JP5702436B2 - Game machine - Google Patents

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JP5702436B2
JP5702436B2 JP2013108298A JP2013108298A JP5702436B2 JP 5702436 B2 JP5702436 B2 JP 5702436B2 JP 2013108298 A JP2013108298 A JP 2013108298A JP 2013108298 A JP2013108298 A JP 2013108298A JP 5702436 B2 JP5702436 B2 JP 5702436B2
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variable display
display
step
determination
process
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JP2013163053A (en
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小倉 敏男
敏男 小倉
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株式会社三共
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The present invention is preliminarily determined as first variable display means for variably displaying the first identification information and deriving and displaying the display result or second variable display means for variably displaying the second identification information and deriving and displaying the display result . When the specific display result is derived and displayed, it shifts to an advantageous state that is advantageous to the player. What is the variable display of the first identification information in the first variable display means and the variable display of the second identification information in the second variable display means? are those that are not running at the same time, the variable display of the second identification information in the second variable display means is executed with priority on the variable display of the first identification information in the first variable display means, normal game based on the establishment of a predetermined condition The present invention relates to a gaming machine capable of shifting to a special state in which the execution frequency of variable display of second identification information is higher than the state.

  As a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize area such as a prize opening provided in the game area, a predetermined number of prize balls are paid out to the player. There is something to be done. Furthermore, variable display means capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, and when the display result of the variable display of the identification information in the variable display means becomes a specific display result, the game state (game In some cases, the state of the machine (specifically, the state in which the gaming machine is controlled) is changed to a state in which a predetermined game value is given to the player.

  The game value is the right that the state of the variable winning ball apparatus provided in the gaming area of the gaming machine becomes advantageous for a player who is easy to win, and the right for becoming advantageous for a player. In other words, or a condition for winning a prize ball is easily established.

  In a pachinko machine, a specific display mode determined in advance is derived and displayed as a display result of variable display of a special symbol (identification information) that is started by variable display means based on the winning of a game ball at the start winning opening. If this happens, a “big hit” will occur. The derived display is to finally stop and display a symbol (final stop symbol). In addition, when a game ball is won at the start winning opening, if a variable display has already been performed or if a new variable display cannot be started, such as when a big hit game is being performed, the start win is limited to a predetermined number. It is remembered that a game ball won in the mouth. This memory is called hold memory (start winning memory). When the big hit occurs, for example, the big winning opening is opened a predetermined number of times, and the game shifts to a big hit gaming state where the hit ball is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. And the number of times of opening the special winning opening is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the big winning opening is closed when the opening time elapses. Hereinafter, the opening period of each special winning opening may be referred to as a round. A game in a round may be referred to as a round game.

  Further, when a special condition is established such that the display result of the variable display of the identification information becomes a special specific display result (special display result) among the specific display results in the variable display means, the probability that a big hit will occur thereafter. Some are configured to shift to a specific gaming state (also referred to as a probable change state) that is advantageous to the player who becomes higher.

  In addition, the gaming machine is informed that the display result will be a big hit symbol and a reach effect will be performed before the variable display with the identification information display result as a big hit symbol or the variable display with the reach mode is started. There is a gaming machine that performs a notice effect to do. Furthermore, when the game ball wins the start winning opening (start winning), the contents of the variable display of the identification information to be started and the display result are determined based on the start winning, and the start winning is determined according to the determination result. There is a gaming machine configured to execute a notice effect in variable display executed before variable display of identification information is started based on the above (see Patent Document 1). In the gaming machine described in Patent Document 1, when it is determined that a specific gaming state is to be achieved based on a start winning prize, the possibility of entering a specific gaming state is changed by changing the display mode of the number of reserved memories. Perform the notice effect.

JP 2004-290528 A

  In the gaming machine described in Patent Document 1, since the so-called continuous notice effect is executed by changing the display mode of the reserved memory number, the player can be identified in the near future by the change of the display mode of the reserved memory number. You can expect to be in a gaming state. However, among the players who are expected to enter the specific gaming state, there are those who stop the game (specifically, the launch of the game ball toward the game area) until the change of the target of the notice is performed. There is a possibility of coming. If the game is stopped until the target of the notice is changed, the operating rate of the gaming machine is lowered.

Accordingly, an object of the present invention is to prevent a reduction in the operation rate of variable display .

The gaming machine according to the present invention is preliminarily provided in the first variable display means for variably displaying the first identification information and deriving and displaying the display result or the second variable display means for variably displaying the second identification information and deriving and displaying the display result. When a predetermined specific display result is derived and displayed, the state shifts to an advantageous state advantageous to the player, and the variable display of the first identification information in the first variable display means and the variable of the second identification information in the second variable display means. The display is not performed at the same time. The variable display of the second identification information in the second variable display means is executed in preference to the variable display of the first identification information in the first variable display means, and is based on the establishment of a predetermined condition. Usually a second variable display migratable gaming machine in a special state where execution frequency increases of identity than gaming state, variable display of the variable display and the second identification information of the first identification information Te Determining the effect variable display means for performing a variable display of the effect identification information corresponding to a advantageous state determination random number for determining whether to transition to an advantageous state, the variable display pattern identification information out Starring variable extracting means to which the display extracts the determination random number, with the variable display that is not yet started, hold the extraction means and advantageous state determination random number extracted by the variable display determination random number to limit the number of upper limit for and hold storage means for storing a memory, using a preferred status determination random number, a decision means to decide whether to shift to an advantageous state, a determination result of the decision means, when starting variable display A variable display pattern of the identification information for presentation based on the number of reserved storage stored by the storage means, the value of the random number for determining variable display extracted by the extracting means, and the determination value corresponding to the plurality of types of variable display patterns Decide A variable display pattern determining means that, based on the determination result of the variable display pattern determining means, variable display execution means for executing the variable display of the effect identification information, before determining the variable display pattern determining unit, by Extraction means based on the value of the extracted advantageous state determination random number, along with determining whether to transition to an advantageous state, the value of the variable display determination random number extracted by the extraction means, corresponding to the double several variable display pattern based on the the decision value, variable display pattern and determining determination Priority determination means for determining whether or not a particular variable display pattern of a plurality of types of variable display pattern, the determination result of the determine the constant means of the effect identification information based on, before the variable display as an object of the determination is started, a specific effect execution unit can execute a specific effect, in the special state, the first identification information And a specific effect limiting means for limiting the execution of a specific effect for the variable display, at least some of the determined value corresponding to a particular variable display pattern, hold to hold storage means storing for starting variable display Regardless of the number of memories, the same judgment value is set, and the judgment value corresponding to the non-specific variable display pattern different from the specific variable display pattern depends on the number of reserved memories stored by the holding storage means when starting variable display. Te different determination value is set, the non-specific variable display pattern, compared with the variable display pattern of specific includes a variable display pattern for speed variable display time is short, the variable display pattern determining means starts the variable display when there are many pending memory number storing pending memory means when the holding storage means when starting the variable display is compared to when a small hold memory number storing The number of judgment values corresponding to shorten variable display pattern using a number set judgment value to determine the variable display pattern, determine the constant means, the value of the variable display determination random number extracted by the extraction means the same determination by determining whether to match the value determines whether a particular variable display pattern, the specific effect execution unit, when it is determined that shifting to advantageously state by determine a constant means, the variable display variable display pattern as the object of determination is regardless of whether a particular variable display pattern, while performing a specific effect on the basis that it is determined that shifting to advantageously state by determine a constant means If it is determined not to shift to an advantageous state by determine a constant means, variable display pattern of the variable display as an object of the determination is determined to be a particular variable display pattern And executes a specific effect on the basis of and.
According to such a configuration, it is possible variable display actuation rate is prevented as much as possible the situation in which lowered.

It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram showing an example of circuit configuration of an effect control board, a lamp driver board and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 4 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the decoration design prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table and a small hit determination table. It is explanatory drawing which shows the big hit classification determination table. It is explanatory drawing which shows distribution of the determination value in a big hit classification determination table. It is explanatory drawing which shows the type of jackpot and the game state after a jackpot game. It is explanatory drawing which shows the variation pattern classification determination table for big hits. It is explanatory drawing which shows the variation pattern classification determination table for deviation. It is explanatory drawing which shows the allocation state of the determination value in the variation pattern classification determination table for deviation. It is explanatory drawing which shows a hit fluctuation pattern determination table. It is explanatory drawing which shows a deviation variation pattern determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of the determination result designation command at the time of winning. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a 1st pending | holding storage buffer. It is explanatory drawing which shows the structural example of a 2nd reservation storage buffer. It is a flowchart which shows a winning time determination process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows a display result designation | designated command transmission process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is a flowchart which shows a big hit end process. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is explanatory drawing which shows the example of an effect of suggestion production. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is a flowchart which shows command analysis processing. It is a flowchart which shows command analysis processing. It is a flowchart which shows command analysis processing. It is a flowchart which shows command analysis processing. It is a flowchart which shows command analysis processing. It is explanatory drawing which shows the structural example of the determination result memory buffer at the time of winning. It is a flowchart which shows pending storage control processing. It is explanatory drawing for demonstrating the process of a continuous notice effect. It is a flowchart which shows production control process processing. It is a flowchart which shows a continuous notice effect determination process. It is explanatory drawing which shows an example of a notice determination table. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows a decoration design change start process. It is explanatory drawing which shows an example of the stop symbol of a decoration symbol. It is explanatory drawing which shows the structural example of process data. It is explanatory drawing for demonstrating the production | presentation performed according to the content of a process table. It is a flowchart which shows a process during decoration design change. It is a flowchart which shows a process during decoration design change. It is a flowchart which shows a decoration design change stop process. It is a flowchart which shows a decoration design change stop process. It is a flowchart which shows a big hit display process. It is a flowchart which shows a big hit end effect process. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is explanatory drawing which shows the example of an effect of suggestion production. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is explanatory drawing which shows the example of an effect of a continuous notice effect. It is a flowchart which shows the pending | holding memory | storage control processing in 2nd Embodiment. It is a flowchart which shows the continuous notice effect determination process in 2nd Embodiment. It is a flowchart which shows a part of decoration symbol variation process in 2nd Embodiment.

Embodiment 1 FIG.
Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front. In the following embodiments, a pachinko gaming machine will be described as an example. However, the gaming machine according to the present invention is not limited to a pachinko gaming machine, and may be another gaming machine such as a slot machine.

  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).

  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.

  A first special symbol display (first variable display means) 8 a that variably displays a first special symbol as identification information is provided on the left side of the top of the effect display device 9 in the game board 6. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. A second special symbol display (second variable display means) 8b that variably displays a second special symbol as identification information is provided on the right side of the upper portion of the effect display device 9 in the game board 6. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.

  In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.

  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b may be collectively referred to as a special symbol indicator.

  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14 (after the game ball may pass through the first start winning opening 13 or the second starting winning opening 14), the variable display start condition (for example, when the number of stored memories is not 0) The variable display time (variable time) is started based on the fact that the variable display of the first special symbol and the second special symbol is not executed and the jackpot game is not executed. The display result (stop symbol) is derived and displayed when the time elapses, and winning means that a game ball has entered a predetermined area such as a winning opening, and the display result is derived and displayed. You And is to be stopped and displayed symbols (the example of identification information) eventually.

  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. In the effect display device 9, variable display (fluctuation) of the effect symbol (decoration symbol) synchronized with the variable display of the first special symbol or the second special symbol is performed. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of decorative symbols as identification information. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer executes the effect display using the effect display device 9 along with the variable display. 2 When the variable display of the second special symbol is executed on the special symbol display device 8b, the effect display is executed using the effect display device 9 along with the variable display. It becomes easy to grasp.

  The effect display device 9 is for decoration (effect) during the variable display time of the first special symbol on the first special symbol display 8a and during the variable display time of the second special symbol on the second special symbol display 8b. The display design (decorative design) is variably displayed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the decorative symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the decorative symbol on the effect display device 9 are synchronized. Synchronous means that the start time and end time of variable display are substantially the same (may be exactly the same) and the variable display period is substantially the same (may be exactly the same). Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the decorative display that reminds the jackpot on the effect display device 9 The combination of is stopped and displayed.

