nail 40t described above may be used, or a windmill may be used.
  For example, the obstacle 40 composed of a plurality of nails in the above embodiment may be replaced with an obstacle member 50 as shown in FIG. The obstruction member 50 is formed of a material such as resin, for example, and has a substantially triangular shape as illustrated. Thereby, the game ball colliding with the obstacle member 50 can be guided to enter the first flow path 6bx or the second flow path 6by. In addition, a fixing portion having a nail or the like is provided on the back surface of the obstacle member 50 (the surface that contacts the game board 6). By driving this fixing portion (nail) into the game board 6, Fixed.
  FIG. 28-1 (b) shows a “normal state” in which the game balls U colliding with the obstacle member 50 are distributed to the first flow path 6bx and the second flow path 6by to the same extent (see FIG. 4A). (Similar state).
  FIG. 28-2 (c) shows a case where the obstacle member 50 is moved from the “normal state” to the left side when viewed from the front and fixed (the same state as the “left inclined state” in FIG. 4B). Is shown. In this case, when the game ball U flowing down the right-handed game area 6b collides with the obstacle member 50, the game ball U is more likely to enter the first flow path 6bx than to enter the second flow path 6by. . That is, when the obstacle member 50 is set to the “left-inclined state”, the game ball that has collided with the obstacle member 50 has a higher rate of entering the first channel 6bx than entering the second channel 6by.
FIG. 28-2 (d) shows a case where the obstacle member 50 is moved from the “normal state” to the right side of the front view and fixed (the same state as the “right inclined state” in FIG. 4C). Is shown. In this case, when the game ball U flowing down the right-handed game area 6b collides with the obstacle member 50, the game ball U enters the second flow path 6by more easily than the first flow path 6bx. . That is, when the obstacle member 50 is set to the “right inclined state”, the game ball that has collided with the obstacle member 50 has a higher rate of entering the second channel 6by than entering the first channel 6bx.
The obstacle member 50 corresponds to the guide member of the present invention.
  From the above, most of the game balls flowing down the right-handed game area 6b enter either the first flow path 6bx or the second flow path 6by. For this reason, if the ratio of the game balls that enter the first flow path 6bx increases among the game balls flowing down the right-handed game area 6b, the pair of first big winning opening is opened and closed. When the piece 11b is in the open state, the number of game balls that enter the first big prize opening 11 increases. If the percentage of game balls that enter the second flow path 6by increases among the game balls flowing down the right-handed game area 6b, the second big prize opening opening / closing door 25b is opened. When released, the number of game balls entering the second big prize opening 25 will increase. Thus, even when the obstacle member 50 is used, the same effect as that of the above embodiment can be obtained.
6bx 1st flow path 6bw 1st OUT flow path 6by 2nd flow path 6bz 2nd OUT flow path 9a 1st start port detection switch 13 Liquid crystal display device 10a 2nd start port detection switch 11 1st big prize port 25 2nd big prize port 30 Production symbol 40 Obstacle 40t Tip nail 50 Obstacle member 101 Main control board 101a Main CPU
101b Main ROM
101c Main RAM
102 Production control board 102a Sub CPU
102b Sub ROM
102c Sub RAM
U, U ′, U ″ game balls

Claims (3)

  1. A first variable winning device that is provided in a flow-down area where a game ball launched toward the game area flows down and can be opened and closed in a predetermined opening and closing mode;
    It is provided in the vicinity of the first variable winning device in the flow-down region, and is arranged on the side of the first variable winning device with a passage region through which at least one game ball can pass, in a specific opening and closing mode. A second variable winning device that can be opened and closed;
    Above the passing area, the game ball flowing down the flow area flows down the first flow path or the flow area where the first variable winning device that opens and closes in the predetermined opening / closing mode can enter the ball. A guiding member for guiding the game ball to any one of the second flow paths capable of entering the second variable winning device that opens and closes in the specific opening and closing mode;
    With
    In the first variable winning device, a first special game that opens and closes in a first opening and closing mode is executed as the predetermined opening and closing mode.
    In the first flow path, a game ball that has flowed down the flow-down area is opened to the first variable prize-winning device that opens and closes in the first opening / closing mode when the first special game is being executed. While being made possible,
    In the second variable winning device, a second special game that is opened / closed in a second opening / closing mode different from the first opening / closing mode is executed as the specific opening / closing mode.
    In the second flow path, a game ball that has flowed down the flow-down area is opened and closed in the second variable prize-winning device that opens and closes in the second opening and closing mode when the second special game is being executed. Made possible,
    The guide member is
    Provided to branch the flow-down region into the first flow path and the second flow path;
    While it is possible to increase or decrease the rate of guiding the game ball that has flowed down the flow area to either the first flow path or the second flow path,
    When the ratio of guiding to the first flow path is decreased, the ratio of guiding to the second flow path is increased and the number of balls entering the second variable winning device is increased.
    When the ratio of guiding to the second flow path is decreased, the ratio of guiding to the first flow path is increased and the number of balls entering the first variable winning device is increased. A gaming machine characterized by
  2.   2. The gaming machine according to claim 1, wherein a game ball that has not entered at least one of the first variable winning device and the second variable winning device can pass through the passing area.
  3. A start area detecting means for detecting a game ball entering a start area provided in the game area;
    The special information acquired by the detection of the game ball by the start area detection means is either the first special determination information for executing the first special game or the second special determination information for executing the second special game. Lottery means for determining whether or not,
    If it is determined that the determination result by the lottery means is the first special determination information, the first special game is executed based on the first special determination information;
    If it is determined that the determination result by the lottery means is the second special determination information, special game control means for executing the second special game based on the second special determination information;
    The gaming machine according to claim 1 or 2, further comprising a.
JP2010140861A 2010-06-21 2010-06-21 Game machine Active JP5667794B2 (en)

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JP5497827B2 (en) * 2012-04-05 2014-05-21 株式会社藤商事 Bullet ball machine
JP6638191B2 (en) * 2014-05-31 2020-01-29 株式会社三洋物産 Gaming machine
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