  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.

  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be won at the second start winning opening 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball device 15 is in the open state, it is easier for the game ball to win the second starting winning port 14 than the first starting winning port 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. In the state where the variable winning ball device 15 is in the closed state, the winning ball may be difficult (that is, the gaming ball is difficult to win) although it is difficult to win.

  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.

  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The nail arrangement around the first start winning opening 13 is made difficult to guide the game balls to the first starting winning opening 13 so that the winning rate of the second starting winning opening 14 is increased. It is also possible to make the direction higher than the winning rate of the first start winning opening 13.

  Below the first special symbol display 8a, the number of valid winning balls that have entered the first start winning opening 13, that is, the first reserved memory number (the reserved memory is also referred to as the start memory or the start prize memory) is displayed 4. There is provided a first special symbol storage memory indicator 18a composed of two indicators (for example, LEDs). The first special symbol storage memory indicator 18a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.

  Below the second special symbol display 8b is a second special symbol hold comprising four indicators (for example, LEDs) for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. A storage indicator 18b is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.

  The display screen of the effect display device 9 is provided with a first reserved memory number display unit 18c for displaying the first reserved memory number and a second reserved memory number display unit 18d for displaying the second reserved memory number. ing. In addition, you may make it provide the area | region (sum total pending | holding memory count display part) which displays the total number (sum total pending memory count) which is the sum total of the 1st pending memory count and the 2nd pending memory count.

  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.

  A normal symbol display 10 is provided at the lower right side of the game board 6. The normal symbol display 10 variably displays a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.

  When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting the left and right lamps (a symbol can be visually recognized when the lamp is lit). For example, if the left lamp is lit when the variable display ends, it is a hit. And when the stop symbol in the normal symbol display 10 is a predetermined symbol (winning symbol), the variable winning ball apparatus 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having four indicators (for example, LEDs) for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of indicators that are turned on by one. Then, each time the variable display on the normal symbol display 10 is started, the number of indicators that are lit is reduced by one. Further, in the probability variation state where the probability of being determined to be a big hit as compared to the normal state is high, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the variable winning ball apparatus 15 The opening time becomes longer and the number of opening times is increased. In other words, the game ball shifts to a high base state, which is a game state controlled so that the game ball is easily started and won (that is, the execution condition of variable display in the special symbol display 8b and the effect display device 9 is easily established). . Further, in this embodiment, even in the short time state (the game state in which the special symbol variable display time is shortened), the opening time of the variable winning ball device 15 becomes long and the number of times of opening is increased. A state that is not in a high base state is called a low base state.

  Instead of extending the time for the variable winning ball apparatus 15 to be in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to a normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display unit 10 becomes a winning symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol on the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball apparatus 15 is opened for a predetermined number of times. In this case, by performing the transition control to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, if the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and a state where it is easy to start a winning (high base state) is achieved. That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). Note that increasing the number of times of opening is a concept including changing from a closed state to an open state.

  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol short-time state, the variation time of the normal symbol is shortened, so that the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, when the frequency that the normal symbol is won increases, the frequency that the variable winning ball apparatus 15 is in the open state is increased, and the start winning state is easily set (high base state).

  In addition, the transition time of special symbols and decorative symbols will be shortened by shifting to the short time state when the variation time (variable display period) of special symbols and decorative symbols is shortened. (In other words, the digestion of the stored memory becomes faster), and as a result, it is easier to start a winning and the possibility of playing a big hit game is increased.

  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it becomes easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state).

  On the left and right sides of the game area 7 of the game board 6, there are provided decorative LEDs 25 that are displayed blinking during the game, and at the lower part there is an outlet 26 for taking in a hit ball that has not won. In addition, two speakers 27R and 27L that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 7. A top frame LED 28a, a left frame LED 28b, and a right frame LED 28c provided on the front frame are provided on the outer periphery upper portion, the outer periphery left portion, and the outer periphery right portion of the game area 7. Also, a prize ball LED 51 that is turned on when there is a remaining number of prize balls is provided in the vicinity of the left frame LED 28b, and a ball cut LED 52 that is turned on when the supply ball is cut is provided in the vicinity of the right frame LED 28c. . The top frame LED 28a, the left frame LED 28b, the right frame LED 28c, and the decoration LED 25 are examples of effects light emitters provided in the pachinko gaming machine 1. In addition to the above-described various LEDs for production (decoration), LEDs and lamps for production are installed.

  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the first special symbol display 8a starts variable display (variation) of the first special symbol, and the effect display device 9 starts variable display of decorative symbols. That is, the variable display of the first special symbol and the decorative symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.

  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display unit 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the decorative symbol. That is, the variable display of the second special symbol and the decorative symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.

  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. 2 also shows the payout control board 37, the effect control board 80, and the like. A game control microcomputer (corresponding to game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).

  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.

  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 503 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.

  The random number circuit 503 includes a numeric data update range selection setting function (initial value selection setting function and upper limit value selection setting function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.

  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 560 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 560). The numerical data obtained by the execution is set as the initial value of the numerical data updated by the random number circuit 503. By performing such processing, the randomness of the random number generated by the random number circuit 503 can be further improved.

  The game control microcomputer 560 reads numerical data as random R from the random number circuit 503 when a start winning to the first start port switch 13a or the second start port switch 14a occurs, and performs a specific display based on the random R. It is determined whether or not to make a jackpot display result as a result, that is, whether or not to make a jackpot. When it is determined that the game is a big hit, the gaming state is shifted to a big hit gaming state as a specific gaming state advantageous to the player.

  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power supply created on the power supply board. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data corresponding to the game state, that is, the control state of the game control means (the value of the special symbol process flag or the total pending storage number counter) and the data indicating the number of unpaid winning balls are stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game. In this embodiment, it is assumed that the entire RAM 55 is backed up.

  A power-off signal indicating that the power supply voltage from the power supply board has dropped below a predetermined value is input to the input port of the game control microcomputer 560. That is, the power supply board monitors the voltage value of a predetermined voltage (for example, DC30V or DC5V) used in the gaming machine, and when the voltage value decreases to a predetermined value (the power supply voltage is reduced). A power supply monitoring circuit that outputs a power-off signal indicating that). A clear signal (not shown) indicating that the clear switch for instructing to clear the contents of the RAM is operated is input to the input port of the game control microcomputer 560.

  Further, an input driver circuit 58 for supplying detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31. Further, an information output circuit (not shown) for outputting an information output signal such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer is also mounted on the main board 31.

  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control with the effect display device 9 that variably displays decorative symbols is performed.

  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.

  The effect control board 80 has an effect control microcomputer 100 including an effect control CPU 101 and a RAM. The RAM may be externally attached. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.

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

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

  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.

  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).

  Further, the effect control CPU 101 outputs a signal for driving the LED to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.

  In the lamp driver board 35, a signal for driving the LED is input to the LED driver 352 via the input driver 351. The LED driver 352 supplies a drive signal to each LED provided on the frame side such as the top frame LED 28a, the left frame LED 28b, and the right frame LED 28c. Further, a drive signal is supplied to the decoration LED 25 provided on the game board side. When a light emitter other than the LED is provided, a drive circuit (driver) for driving the light emitter is mounted on the lamp driver substrate 35.

  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data, and outputs it to the amplifier circuit 705. The amplifier circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speakers 27R and 27L. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data indicating the sound effect or sound output mode in a time series in a predetermined period (for example, a decorative symbol variation period).

  Next, the operation of the gaming machine will be described. FIG. 4 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.

  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.

  Next, the CPU 56 checks the state of the output signal (clear signal) of a clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes normal initialization processing (steps S10 to S15).

  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) was performed when power supply to the gaming machine was stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.

  When it is confirmed that the power supply stop process has been performed, the CPU 56 performs data check of the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.

  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for areas that may be initialized among the work areas is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the gaming state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer) ), A portion in which data indicating the number of unpaid prize balls is set.

  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Then, the process proceeds to step S14.

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

  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but an arbitrary value or a predetermined value It may be initialized to. In addition, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).

  By the processing in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags for selectively performing processing according to the control state are initialized. Value is set.

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

  Further, the CPU 56 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R.

  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 560 so that a timer interrupt is periodically generated every predetermined time (for example, 4 ms). That is, a value corresponding to, for example, 4 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 4 ms.

  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining the type of the variation pattern or a random number for determining the variation pattern, and the display random number update process is for generating the display random number. This is a process for updating the count value of the counter. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.

  In this embodiment, the reach effect is executed using a decorative symbol variably displayed on the effect display device 9. Further, when the display result of the special symbol is a jackpot symbol, the reach effect is always executed. When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 560 determines whether or not to execute the reach effect by lottery using a random number. However, it is the production control microcomputer 100 that actually executes the reach production control.

  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21). ).

  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.

  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S24 and S25).

  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.

  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes the corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.

  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).

  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S29).

  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.

  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).

  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32).

  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in the output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.

  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.

  With the above control, in this embodiment, the game control process is started every 4 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the decorative symbol variable display state starts after the variable symbol variable display is started. There is a case where a predetermined combination of decorative symbols that do not reach reach is stopped and displayed without reaching the reach state. Such a decorative display variable display mode is referred to as a “non-reach” (also referred to as “normal shift”) variable display mode when the variable display result is an out-of-order design.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the decorative symbol variable display state starts after the variable symbol variable display is started. After reaching the reach state, the reach effect is executed, and a predetermined combination of decorative symbols that does not eventually become a big hit symbol may be stopped and displayed. Such a variable display result of the decorative design is referred to as a variable display mode of “reach” (also referred to as “reach out”) when the variable display result is “out of”.

  In this embodiment, when the big hit symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the reach effect is executed after the variable display state of the decorative symbol becomes the reach state. Finally, the decorative symbols are all stopped and displayed in the “left”, “middle”, and “right” symbol display areas of the effect display device 9.

  When “1”, which is a small hit, is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the variable display mode of the decorative symbol is “suddenly probable big hit” on the effect display device 9. In the same way as in the case of, after the decorative symbols are variably displayed, a predetermined small hit symbol (the same symbol as the sudden probability variation big hit symbol, for example, “135”) may be stopped and displayed. The display effect in the effect display device 9 corresponding to the fact that “1”, which is a small hit symbol, is stopped and displayed on the first special symbol display 8a or the second special symbol indicator 8b is referred to as a “small hit” variable display mode. .

  FIG. 6 is an explanatory diagram showing a variation pattern of decorative symbols prepared in advance. As shown in FIG. 6, in this embodiment, the non-reach PA 1-1 to the non-reach are used as a variation pattern corresponding to the case where the variable display result is “out of” and the decorative symbol variable display mode is “non-reach”. A variation pattern of reach PA1-4 is prepared. Further, normal PA2-1 to normal PA2-2, normal PB2-1 to normal PB2-2 are variations patterns corresponding to the case where the variable display result is “out” and the decorative symbol variable display mode is “reach”. Fluctuation patterns of Super PA3-1 to Super PA3-2 and Super PB3-1 to Super PB3-2 are prepared. Note that, as shown in FIG. 6, re-variation is performed once for the variation pattern of the non-reach PA 1-4 that is used in the case where the reach is not performed and is accompanied by a pseudo-continuous effect. The “pseudo-continuous” is a variation pattern in which an effect display is performed a predetermined number of times after the decorative symbols are temporarily stopped and displayed in all symbol display areas, and then the decorative symbols are changed again (pseudo-continuous variation) in all symbol display areas. .

  Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed once. Of the variation patterns that are used for reaching and have a pseudo-continuous effect, when normal PB2-2 is used, re-variation is performed twice. Furthermore, when using super PA3-1 to super PA3-2 among the fluctuation patterns used for reaching and accompanied by pseudo-rendition effects, re-variation is performed three times. Note that the re-variation is to temporarily execute the variable display of the decorative symbol after temporarily stopping the decorative symbol that is temporarily off from the start of the variable display of the decorative symbol until the display result is derived and displayed. .

  Also, as shown in FIG. 6, in this embodiment, normal PA2-3 to normal PA2-4, normal PB2 are used as the variation patterns corresponding to the case where the variable symbol display result of the special symbol is a big hit symbol or a small hit symbol. -3 to Normal PB2-4, Super PA3-3 to SuperPA3-4, Super PB3-3 to Super PB3-4, Special PG1-1 to Special PG1-3, Special PG2-1 to Special PG2-2 Is prepared. In FIG. 6, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used when suddenly suddenly changing big hit or small hit. In addition, as shown in FIG. 6, when the normal PB2-3 is used among the fluctuation patterns that are used when the sudden sudden change is not big hit or small hit and has a pseudo-continuous effect, re-change is performed once. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-4 is used, re-variation is performed twice. Furthermore, when using super PA3-3 to super PA3-4 among the fluctuation patterns that are used for reaching and have a pseudo-continuous effect, re-variation is performed three times. In addition, for the variation pattern of the special PG 1-3 that is used in the case of sudden probability big hit or small hit and has a pseudo-continuous effect, re-variation is performed once.

  In this embodiment, as shown in FIG. 6, when the variation time is fixedly determined according to the type of reach (for example, the variation time is 32 in the case of Super Reach A with pseudo-ream). In the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds.) For example, in the case of the same type of super reach Alternatively, the variation time may be varied according to the total number of pending storage. For example, even with the same type of super reach, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.

FIG. 7 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (normal jackpot, probability variation jackpot, sudden probability variation jackpot described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)

  In this embodiment, the variation pattern is first determined using the variation pattern type determination random number (random 2), and then the variation pattern determined using the variation pattern determination random number (random 3). One of the variation patterns included in the pattern type is determined. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.

  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns are grouped by reach type, and include a variation pattern type including a variation pattern with normal reach, a variation pattern type including a variation pattern with super reach A, and a variation pattern with super reach B. It may be divided into variable pattern types. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-ream, a variation pattern type including a variation pattern of one re-variation, It may be divided into a variation pattern type including a variation pattern of two variations and a variation pattern type including a variation pattern of three variations. Further, for example, a plurality of variation patterns may be grouped according to the presence / absence of a specific effect such as a pseudo ream or a slip effect.

  In this embodiment, as will be described later, in the case of a probable big hit, a normal CA3-1 which is a variation pattern type including a variation pattern with only normal reach, and a variation pattern with normal reach and pseudo-continuity are included. It is classified into a normal CA 3-2 that is a variation pattern type and a super CA 3-3 that is a variation pattern type with super reach. Further, in the case of a normal big hit, a normal CA3-1 that is a variation pattern type including a variation pattern with only normal reach, a normal CA3-2 that is a variation pattern type including a variation pattern with normal reach and pseudo-continuity, It is classified into Super CA3-3 which is a variation pattern type with super reach. In addition, in the case of sudden probability variation big hit, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern and special CA4-2 that is a variation pattern type including a variation pattern with reach. ing. Further, in the case of small hits, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern. Further, in the case of a deviation, it is a non-reach CA 2-1 that is a variation pattern type including a variation pattern with no reach and a specific effect, and a variation pattern type that includes a change pattern with a specific effect without a reach. Non-reach CA2-2, non-reach CA2-3 which is a variation pattern type including a variation pattern of shortened variation without reach and specific effects, and normal CA2-4 which is a variation pattern type including a variation pattern with only normal reach And normal CA2-5 which is a variation pattern type including a variation pattern with normal reach and two re-variation pseudo-continuations, and normal CA2 which is a variation pattern type including a variation pattern with one normal reach and one re-variation pseudo-continuation -6 and super CA2-7 which is a variation pattern type with super reach Are the type divided into.

  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating the jackpot type determination random number (1) and the random number for determination per ordinary symbol (4). Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number.

  FIG. 8A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal-time jackpot determination table used in a normal state (a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each value described in the left column of FIG. 8 (A) is set in the normal jackpot determination table, and each value described in the right column of FIG. 8 (A) is set in the probability change jackpot determination table. Is set. The numerical value described in FIG. 8A is a jackpot determination value.

  8B and 8C are explanatory diagrams showing a small hit determination table. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) used when the variable display of the first special symbol is performed, and a small hit determination table used when the variable display of the second special symbol is performed. (For the second special symbol). Each value described in FIG. 8B is set in the small hit determination table (for the first special symbol), and in the small hit determination table (for the second special symbol), the values shown in FIG. Each numerical value listed is set. Moreover, the numerical values described in FIGS. 8B and 8C are small hit determination values.

  Note that it may be determined that a small hit is made only when the variable display of the first special symbol is performed, and the small hit may not be provided when the variable display of the second special symbol is performed. In this case, the small hit determination table for the second special symbol shown in FIG. In this embodiment, when the gaming state is shifted to the time-shortening state, the variable display of the second special symbol is mainly executed. Even if the game state is the high base state, the small hit is generated, and if the effect is made so as to inquire whether or not the high base state is achieved, the current game state is in the high base state. On the contrary, it makes the player feel annoying. Therefore, if it is configured so that the small hit does not occur during the variation display of the second special symbol, if the gaming state is the high base state, the small hit is less likely to occur, and the stigma effect for the probability change is not performed more than necessary. Thus, it is possible to prevent the player from feeling troublesome.

  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and sets the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be a big hit (a normal big hit, a probability variation big hit, and a sudden probability variation big hit described later). Further, when the big hit determination random number value matches one of the small hit determination values shown in FIGS. 8B and 8C, it is determined to make a small hit for the special symbol. Note that the “probability” shown in FIG. 8A indicates the probability (ratio) of a big hit. Further, “probabilities” shown in FIGS. 8B and 8C indicate the probability (ratio) of small hits. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b is determined. It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.

  In this embodiment, as shown in FIGS. 8B and 8C, when the small hit determination table (for the first special symbol) is used, the small hit is determined at a ratio of 1/300. On the other hand, when using the small hit determination table (second special symbol), a case where the small hit is determined at a ratio of 1/3000 will be described. Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. The ratio determined as “small hit” is higher than when the variable display is executed.

  FIG. 9 is an explanatory diagram showing a jackpot type determination table stored in the ROM 54. In the jackpot type determination table shown in FIG. 9, when it is determined that the variable display result is a jackpot symbol, the jackpot type is set to “normal jackpot” based on the random number (random 1) for determining the jackpot type. This table is referred to in order to determine one of “probability big hit” and “sudden probability big hit”.

  FIG. 9 (A) shows a case where the jackpot type is determined by using the stored memory based on the game ball having won the first start winning opening 13 (that is, when the first special symbol is changed). A big hit type determination table (for the first special symbol) is shown. FIG. 9B shows a case in which the jackpot type is determined using the holding memory based on the fact that the game ball has won the second start winning opening 14 (that is, when the second special symbol is displayed in a variable manner). A big hit type determination table (for the second special symbol) is shown.

  In addition, only when the big hit type determination table for the first special symbol is used, it may be distributed to “suddenly probable big hit”, and when using the big hit type determination table for the second special symbol, “suddenly probable big hit” is used. Although it is not distributed (that is, it may be determined as “suddenly probable big hit” only when the variation display of the first special symbol is performed), also when the variation display of the second special symbol is performed , “Suddenly probable big hit” may be assigned.

  FIG. 10 is an explanatory diagram showing a distribution of determination values in the jackpot type determination table shown in FIG. As shown in FIG. 10, the normal big hit type determination table (see FIG. 10A) for the first special symbol and the big hit type determination table for the second special symbol (see FIG. 10B). Are assigned the same number of determination values. Therefore, the same number and the same judgment value are assigned to the probability variation jackpots (including sudden probability variation jackpots).

  Also, in this embodiment, as an example, the special symbol stop symbol is “3” when suddenly a probable big hit, and the special symbol stop symbol is “7” when a probable big hit is reached. Sometimes the stop symbol of the special symbol is “5”. That is, the jackpot type and the special symbol stop symbol type correspond to each other.

  Therefore, in this embodiment, the type of jackpot is determined using a predetermined random number, but the stop symbol of the special symbol is determined using the predetermined random number, It may be determined.

  In addition, when determining a stop symbol of a special symbol using a predetermined random number and determining a jackpot type according to the determined special symbol type, for a certain symbol (one or more) Depending on the game state at that time, there may be a case where the game is shifted to the short time state after the end of the big hit game, or there may be a case where the time state is not transferred.

  FIG. 11 is an explanatory diagram showing the type of jackpot and the gaming state after the jackpot game. As shown in FIG. 11, after the big hit game based on the sudden probability change big hit, the gaming state is controlled to the positive change state and the high base state. After the big hit game based on the probability change big hit, the gaming state is controlled to the probability change state and the high base state. After the big hit game based on the normal big hit, the gaming state is controlled to the normal state (non-probability changing state) and the high base state (however, until the end of the short-time state).

  12A to 12C are explanatory diagrams showing the big hit variation pattern type determination tables 132A to 132C. The jackpot variation pattern type determination tables 132A to 132C, when it is determined that the variable display result is a jackpot symbol, the variation pattern type is determined according to the determination result of the jackpot type, and a random number for determining the variation pattern type. It is a table that is referred to in order to determine one of a plurality of types based on (Random 2).

  Each of the big hit variation pattern type determination tables 132A to 132C includes numerical values (determination values) to be compared with random value (random 2) values for variation pattern type determination, which are normal CA3-1 to normal CA3-2, A determination value corresponding to any one of the variation pattern types of super CA3-3, special CA4-1, and special CA4-2 is set.

  For example, the big hit variation pattern type determination table 132A shown in FIG. 12A used when the big hit type is “normal big hit”, and FIG. 12B used when the big hit type is “probable big hit”. The allocation of determination values for the variation pattern types of normal CA3-1 to normal CA3-2 and super CA3-3 is different from the big hit variation pattern type determination table 132B.

  As described above, when the big hit variation pattern type determination tables 132A to 132C selected according to the big hit type are compared, the assignment of the determination value to each fluctuation pattern type is different according to the big hit type. Also, determination values are assigned to different variation pattern types depending on the jackpot type. Therefore, different variation pattern types can be determined according to the determination result of whether the big hit type is a plurality of types, and the ratio determined for the same variation pattern type can be varied.

  As shown in FIGS. 12A and 12B, in this embodiment, when a normal big hit or a probable big hit, the value of random number (random 2) for determining the variation pattern type is 150 to 251. If so, variable display with at least super reach (super reach A, super reach B) is executed.

  In addition, for the super reach big hit, the variation pattern type with pseudo-continuity (variation pattern type including the variation pattern of Super PA3-3 and Super PA3-4) and the variation pattern type without super-continuity (Super PB3-3, Super It may be divided into a variation pattern type including a variation pattern of PB3-4. In this case, in both the big hit variation pattern type determination table 132A for normal big hit and the big hit variation pattern type determination table 132B for probability variation big hit, the variation pattern type with super reach and pseudo-ream, super reach and pseudo ream A variation pattern type that is not accompanied is assigned.

  In the big hit variation pattern type determination table 132C used when the big hit type is “suddenly probable big hit”, for example, when the big hit type such as special CA4-1 or special CA4-2 is other than “suddenly probable big hit”. A determination value is assigned to a variation pattern type to which no determination value is assigned. Therefore, when the variable display result is “big hit” and the big hit type becomes “suddenly probable big hit”, it is possible to determine the variation pattern type different from the case of the normal big hit or the probable big hit.

  FIG. 12D is an explanatory diagram showing a small hit variation pattern type determination table 132D. The small hit variation pattern type determination table 132D has a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is a small hit symbol. It is a table that is referred to in order to determine any of the above. In this embodiment, as shown in FIG. 12D, when it is determined to be a small hit, the case where the special CA4-1 is determined as the variation pattern type is shown. .

  FIGS. 13A to 13C are explanatory diagrams showing the deviation variation pattern type determination tables 135A to 135C. FIG. 13A shows a loss variation pattern type determination table 135A used when the gaming state is the normal state and the total number of pending storages is less than 3. FIG. 13B shows a loss variation pattern type determination table 135B used when the gaming state is the normal state and the total number of pending storages is 3 or more. Also, FIG. 13C shows a loss variation pattern type determination table 135C that is used when the gaming state is the probability variation state or the short time state. The deviation variation pattern type determination tables 135A to 135C have a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is an off symbol. It is a table that is referred to in order to determine any of the above.

  In the example shown in FIG. 13, the different deviation variation pattern type determination tables 135B and 135C are used depending on whether the gaming state is a probable change state or a short-time state and the total pending storage number is 3 or more. A common deviation variation pattern type determination table may be used for the case of the probability variation state or the short time state and the case where the total number of pending storages is 3 or more. In addition, in the example shown in FIG. 13C, one probability variation / short-time deviation variation pattern type determination table 135 </ b> C is used, but the total number of pending storages as a variation variation type classification table for probability variation / short-time state. It is also possible to use a plurality of variation pattern determination tables for deviation corresponding to the above (tables with different ratios of determination values).

  In this embodiment, when the gaming state is the normal state, the deviation variation pattern type determination table 135A used when the total pending storage number is less than 3 and the total pending storage number is 3 or more. Two types of tables are used, namely, the deviation variation pattern type determination table 135B, but the method of dividing the variation variation pattern type determination table is not limited to the example shown in FIG. For example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values stored in the combined pending storage number may be used. As an example, a deviation variation pattern type determination table for the total pending storage number 0 to 2, for the total pending storage number 3, for the total pending storage number 4, and so on may be used. Further, a deviation variation pattern type determination table corresponding to each value of the total number of pending storages may be provided.

  In this embodiment, a plurality of deviation variation pattern type determination tables are used according to the total number of pending storages. You may make it use.

  In this embodiment, when the total number of reserved storage is 3 or more, the variation pattern type determination table 135B shown in FIG. 13B is used, and the total number of reserved storage is 0 to 2 (3 In the case of the following, the deviation variation pattern type determination table 135A shown in FIG. 13A is used. As shown in FIG. 13, when the total number of pending storages is 3 or more, the ratio of reaching (normal reach, super reach) is smaller than when the total number of pending storages is 0-2. When the total number of pending storages is 3 or more, as shown in FIG. 13B, the non-reach CA 2-2 variation pattern type is selected and the non-reach PA 1-2 is a variation pattern of shortened variation. Therefore, it is possible to prevent the situation in which the operation rate of the variable display is reduced as much as possible by shortening the average fluctuation time as the total number of pending storage increases. When the deviation variation pattern type determination table according to the first reserved memory number or the second reserved memory number is used, that is, at the start of the variation of the first special symbol, it is deviated from a plurality according to the first reserved memory number. When the variation pattern type determination table is selected and the variation of the second special symbol is started, the variation pattern type determination table is selected from the plurality according to the second reserved memory number. The deviation variation pattern type determination table is configured so that a variation pattern with a short variation time is easily selected.

  FIG. 14 is an explanatory diagram showing a state of assignment of determination values in the deviation variation pattern type determination table. As shown in FIG. 14, a common determination value (230 to 251) is assigned to a variation pattern type with super reach (super reach A, super reach B) regardless of the total number of pending storages ( (See also FIG. 13). Therefore, when determining the variation pattern type (such as at the time of starting winning a prize), it is possible to easily determine whether or not super-reach is achieved based on the value of the extracted variation pattern type determination random number (random 2). . That is, when it is determined whether or not a specific variable display pattern is obtained before the variable display start condition corresponding to the start prize is satisfied, the value of the random number for variation pattern type determination is within the common determination value range. The variation pattern type can be determined only by determining whether or not it is included.

  Note that the “specific variable display pattern” is not limited to a variation pattern with super reach, and is a variation pattern in which at least the expectation for the big hit is set high, and the player can have a sense of expectation for the big hit. . In addition, the “expected degree (reliability) for the big hit” is an appearance rate (probability) at which a big hit appears when variable display by the specific variable display pattern (for example, variable display with super reach) is executed. Show. For example, the expectation degree of jackpot when the variable display with super reach is executed is determined as (the rate at which super reach is executed when the jackpot is determined) / (when the jackpot is determined and out of place) Is calculated by calculating the rate at which super reach is performed on both.

  Each of the deviation variation pattern type determination tables 135A to 135B includes a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, which is non-reach CA2-1 to non-reach CA2-. 3, a determination value corresponding to any one of the variation pattern types of normal CA2-4 to normal CA2-6 and super CA2-7 is set.

  Further, as shown in FIGS. 13A and 13B, in this embodiment, when the game state is out of the normal state and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type If the value is 1 to 79, the fluctuation display of the normal fluctuation is executed at least without the reach (without the specific effect such as the pseudo-ream or the slide effect) regardless of the total number of reserved storage. That is, in this embodiment, at least a part of the variable display patterns other than the reach variable display pattern (variation pattern with reach) in the determination table (displacement variation pattern type determination table 135A, 135B). Regardless of the number stored in the hold storage means (the first hold storage buffer or the second hold storage buffer) (the first hold storage number, the second hold storage number, the combined hold storage number), the common determination value (FIG. 13). In the example shown in (A) and (B), 1 to 79) are allocated. Note that the “variable display pattern other than the reach variable display pattern” means, for example, a variable display result without a reach, a specific effect such as a pseudo-ream or a slip effect, as shown in this embodiment. Is a variable display pattern (fluctuation pattern) that is used when the big hit is not a big hit.

  In this embodiment, a common big hit variation pattern type determination table is used in any gaming state, but different big hit variation pattern type determination tables are used depending on the probability variation state, the short time state, and the normal state. You may do it.

  15A and 15B are explanatory diagrams showing hit variation pattern determination tables 137A to 137B stored in the ROM 54. FIG. The hit fluctuation pattern determination tables 137A to 137B determine the fluctuation pattern according to the determination result of the big hit type or the fluctuation pattern type when it is determined that the variable display result is “big hit” or “small hit”. This is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on a random number (random 3).

  Each of the variation pattern determination tables 137A to 137B is selected according to the determination result of the variation pattern type. That is, when it is determined that the variation pattern type is any one of normal CA3-1 to normal CA3-2 and super CA3-3, the hit variation pattern determination table 137A is selected. When it is decided to change the variation pattern type to either special CA4-1 or special CA4-2, the hit variation pattern determination table 137B is selected. Each hit variation pattern determination table 137A to 137B includes a numerical value (determination value) to be compared with a random number (random 3) for variation pattern determination according to a variation pattern type, and a variable display result of a decorative pattern. Data (determination value) corresponding to any of a plurality of types of variation patterns corresponding to the case where is a “big hit” is set.

  In the hit variation pattern determination table 137A shown in FIG. 15A, the variation pattern type is a normal CA3-1 that is a variation pattern type including a variation pattern with only normal reach, and a variation pattern with normal reach and pseudo-continuity. It is classified into a normal CA3-2 which is a variation pattern type including a super CA3-3 and a super CA3-3 which is a variation pattern type including a variation pattern accompanied by a super reach (which may be accompanied by a pseudo-ream). Further, in the hit variation pattern determination table 137B shown in FIG. 15B, the variation pattern type includes a special CA4-1 that is a variation pattern type including a non-reach variation pattern and a variation pattern type that includes a variation pattern with reach. Are classified into special CA4-2. In FIG. 15B, the variation pattern type may be divided according to the presence / absence of a specific effect such as a pseudo-ream or a slip effect, instead of being classified according to the presence / absence of reach. In that case, for example, the special CA 4-1 includes the special PG 1-1 and the special PG 2-1 which are the variation patterns not accompanied by the specific effect, and the special CA 4-2 is the special PG 1-2 accompanied by the specific effect. The special PG1-3 and the special PG2-2 may be included.

  FIG. 16 is an explanatory diagram showing a deviation variation pattern determination table 138A stored in the ROM 54. When it is determined that the variable display result is “out of”, the deviation variation pattern determination table 138A is based on a random number (random 3) for variation pattern determination according to the determination result of the variation pattern type. It is a table referred to in order to determine any one of a plurality of types of variation patterns. The deviation variation pattern determination table 138A is selected as a usage table according to the determination result of the variation pattern type.

  FIGS. 17 and 18 are explanatory diagrams showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIGS. 17 and 18, the command 80XX (H) is an effect control command (variation pattern command) for designating a variation pattern of a decorative symbol variably displayed on the effect display device 9 in response to variable display of a special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when the effect control microcomputer 100 receives the command 80XX (H), the effect display device 9 controls the effect display device 9 to start variable display of decorative symbols.

  Commands 8C01 (H) to 8C05 (H) are effect control commands indicating whether or not to make a big hit, whether or not to make a big hit, and a big hit type. The effect control microcomputer 100 determines the display result of the decorative symbols in response to the reception of the commands 8C01 (H) to 8C05 (H), so the commands 8C01 (H) to 8C05 (H) are referred to as display result designation commands.

  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or variable display of the second special symbol may be included in the variation pattern command.

  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the game control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.

  Command 95XX (H) is an effect control command (winning time determination result designation command) indicating the contents of the winning time determination result. In this embodiment, in the winning determination process (see FIG. 24), which will be described later, the game control microcomputer 560 determines whether or not it will be a big hit and if it will not reach a big hit, it will be reached or not. . Then, a determination result is set in the EXT data of the determination result designation command at the time of winning, and control to transmit to the production control microcomputer 100 is performed.

  FIG. 19 is an explanatory diagram showing an example of the content of a winning determination result specifying command. As shown in FIG. 19, in this embodiment, depending on which judgment value range the random R and jackpot type determination random number values are in at the time of starting winning, the variation pattern type determination random number A value is set in the EXT data according to which judgment value range is determined, and a winning judgment result designation command is transmitted.

  For example, when it is determined that the gaming state is in the normal state and is out of play when the first winning prize opening 13 is won, in the winning determination process, the CPU 56 first determines that the random number for determining the variation pattern type is 1 to 3. Whether it is 79 or not is determined. If the value of the random number for determining the variation pattern type is 1 to 79, the CPU 56 transmits a winning determination result 1 designation command in which “01 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the range of the determination values 1 to 79 is accompanied by the variation pattern type of the non-reach CA 2-1 (pseudo-continuous effect) regardless of the total number of pending storage. Therefore, the production control microcomputer 100 receives at least the change pattern type non-reach CA2 based on the reception of the winning determination result 1 designation command. -1 can be recognized.

  If the random number for determining the variation pattern type is 80 to 229, the CPU 56 transmits a winning determination result 2 designation command in which “02 (H)” is set in the EXT data. When the variation pattern type determination random number is 230 to 251, the CPU 56 transmits a winning determination result 3 designation command in which “03 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the variation pattern type of the super CA 2-7 is commonly assigned to the range of the determination values 230 to 251 regardless of the total number of pending storage. Therefore, the production control microcomputer 100 can recognize that at least the variation pattern type is super CA2-7 based on the reception of the winning determination result 3 designation command.

  Further, when it is determined that the gaming state is in the probability changing state or the short time state (probability changing state / short time state) at the time of starting winning to the first starting winning opening 13, the CPU 56 changes in the winning time determination process. It is determined whether or not the value of the pattern type determination random number is 1 to 219. When the value of the random number for determining the variation pattern type is 1 to 219 (that is, when the variation pattern type is non-reach CA2-3), the CPU 56 receives a winning in which “01 (H)” is set in the EXT data. A time determination result 1 designation command is transmitted. When the value of the random number for determining the variation pattern type is 220 to 251 (that is, when the variation pattern type is super CA2-7), the CPU 56 receives a winning when “03 (H)” is set in the EXT data. The determination result 3 designation command is transmitted.

  Note that the variation pattern type of the super CA 2-7 may be assigned to the range of the determination values 230 to 251 even when the gaming state is the probability variation state or the short time state. By doing so, it is possible to assign a common determination value to the variation pattern type of the super CA 2-7 regardless of the gaming state.

  Further, when the CPU 56 suddenly determines that it is a probable big hit, it transmits a winning determination result 4 designation command in which “04 (H)” is set in the EXT data. If it is determined that the game is normally a big hit, the CPU 56 transmits a winning determination result 5 designation command in which “05 (H)” is set in the EXT data. When it is determined that the probability variation big hit is reached, the CPU 56 transmits a winning determination result 6 designation command in which “06 (H)” is set in the EXT data.

  For example, at the time of the start winning to the second start winning opening 14, the CPU 56 performs the same determination process as that at the time of the starting winning to the first start winning opening 13 to determine the winning determination result 7 designation command to the winning determination result 11. Send one of the specified commands. It should be noted that there is no winning determination result designation command when it is determined that the sudden winning change is a big hit with respect to the starting winning at the second starting winning opening 14.

  Further, in this embodiment, the CPU 56 transmits a command similar to that in the normal state even when the gaming state is a probability change state or a short time state, but the command transmitted in the normal state is You may separate from the command transmitted in the case of a probability change state or a time-short state.

  Note that the total number of pending storage is not always the same when the winning determination is made at the time of starting winning and when the variable display is actually started, so the fluctuation indicated by the winning determination result designation command There may be a case where the pattern type does not coincide with the variation pattern type actually used in the variation display. However, in this embodiment, since at least the variation pattern types of the non-reach CA 2-1 and the super CA 2-7 are assigned a common determination value regardless of the total number of pending storage (see FIG. 13). Inconsistency does not occur between the winning determination result and the variation pattern type of the variation display actually executed. In this embodiment, at least the super CA 2-7 variation pattern type, the continuous notice effect is executed for the variation display determined at the time of winning. In this embodiment, a winning determination result designation command (a winning determination result 2 designation command and a winning determination result 8 designation command) indicating that the variation pattern type cannot be specified is transmitted. A winning determination result specifying command indicating that the type cannot be specified may not be transmitted. In that case, the CPU 56 determines whether the variation pattern type is non-reach or normal reach in the winning determination process according to the total number of pending storage. Further, the CPU 56 may transmit a winning determination result designation command only when it is determined that the variation pattern type is the target of the continuous notice effect.

  Further, in this embodiment, the winning determination result in which the MODE data common to the start winning to the first start winning opening 13 and the start winning to the second start winning opening 14 is “95 (H)”. Although the designation command is transmitted, the MODE data of the determination result designation command at the time of winning may be different between when the first winning prize opening 13 is won and when the second winning prize opening 14 is won. For example, when a start winning is made to the first start winning opening 13, a winning result designation command whose MODE data is “95 (H)” is transmitted, and when the starting winning is made to the second start winning opening 14, the MODE data is “ 96 (H) "is transmitted. In that case, regardless of whether it is at the time of the start winning to the first start winning opening 13 or at the time of the starting winning to the second start winning opening 14, whether it is in the gaming state, a special symbol or a decorative pattern Specifying the determination result at the time of winning including common EXT data, depending on which display result will be displayed and whether or not the range of the random number for determining the variation pattern type at the time of starting winning is determined. A command may be transmitted.

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

  The commands A001 to A003 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). The jackpot start designation command includes a jackpot start 1 designation command, a jackpot start designation 2 designation command, and a sudden hit / small hit start designation command corresponding to the type of jackpot. It should be noted that the game control microcomputer 560 may be configured to transmit a fanfare designation command for suddenly probable big hit start designation in the case of a sudden big hit, but not to send a fanfare designation command in the case of a small hit. Good.

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

  The command A301 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game and specifying that the jackpot game is normally a big jackpot (a jackpot end 1 designation command: an ending 1 designation command). is there. Command A302 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game and specifying that it is a probable big hit (big hit end 2 designation command: ending 2 designation command). is there. Command A303 (H) is an effect control command (end of hitting big hit / small hit end specifying command: ending 3 specifying command) for specifying the end of the small hit game or the end of the game of the sudden probability change big hit. The game control microcomputer 560 may be configured to transmit an ending designation command for suddenly probable big hit end designation in the case of a sudden big hit, but not to send an ending designation command in the case of a small hit. Good.

  The command B000 (H) is an effect control command (high probability designation command) that designates that the gaming state is a certain change state. Command B001 (H) is an effect control command (low probability designation command) that designates the non-probability change state (low probability state: normal gaming state). Command B002 (H) is an effect control command (high base state designation command) that designates the high base state. Command B003 (H) is an effect control command (low base state designation command) that designates the low base state. The effect control commands B000 (H) to B003 (H) may be referred to as gaming state designation commands.

  Command C000 (H) is an effect control command (first reserved memory number addition designation command) that specifies that the first reserved memory number has increased by one. Command C100 (H) is an effect control command (second reserved memory number addition designation command) that specifies that the second reserved memory number has increased by one. Command C200 (H) is an effect control command (first reserved memory number subtraction designation command) that specifies that the first reserved memory number has decreased by one. Command C300 (H) is an effect control command (second reserved memory number subtraction designation command) that specifies that the second reserved memory number has decreased by one.

  In this embodiment, a case is shown in which an effect control command indicating that the number of reserved memories is increased or decreased is transmitted for each of the first reserved memory number and the second reserved memory number. You may make it transmit the production control command which designates itself. In this case, for example, an effect control command for designating which one of the first start prize opening 13 and the second start prize opening 14 is won is transmitted, and the reserved memory number designation command for designating the reserved memory number is designated as the first. You may make it transmit a common production | presentation control command by 1 reserved memory number and 2nd reserved memory number.

  Further, for example, separate presentation control commands (holding memory number designation commands) may be transmitted when the first holding memory number is designated and when the second holding memory number is designated. In this case, for example, as a reserved memory number designation command, a value that can specify the first reserved memory number or the second reserved memory number as MODE data (for example, “C0 (H) when designating the first reserved memory number) ”And“ C1 (H) ”in the case of designating the second reserved memory number), an effect control command in which the value of the reserved memory number is set as EXT data may be transmitted.

  Also, for example, if the same first reserved memory number is specified, an effect control command specifying the addition or subtraction of the first reserved memory number is transmitted by making the MODE data common and different EXT data. You may do it. For example, when the common MODE data “C0 (H)” is used and the subtraction of the first reserved memory number is designated, the command C000 (H) is transmitted, and the addition of the first reserved memory number is designated. The command C001 (H) may be transmitted. Further, when specifying the second reserved memory number, the MODE data is made different, and when specifying the subtraction of the second reserved memory number, the command C100 (H) is transmitted, and the second reserved memory number is determined. When adding is designated, the command C101 (H) may be transmitted.

  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31. Then, the display state of the image display device 9 is changed according to the contents shown in FIGS. 17 and 18, the display state of the lamp is changed, and the sound number data is output to the sound output board 70. To do.

  For example, the game control microcomputer 560 designates a decorative pattern variation pattern each time a start winning is made and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.

  In this embodiment, the effect control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.

  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 on the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-like (rectangular wave) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. The 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process.

  FIG. 20 is a flowchart showing an example of a special symbol process (step S26) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 executes a start port switch passing process for determining whether or not a game ball has won the first start winning port 13 or the second start winning port 14 (step S321). Then, any one of steps S300 to S310 is performed according to the internal state.

  The processes in steps S300 to S310 are as follows.

  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is in a state where variable display of the special symbol can be started, the game control microcomputer 560 checks the number of numerical data stored in the reserved storage number buffer (total number of reserved storage). The stored number of numerical data stored in the pending storage number buffer can be confirmed by the count value of the total pending storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.

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

  Display result designation command transmission process (step S302): This process is executed when the value of the special symbol process flag is 2. Control for transmitting a display result designation command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.

  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the design control microcomputer 100 determines the symbol. Control to transmit the specified command is performed, and the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to step S304. The effect control microcomputer 100 controls the effect display device 9 to stop the fourth symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.

  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. When the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. If neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). In this embodiment, as will be described later, a special symbol display control for stopping and displaying a special symbol stop symbol in the special symbol display control process based on the fact that the value of the special symbol process flag is 4. The data is set in the output buffer for setting the special symbol display control data, and the special symbol stop symbol is actually stopped and displayed according to the setting contents of the output buffer in the display control processing in step S22.

  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S306 (6 in this example). The pre-opening process for the big winning opening is executed for each round, but when the first round is started, the pre-opening process for the big winning opening is also a process for starting the big hit game.

  Large winning opening opening process (step S306): This process is executed when the value of the special symbol process flag is 6. A control for transmitting a presentation control command for round display during the big hit gaming state to the microcomputer 100 for the presentation control, a process for confirming that the closing condition for the big prize opening is satisfied, and the like are performed. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. When all the rounds are completed, the internal state (special symbol process flag) is updated to a value corresponding to step S307 (7 in this example).

  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended. In addition, a process for setting a flag indicating a gaming state (for example, a probability change flag or a time reduction flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  Small hit release pre-processing (step S308): This process is executed when the value of the special symbol process flag is 8. In the pre-opening process for small hits, control is performed to open the big prize opening. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S309 (9 in this example). It should be noted that although the pre-opening process for small hits is executed for each round, the pre-opening process for small hits is also a process for starting a small hit game when starting the first round.

  Small hit release processing (step S309): executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. If the closing condition for the big prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value corresponding to step S308 (8 in this example). When all rounds are completed, the internal state (special symbol process flag) is updated to a value corresponding to step S310 (in this example, 10 (decimal number)).

  Small hit end process (step S310): executed when the value of the special symbol process flag is 10. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the small hit gaming state has ended. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  FIG. 21 is a flowchart showing the start port switch passing process in step S321. In the start port switch passing process, the CPU 56 checks whether or not the first start port switch 13a is turned on (step S210A). If the first start port switch 13a is on, the CPU 56 checks whether or not the value of the first reserved memory number counter for counting the first reserved memory number is 4 which is the upper limit value (step). S211A). If the value of the first reserved memory number counter is 4, the process proceeds to step S210B.

  If the first reserved memory number has not reached the upper limit value, the CPU 56 increments the value of the first reserved memory number counter by 1 (step S212A), and counts the total reserved memory number counter. Is increased by 1 (step S213A). Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 22) (step S214A). . In the process of step S214A, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Further, the random number for variation pattern determination (random 3) is not extracted and stored in the storage area in advance in the start-port switch passing process (when starting winning a prize), but is extracted at the start of variation of the first special symbol. May be. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in the variation pattern setting process.

  22 and 23 are explanatory diagrams showing a configuration example of an area (hold buffer) for storing a random number or the like corresponding to the hold memory. As shown in FIG. 22, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. Further, as shown in FIG. 23, a storage area corresponding to the upper limit value (4 in this example) of the second reserved storage number is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation A random number for pattern type determination (random 2) and a random number for variation pattern determination (random 3) are stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55.

  Next, the CPU 56 increases the number of lighting of the first special symbol reservation storage display 18a by 1 (step S215A). Further, control is performed to transmit the first reserved memory number addition designation command to the effect control microcomputer 100 (step S216A).

  In addition, the CPU 56 checks whether or not a time reduction flag indicating that the gaming state is a time reduction state (including a probability change state) is set (step S217A). If it is set, the process proceeds to step S210B. When the time reduction flag is not set, the CPU 56 checks whether or not the value of the special symbol process flag is 5 or more (step S218A). If the value of the special symbol process flag is 5 or more (that is, if it is a big hit gaming state or a small hit gaming state), the CPU 56 proceeds to step S210B.

  If the value of the special symbol process flag is less than 5, the CPU 56 executes a winning determination process for determining in advance at the start winning a variation display result and a variation pattern type when the variation based on the detected starting winning is subsequently performed. (Step S219A). Then, the CPU 56 performs control to transmit a winning determination result designation command to the effect control microcomputer 100 based on the determination result of the winning determination process (step S220A). Thereafter, the process proceeds to step S210B.

  Specifically, when the CPU 56 transmits an effect control command to the effect control microcomputer 100, the address of the command transmission table corresponding to the effect control command (preliminarily set for each command in the ROM) is given. Set to pointer. And the address of the command transmission table according to an effect control command is set to a pointer, and an effect control command is transmitted in an effect control command control process (step S28).

  In this embodiment, when the process of step S217A is executed and there is a start winning to the first start winning opening 13, the gaming state is the normal state (there is neither the probability change state nor the time reduction state). Only in the case of the low base state), the winning determination process in step S219A is executed. Further, in this embodiment, when the process of step S218A is executed, when there is a start winning at the first start winning opening 13, step S219A is performed only when it is not the big hit gaming state or the small hit gaming state. The winning time determination process is executed. It should be noted that the process may not be shifted to step S219A only when the game state is a big hit game state, and may be shifted to step S220A to execute the winning determination process when the game state is a small hit game state.

  In this embodiment, in the case of the probability variation state, the probability variation flag is set and the time reduction flag is set. In the time-short state, only the time-short flag is set (see FIG. 31). Therefore, in this embodiment, if it is confirmed whether or not the time reduction flag is set, it can be determined that the state is at least one of the probability changing state or the time reduction state.

  In this embodiment, the big hit gaming state (specific gaming state) is a control in which the big prize opening is opened for a predetermined number of rounds (for example, 15 rounds) after notification that the big hit is started. It is a state until it is informed that the opening of the big winning opening in the final round is finished and the jackpot is finished. Specifically, it is a state in which the processing from the big winning opening opening pre-processing (step S305) to the big hit end processing (step S307) in the special symbol process is being executed.

  In step S210B, the CPU 56 checks whether or not the second start port switch 14a is turned on. If the second start port switch 14a is on, the CPU 56 checks whether or not the value of the second reserved memory number counter for counting the second reserved memory number is 4 which is the upper limit value (step). S211B). If the value of the second reserved memory number counter is 4, the process is terminated.

  When the second reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the second reserved memory number counter by 1 (step S212B), and at the same time, counts the total reserved memory number. Is incremented by 1 (step S213B). Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in the storage area in the second reserved storage buffer (see FIG. 23) (step S214B). . In the process of step S214B, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Further, the random number for random pattern determination (random 3) is not extracted and stored in the storage area in advance in the start opening switch passing process (at the time of start winning), but is extracted at the start of the variation of the second special symbol. May be. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later. For random numbers other than the big hit determination random number and the big hit type determination random number, the type of random number stored in the storage area in the second reserved storage buffer is the same as the type of random number stored in the storage area in the first reserved storage buffer. It may be different. For example, when the second start port switch 14a is turned on, the variation pattern type determination random number (random 2) and the variation pattern determination random number (random 3) are not stored in the storage area in the second reserved storage buffer. In the case of such control, the memory area required as the second reserved storage buffer is reduced.

  Next, the CPU 56 increases the number of lighting of the second special symbol storage memory display 18b by 1 (step S215B). Moreover, control which transmits the 2nd pending | holding memory number addition designation | designated command to the microcomputer 100 for effect control is performed (step S216B). Also, a winning determination process is executed (step S219B). Then, the CPU 56 performs control to transmit a winning determination result designation command to the effect control microcomputer 100 based on the determination result of the winning determination process (step S220B).

  In the process related to the second start port switch 14a in the start port switch passing process, the same process as in step S217A may be performed, and the winning determination process in step S219B may not be performed if the time is short. Further, the same process as in step S218A may be performed, and the winning determination process in step S219B may not be executed if a big hit game is being played. Further, in the process related to the second start port switch 14a in the start port switch passing process, the winning determination process in step S219B may not be executed (that is, the winning determination process is executed for the second special symbol). You may not do it). With such a configuration, when the continuous notice effect is executed for a certain period, it is possible to reliably prevent the continuous notice effect from being interrupted due to a short variation time.

  FIG. 24 is a flowchart showing the winning determination process in steps S219A and S219B. In the winning determination process, the CPU 56 first determines the jackpot determination random number (random R) extracted and stored in the processes of steps S214A and S214B and the normal jackpot determination value shown in the left column of FIG. 8A. And confirms whether or not they match (step S221). In this embodiment, at the timing of starting the variation of the special symbol and the decorative symbol, whether or not to make a big hit or small hit in the special symbol normal processing, determine the big hit type, or determine the variation pattern in the variation pattern setting processing However, even when the game ball starts to win the first start winning opening 13 or the second start winning opening 14, the winning determination process is executed before the display of the variation based on the start winning starts. As a result, it is determined whether or not it will be a big hit, and if it is determined that it will not be a big hit, it is confirmed which range of determination values the random value for determining the variation pattern type falls within. Then, based on the determination result at the time of winning a prize, the effect control microcomputer 100 executes a continuous notice effect for notifying that a big hit or reach will be reached.

  When it is confirmed in the process of step S221 that the random number for random determination (random R) does not match the normal determination value, the CPU 56 sets a probability change flag indicating that the gaming state is a probability change state. It is confirmed whether or not (step S222). When the probability change flag is set, the jackpot determination random number (random R) extracted and stored in the processing of steps S214A and S214B and the jackpot determination value at the time of probability change shown in the right column of FIG. And confirms whether or not they match (step S223). It should be noted that a plurality of variation displays are executed during the period from when it is confirmed whether or not the state is surely changed in the process of step S222 at the time of starting winning, until when the varying display based on the starting winning is actually started. there is a possibility. For this reason, the game state has changed between the time when the winning prize is confirmed in the process of step S222 and the time when the variation display based on the starting prize is actually started (for example, If a probable big hit occurs before the start of fluctuation, the normal state changes to the probable state.) Therefore, the gaming state determined at step S222 at the time of starting winning and the gaming state determined at the start of variation (see step S61 in FIG. 26) do not necessarily match.

  If it is not in the probability variation state, and if it is in the probability variation state but the big hit determination random number (random R) does not match the jackpot determination value in the probability variation state, the CPU 56 determines that the value of the variation pattern type determination random number is non-reach and normal reach. (Specifically, non-reach or normal reach) or super-reach variation type is checked (step S224). In the process of step S224, the CPU 56 determines whether or not the gaming state is a probability change state or a time saving state (specifically, whether or not a time reduction flag is set), and even if the gaming state is a probability changing state, the time saving state. Otherwise, when the value of the random number for determining the variation pattern type is 1 to 79, it is determined to be “non-reach”, and when the value of the random number for determining the variation pattern type is 80 to 229. , “Non-reach or normal reach” is determined, and when the value of the random number for variation pattern type determination is 230 to 251, it is determined to be “super reach”.

  In step S224, the CPU 56 may compare the determination value set in the deviation variation pattern type determination table shown in FIG. 13 with the value of the variation pattern type determination random number. The pattern type determination random number value and the determination value may be directly compared. For example, a determination value is incorporated in a command of a control program executed by the CPU 56 and compared with a random number for determining a variation pattern type.

  When the value of the random R matches the normal jackpot determination value or the jackpot determination value at the time of probability change, the CPU 56 uses the jackpot type determination random number (random 1) extracted and stored in steps S214A and S214B. Based on the determination, the type of jackpot is determined (step S225). In step S225, when there is a start winning at the first start winning opening 13 (when the winning determination process at step S219A is executed in the start opening switch passing process shown in FIG. 21), the CPU 56 The big hit type determination table (for the first special symbol) shown in FIG. 9A is used to determine whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit”. Further, when there is a start winning at the second start winning opening 14 (the winning opening determination process in step S219B in the start opening switch passing process shown in FIG. 2) For special symbol), it is determined whether the big hit type is “normal big hit” or “probable big hit”.

  Then, the CPU 56 performs a process of setting the EXT data corresponding to the determination results of steps S224 and S225 to the winning determination result designation command (step S226). In step S226, the CPU 56 determines whether or not the first start winning opening 13 or the second start winning opening 14 has made a winning determination when the winning is determined, and the determination result in steps S224 and S225, as shown in FIG. Is set to one of the values "01 (H)" to "06 (H)" and "07 (H)" to "0B (H)" shown in FIG. .

  25 and 26 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0, the process is terminated.

  If the total reserved memory number is not 0, the CPU 56 checks whether or not the second reserved memory number is 0 (step S52). Specifically, it is confirmed whether or not the value of the second reserved memory number counter is zero. If the second reserved memory number is not 0, the CPU 56 has a special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the special symbol process is being performed for the second special symbol). Is set to data indicating “second” (step S53). If the second reserved memory number is 0 (that is, only the first reserved memory number is accumulated), the CPU 66 sets data indicating “first” in the special symbol pointer (step S54).

  In this embodiment, by executing the processing of steps S52 to S54, the variation display of the second special symbol is executed with priority over the variation display of the first special symbol. In other words, control is performed so that the second start condition for starting the variable display of the second special symbol is established in preference to the first start condition for starting the variable display of the first special symbol.

  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each disturbance stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory number buffer. The numerical value is read and stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory number buffer. And stored in the random number buffer area of the RAM 55.

  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 decrements the count value of the first reserved memory number counter by 1 and saves each storage area in the first reserved memory number buffer. Shift the contents of. When the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the second reserved memory number buffer are shifted.

  That is, when the special symbol pointer indicates “first”, the CPU 56 saves the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of the RAM 55. Are stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, it is stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory number buffer of the RAM 55. Each random number value is stored in a storage area corresponding to the second reserved memory number = n−1.

  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order.

  Then, the CPU 56 decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S57). The CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55.

  In this embodiment, when the variation of the special symbol is started, the game state designation command, the variation pattern command, the display result designation command, the reserved memory count subtraction designation command are respectively used in each of the plurality of timer interruption processes. It is sequentially transmitted to the production control microcomputer 100. Specifically, when the change of the special symbol is started, first, a gaming state designation command is transmitted, a variation pattern command is transmitted after 4 ms elapses, a display result designation command is transmitted after 4 ms elapses, and another 4 ms elapses A pending storage number subtraction designation command is transmitted later. In addition, when the variation of the special symbol is started, a symbol variation designation command (first symbol variation designation command, second symbol variation designation command) is also transmitted. The symbol variation designation command is a timer to which a variation pattern command is transmitted. It is transmitted to the production control microcomputer 100 in the same timer interrupt process as the interrupt process.

  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S310 can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.

  Next, the CPU 56 reads a random R (a jackpot determination random number) from the random number buffer area and executes a jackpot determination module. In this case, the CPU 56 reads the jackpot determination random number extracted in step S214A or step S214B of the start port switch passing process and stored in advance in the first hold storage buffer or the second hold storage buffer, and performs the jackpot determination. The jackpot determination module is a program that compares a jackpot determination value (see FIG. 8) determined in advance with a jackpot determination random number, and executes a process of determining a jackpot if they match. In other words, this is a program for executing the big hit determination process.

  The jackpot determination process is configured such that when the gaming state is a probable change state (high probability state), the probability of a big hit is higher than when the gaming state is a non-probability change state (normal game state and short-time state). ing. Specifically, a jackpot determination table (a table in which the numerical values on the right side of FIG. 8A in the ROM 54 are set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are definitely changed. There is provided a normal big hit determination table (a table in which the numerical values on the left side of FIG. 8A in the ROM 54 are set) set to be smaller than the big hit determination table. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the jackpot determination process is performed using the probability variation jackpot determination table, and the gaming state is normal. When in the gaming state or the short-time state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 8A, the CPU 56 determines that the special symbol is a big hit. When it is determined to be a big hit (step S61), the process proceeds to step S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. But there is.

  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated. Specifically, it is determined to be a probable big hit or suddenly probable big hit, and is set in the process of ending the big hit game, and when the big hit is determined, the special symbol variation display is terminated and the stop symbol is stopped and displayed. Reset at timing.

  When it is confirmed in step S61 that the value of the random number for random determination (random R) does not match any of the big hit determination values, the CPU 56 determines the small hit determination table (see FIGS. 8B and 8C). ) To determine the small hits. That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIGS. 8B and 8C, the CPU 56 determines that the special symbol is a small hit. When the value of the random R does not match the small hit determination value, that is, when it is out of place, the process proceeds to step S75. In the process of step S62, the CPU 56 confirms the data indicated by the special symbol pointer. If the data indicated by the special symbol pointer is “first”, the small hit determination table (first value) shown in FIG. Use special symbol) to decide whether to win or not. If the data indicated by the special symbol pointer is “second”, it is determined whether or not to make a small hit using the small hit determination table (for the second special symbol) shown in FIG. .

  If it is determined to be a small hit (step S62), the CPU 56 sets a small hit flag indicating a small hit (step S63), and proceeds to step S75.

  In step S71, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table for the first special symbol shown in FIG. Further, when the special symbol pointer indicates “second”, the CPU 56 selects the big hit type determination table b for the second special symbol shown in FIG. 9B.

  Next, the CPU 56 uses the selected jackpot type determination table to select a type (“normal jackpot”, “probability change”) corresponding to the value of the random number for random determination (random 1) stored in the random number buffer area. "Big hit" or "Suddenly probable big hit") is determined as the type of big hit (step S73). In this case, the CPU 56 reads out the jackpot type determination random number extracted in step S214A or step S214B of the start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer, and determines the jackpot type. Do. Further, in this case, as shown in FIGS. 9A and 9B, when the variable display of the first special symbol is executed, it is compared with the case where the variable display of the second special symbol is executed. Therefore, the rate at which suddenly probable big hits are selected is high. In this embodiment, when the variation display of the second special symbol is executed, the probability of suddenly probable big hit is zero.

  Further, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S74). For example, when the big hit type is “normal big hit”, “01” is set as data indicating the big hit type, and when the big hit type is “probable big hit”, “02” is set as the data indicating the big hit type, When the big hit type is “suddenly probable big hit”, “03” is set as data indicating the big hit type.

  Next, the CPU 56 determines a special symbol stop symbol (step S75). Specifically, when neither the big hit flag nor the small hit flag is set, the off symbol “-” is determined as the special symbol stop symbol. When the big hit flag is set, one of the big hit symbols “3”, “5”, and “7” is determined as the special symbol stop symbol according to the determination result of the big hit type. In other words, if the jackpot type is determined to be “suddenly promising big hit”, “3” is determined as a special symbol stop symbol, and if “normal jackpot” is determined, “5” is determined as a special symbol stop symbol. If “probable big hit” is determined, “7” is determined as a special symbol stop symbol. When the small hit flag is set, “1” which is the small hit symbol is determined as a special symbol stop symbol.

  In this embodiment, the case where the jackpot type is first determined, and the stop symbol of the special symbol corresponding to the determined jackpot type is shown. It is not limited to what is shown in the embodiment. For example, a table in which a special symbol stop symbol and a jackpot type are associated in advance is prepared, and when a special symbol stop symbol is first determined based on a random number for determining the big hit type, the corresponding jackpot is determined based on the determination result. You may comprise so that a classification may also be determined.

  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S76).

  FIG. 27 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 uses the big hit variation pattern type determination tables 132A to 132C (FIG. 12 (A) as tables used to determine the variation pattern type as one of a plurality of types. ) To (C)) is selected (step S92). Then, the process proceeds to step S102.

  When the big hit flag is not set, the CPU 56 checks whether or not the small hit flag is set (step S93). When the small hit flag is set, the CPU 56 uses the small hit variation pattern type determination table 132D (FIG. 12D) as a table used to determine the variation pattern type as one of a plurality of types. )) Is selected (step S94). Then, the process proceeds to step S102.

  When the small hit flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S95). The time reduction flag is set when the gaming state is shifted to the time reduction state (including the time of shifting to the probability change state), and is reset when the time reduction state is ended. Specifically, it is usually decided to be a big hit, a probable big hit or a sudden probable big hit, and is set in the process of ending the big hit game. It is reset when the display is terminated and the stop symbol is stopped and displayed. When the time reduction flag is set (Y in step S95), the CPU 56 proceeds to step S99.

  When the time reduction flag is not set, the CPU 56 checks whether or not the total pending storage number is 3 or more (step S96). If the total number of pending storages is less than 3, the CPU 56 uses the variation pattern type determination table 135A (see FIG. 13A) as a table used to determine the variation pattern type as one of a plurality of types. ) Is selected (step S97). Then, the process proceeds to step S102.

  When the total pending storage number is 3 or more, the CPU 56 uses the variation pattern type determination table 135B for deviation as a table to be used for determining one of the plurality of variation pattern types (FIG. 13B )) Is selected (step S98). Then, the process proceeds to step S102.

  When the time reduction flag is set, the CPU 56 uses the deviation variation pattern type determination table 135C (see FIG. 13C) as a table used to determine one of the plurality of variation pattern types. ) Is selected (step S99). Then, the process proceeds to step S102.

  In this embodiment, when the total number of pending storages is 3 or more by executing the processes in steps S95 to S99, the variation pattern type determination table 135B for loss shown in FIG. 13B is selected. The Further, when the gaming state is the short-time state (including the case of the probability variation state), the deviation variation pattern type determination table 135C shown in FIG. 13C is selected. In this case, the non-reach CA2-3 may be determined as the variation pattern type in the process of step S102. Short reach variation non-reach PA1-2 is determined (see FIG. 16). Therefore, in this embodiment, when the gaming state is the short-time state (including the case where the probability variation state is included) or when the total number of pending storages is 3 or more, the variation display of the shortening variation may be performed. . In this embodiment, a variation pattern type determination table for shortening variation used in the short time state (see FIG. 13C) and a variation pattern type determination table for shortening variation based on the number of reserved storages (FIG. 13B). ))) Is a different table, but a common table may be used as a variation pattern type determination table for shortening variation.

  In this embodiment, even if the gaming state is a short-time state, if the total number of pending storage is almost 0 (for example, 0, 0, or 1), the shortened The fluctuation display of fluctuation may not be performed. In this case, for example, when the CPU 56 determines in step S95 that the time reduction flag is set, the CPU 56 checks whether or not the total pending storage number is almost zero. The deviation variation pattern type determination table 135A (see FIG. 13A) may be selected.

  Next, the CPU 56 reads random 2 (random number for variation pattern type determination) from the random number buffer area (the first reserved storage buffer or the second reserved storage buffer), and selects it in the process of step S92, S94, S97, S98 or S99. By referring to the table, the variation pattern type is determined as one of a plurality of types (step S102).

  Next, the CPU 56 uses the hit variation pattern determination tables 137A and 137B (see FIG. 15) as tables used to determine the variation pattern as one of a plurality of types based on the determination result of the variation pattern type in step S102. ), One of the deviation variation pattern determination table 138A (see FIG. 16) is selected (step S103). Further, the random pattern 3 (random number for variation pattern determination) is read from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and the variation pattern is determined by referring to the variation pattern determination table selected in step S103. Is determined as one of a plurality of types (step S105). When the random number 3 (variation pattern determination random number) is not extracted at the start winning timing, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 3). It is also possible to extract the value directly from and to determine the variation pattern based on the extracted random number value.

  Next, the CPU 56 performs control to transmit the symbol variation designation command indicated by the special symbol pointer to the effect control microcomputer 100 (step S106). Specifically, when the special symbol pointer indicates “first”, the CPU 56 performs control to transmit a first symbol variation designation command. In addition, when the special symbol pointer indicates “second”, the CPU 56 performs control to transmit a second symbol variation designation command. Further, the CPU 56 performs control to transmit an effect control command (variation pattern command) corresponding to the determined variation pattern to the effect control microcomputer 100 (step S107).

  Next, the CPU 56 sets a value corresponding to the variation time corresponding to the selected variation pattern in the variation time timer formed in the RAM 55 (step S108). Then, the value of the special symbol process flag is updated to a value corresponding to the display result designation command transmission process (step S302) (step S109).

  In the case where it is determined to be out of place, instead of suddenly determining the variation pattern type, first, it may be determined whether or not to reach by a lottery process using a random number for reach determination. Then, based on the determination result as to whether or not to reach, the processing of steps S95 to S99 and S102 may be executed to determine the variation pattern type. In this case, the variation pattern type determination table for non-reach (including the variation pattern types of non-reach CA2-1 to non-reach CA2-3 shown in FIG. 13) and the variation pattern type determination table for reach (FIG. 13). Normal CA2-4 to normal CA2-6, including a variation pattern type of super CA2-7) are prepared, and one of the variation pattern type determination tables is selected based on the reach determination result. The variation pattern type may be determined.

  In addition, when determining whether or not to reach by a lottery process using a reach determination random number, depending on the total reserved memory number (which may be the first reserved memory number or the second reserved memory number), Reach determination tables having different selection ratios may be selected, and it may be determined whether or not to reach so that the reach probability decreases as the number of reserved memories increases. In this case, for example, in determining whether or not “super reach out” or “non-reach out” in the winning determination process, the CPU 56 matches the determination value assigned to the common range in the reach determination table. It may be determined in advance whether or not to reach by determining whether or not. In addition, considering that the execution ratio of the notice effect is reduced, as shown in this embodiment, the “super-reach out” is performed depending on the variation pattern type without performing the lottery process using the random number for reach determination. It is preferable to make a continuous notice effect by determining whether or not “non-reach” will occur.

  FIG. 28 is a flowchart showing the display result designation command transmission process (step S302). In the display result designation command transmission process, the CPU 56 transmits one of the presentation control commands (display result 1 designation to display result 5 designation) (see FIG. 17) in accordance with the determined big hit type, small hit, and loss. Control. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S116. When the big hit flag is set, when the big hit type is a probable big hit, control is performed to transmit a display result 3 designation command (steps S111 and S112). Specifically, whether or not it is a probable big hit can be determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal process is “02”. Further, the CPU 56 performs control to transmit a display result 4 designation command when the big hit type is suddenly probable big hit (steps S113 and S114). Whether or not it is a sudden probability variation big hit can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal process is “03”. Then, when neither the probability variation big hit nor the sudden probability variation big hit is obtained (that is, when it is a normal big hit), the CPU 56 performs control to transmit a display result 2 designation command (step S115).

  In step S116, the CPU 56 checks whether or not the small hit flag is set. When the small hit flag is set, the CPU 56 performs control to transmit a display result 5 designation command (step S117). When the small hit flag is not set, that is, when it is out of place, the CPU 56 performs control to transmit a display result 1 designation command (step S118).

  Then, the CPU 56 performs control to transmit the reserved memory number subtraction designation command indicated by the special symbol pointer to the effect control microcomputer 100 (step S119). In step S119, if a value indicating "first" is set in the special symbol pointer, the CPU 56 performs control to transmit a first reserved memory number subtraction designation command. If a value indicating “second” is set in the special symbol pointer, the CPU 56 performs control to transmit a second reserved memory number subtraction designation command.

  Further, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S120).

  FIG. 29 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol variation processing, the CPU 56 subtracts 1 from the variation time timer (step S125), and when the variation time timer times out (step S126), terminates the variation of the special symbol, and the first special symbol display 8a or 2. Control for deriving and displaying the stop symbol on the special symbol display 8b is performed (step S127). If data indicating “first” is set in the special symbol pointer, the variation of the first special symbol on the first special symbol display 8a is terminated, and “second” is indicated in the special symbol pointer. When data is set, the variation of the second special symbol on the second special symbol display 8b is terminated. Moreover, control which transmits the symbol determination designation | designated command to the microcomputer 100 for production control is performed (step S128). Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step S304) (step S129). If the variable time timer has not timed out, the process ends.

  FIG. 30 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 checks whether or not the big hit flag is set (step S133). When the big hit flag is set, the CPU 56 resets the probability change flag indicating the probability change state and the time reduction flag indicating the time reduction state when set (step S134). Control for transmitting a big hit start designation command to the production control microcomputer 100 is performed (step S135). Specifically, when the type of jackpot is normally jackpot, a jackpot start 1 designation command is transmitted. If the jackpot type is a probabilistic jackpot, a jackpot start 2 designation command is transmitted. When the big hit type is suddenly a probable big hit, a sudden big hit / small hit start designation command is transmitted. Whether the big hit type is a normal big hit, a probable big hit or a sudden probable big hit is determined based on the data indicating the big hit type stored in the RAM 55 (data stored in the big hit type buffer). .

  In addition, a value corresponding to the jackpot display time (a time for which the effect display device 9 notifies that the jackpot has occurred, for example) is set in the jackpot display time timer (step S137). Further, the number of times of opening (for example, 15 times) is set in the special winning opening opening number counter (step S138). Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S305) (step S139).

  When the big hit flag is not set, the CPU 56 checks whether or not the probability change flag indicating the probability change state is set (step S140). If it is set, the process proceeds to step S147. When the probability variation flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S141). If it is not set, the special symbol in the time-short state is set when the time-short flag to which the process proceeds to step S147 is set (that is, when it is controlled only in the time-short state without the probability variation state). The value of the time-count counter that indicates the number of possible fluctuations is decremented by 1 (step S142). When the value of the time reduction counter after subtraction becomes 0 (step S144), the CPU 56 resets the time reduction flag (step S145). Further, the CPU 56 performs control for transmitting a low base state designation command (step S146).

  Next, the CPU 56 checks whether or not the small hit flag is set (step S147). When the small hit flag is set, the CPU 56 performs control to transmit a sudden big hit / small hit start designation command to the effect control microcomputer 100 (step S148). In addition, a value corresponding to the small hit display time (for example, the time when the effect display device 9 notifies that the small hit has occurred) is set in the small hit display time timer (step S149). Further, the number of times of opening (for example, 2 times) is set in the special winning opening opening number counter (step S150). Then, the value of the special symbol process flag is updated to a value corresponding to the small hit start pre-processing (step S308) (step S151).

  If the small hit flag is not set, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S152).

  FIG. 31 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S160). If the jackpot end display timer is set, the process proceeds to step S164. If the jackpot end display timer is not set, the jackpot flag is reset (step S161), and control for transmitting a jackpot end designation command is performed (step S162). Here, a big hit end 1 designation command is transmitted if it is a normal big hit, a big hit end 2 designation command is sent if it is a probable big hit, and a sudden big hit / small if it is a sudden probable big hit. A hit end designation command is transmitted. Then, a value corresponding to the display time corresponding to the time during which the big hit end display is being performed in the image display device 9 (the big hit end display time) is set in the big hit end display timer (step S163), and the processing is ended.

  In step S164, 1 is subtracted from the value of the jackpot end display timer. Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S165). If not, the process ends.

  When the big hit end display time has elapsed, the CPU 56 checks whether or not the big hit type is a probability change big hit or a sudden probability change big hit (step S166). Whether or not the probability variation big hit or the sudden probability variation big hit is, specifically, whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “02” or “03”. It can be determined by confirming. If neither the probability variation big hit nor the sudden probability variation big hit is present (that is, if it is a normal big hit), the CPU 56 sets a predetermined number of times (for example, 100) in the hour / minute number counter for counting the number of hour / minute times (step S167). Also, a time reduction flag is set (step S168). Further, the CPU 56 performs control to transmit a low probability state designation command (step S169). Then, control goes to a step S173.

  If the probability change big hit or the sudden probability big hit is true, the CPU 56 sets a probability change flag to shift the gaming state to the probability change state (step S170). Also, a time reduction flag is set (step S171). Further, the CPU 56 performs control to transmit a high probability state designation command (step S172). Then, control goes to a step S173.

  In this embodiment, the time reduction flag is also used to determine whether to increase the opening time of the variable winning ball device 15 or increase the number of times of opening. In this case, specifically, in the normal symbol process (see step S27), the CPU 56 confirms whether or not the time reduction flag is set when the normal symbol variation display result is a win. If it is, the control is performed to open the variable winning ball device 15 by extending the opening time or increasing the number of times of opening. The time reduction flag is used to determine whether or not to shorten the variation time of the special symbol. In addition, in the normal symbol process (see step S27), the CPU 56 determines whether the normal symbol variation display result is more favorable when the hour / hour flag is set than when the hour / hour flag is not set. Increase the probability of winning (ratio determined per hit) in the lottery of no. In this embodiment, the time reduction flag is also used when determining whether or not the gaming state is a certain change state or a time reduction state in the start-port switch passing process shown in FIG. 21 (see step S217A). .

  In step S173, the CPU 56 performs control to transmit a high base state designation command.

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S174).

  In this embodiment, the game control microcomputer 560 performs control to transmit a game state designation command at the end of the change of the special symbol (see step S146 in FIG. 30) or at the end of the big hit game. Instead of such control, control for transmitting at the time of starting the change of the special symbol (for example, in the special symbol normal process) may be performed.

  Next, specific examples of the continuous notice effect and the suggestion effect (the effect suggesting that the game state is in a probable change state) will be described with reference to the explanatory diagrams in FIGS.

  32 to 36 show an example in which the continuous notice effect is executed using the display in the first reserved memory number display unit 18c, the display in the second reserved memory number display unit 18d is used. When the continuous notice effect is executed, the same continuous notice effect is executed. In the example shown in FIGS. 32 to 36, only the first reserved memory number display unit 18c is shown, but actually, the second reserved memory number display unit 18c is also displayed on the display screen of the effect display device 9. It is displayed.

  In the example shown in FIG. 32, as shown in FIG. 32 (A), it is determined that the winning is determined by the winning determination process (see FIG. 24) for the fourth reserved memory, and the first reserved memory number display unit 18c The fourth display is changed to a specific display (in this example, an asterisk). In other words, the display corresponding to the hold storage based on the passage of the game ball that is the object of determination in the winning determination is changed to a specific display. FIG. 32A shows that the decorative symbols are stopped and displayed in the “left”, “middle”, and “right” symbol display areas 9L, 9C, and 9R in the effect display device 9. ing. Hereinafter, “holding storage based on the passage of a game ball that is a determination target in winning determination” will be expressed as “holding storage that is determined in winning determination processing”.

  Although the number of reserved memories is reduced by 1 at the start of the decorative pattern change (in the example shown in FIGS. 32A and 32B, it is reduced from 4 to 3), then, during the decorative pattern change (FIG. 32B) , (C)), the hold memory is incremented by 1 (increase from 3 to 4), and the fourth hold memory is displayed as a continuous notice effect ("A" in the example shown in FIG. 32C)). Is displayed. After the decoration symbol change is completed (see FIG. 32D), the hold memory is increased by one during the next execution of the decoration symbol change (see FIGS. 32E and 32F) (3 (Increased to 4) The fourth on-hold storage display is displayed in the form of a continuous notice effect (“tsu” in the example shown in FIG. 32F).

  Further, after the decoration symbol change is completed (see FIG. 32G), the pending storage is increased by one during the next execution of the decoration symbol change (see FIGS. 32H and 32I). (Increased from 3 to 4) The fourth hold storage display is displayed in the form of a continuous notice effect (“I” in the example shown in FIG. 32 (I)). Further, after the decoration symbol change is completed (see FIG. 32 (J)), during the next execution of the decoration symbol change (see FIGS. 32 (K) and (L)), the reserved memory increases by one. (Increased from 3 to 4) The fourth hold storage display is displayed in the form of a continuous notice effect (“!” In the example shown in FIG. 32 (L)).

  Then, the jackpot symbol is derived and displayed (see FIG. 32 (M)). Note that the variable display in which the big hit symbol becomes the stop symbol is a variable display corresponding to the fourth reserved storage in FIG.

  In the example shown in FIG. 32, the continuous notice is displayed using the display of the four reserved memories generated after the reserved memory that is the determination target for executing the continuous notice effect is generated (corresponding to the occurrence of the start winning). Although the effect is executed, the continuous notice effect may be executed using a display of less than four hold memories generated after the hold memory that is the determination target is generated.

  In the example shown in FIG. 33, the continuous notice effect is executed using the display of three reserved memories. That is, in the example shown in FIG. 33, as shown in FIG. 32 (A), it is determined that the winning is determined by the winning determination process (see FIG. 24) for the fourth reserved memory, and the first reserved memory number display unit The fourth display in 18c is changed to a specific display (in this example, an asterisk).

  After that, while the decorative symbols are changing (see FIGS. 33B and 33C), the reserved memory increases by one (increases from 3 to 4), and the fourth reserved memory is displayed as a continuous notice effect. ("Heat" in the example shown in FIG. 33C). After the decoration symbol change is completed (see FIG. 33 (D)), during the next execution of the decoration symbol change (see FIGS. 33 (E) and (F)), the reserved memory is increased by one (3 (Increased to 4) The display of the fourth reserved storage is displayed in the form of the continuous notice effect (“I” in the example shown in FIG. 33F).

  Further, after the decoration symbol change is completed (see FIG. 33G), the hold memory is incremented by one during the next execution of the decoration symbol change (see FIGS. 33H and I). (Increased from 3 to 4) The fourth hold storage display is displayed in the form of a continuous notice effect (“!” In the example shown in FIG. 33 (I)). Furthermore, after the decoration symbol variation is completed (see FIG. 33J), the decoration symbol variation is performed (see FIG. 33K), and the big hit symbol is derived and displayed (see FIG. 33L). . Note that the variable display in which the big hit symbol becomes the stop symbol is a variable display corresponding to the fourth reserved storage in FIG.

  Further, in this embodiment, when the gaming state is the high base state (corresponding to the probability variation state or the short time state), the continuous notice effect is executed using the display of the four reserved memories, and when the gaming state is the low base state, The continuous notice effect is executed using the display of three reserved memories, which is a small number compared to the high base state. When in the high base state, the number of holds is likely to increase compared to when in the low base state (corresponding to a state with a low probability and not a short-time state). Even if the notice effect is executed, the possibility that the continuous notice effect is not completed (for example, in the example shown in FIG. 32, “!” Is not displayed before) is unlikely. It should be noted that the number of on-hold storage displays used in the continuous notice effect is not limited to three or four. Further, when the gaming state is the probability variation state, the continuous notice effect may be performed using the display of a larger number of reserved memories than when the gaming state is the non-probability variation state (low probability state).

  In FIG. 34, after the continuous notice effect is executed (see FIG. 34A), the jackpot game is executed and the display effect during the jackpot game is displayed on the effect display device 9 (see FIG. 34B) and the jackpot game. An effect at the end (see FIG. 34C) is performed, and then the effect of changing the display mode in the first reserved memory number display unit 18c to a mode that suggests that the probability change state (suggested effect) An example is shown (see FIG. 34E).

  Note that the display effects shown in FIG. 34 (specifically, the display effects shown in FIGS. 34D to 34F) do not notify the state of the gaming machine that the gaming state is the probability variation state (probability variation state). In the latent mode (the display effect is unclear whether or not it is unknown), the probability variation is not notified as in the normal state, but internally (in terms of control) the high probability state: It is executed when it is in the probability variation latency mode or the probability variation latency state. In addition, before the effect illustrated in FIG. 34E is performed, a display effect for notifying the possibility that the gaming state is in a probable state is executed (see FIG. 34D). In addition, after the effect illustrated in FIG. 34E is performed, the display mode in the first reserved memory number display unit 18c is different from the mode in which the reserved memory number is simply displayed (the display mode in the continuous notice effect). ) (See FIG. 34F).

  In addition, in the example shown in FIG. 34, an example is shown in which the suggestion effect is executed after the big hit game after the continuous notice effect is executed. It is not essential to be executed.

  In addition, in the example shown in FIG. 34, an effect suggested to be in a probable change state is executed, but instead of the suggestion effect or in addition to the suggestion effect, it is positively notified that the probability change state is present. You may make a special performance.

  The example shown in FIG. 35 is an example of a continuous notice effect in the case where a probable big hit occurs based on the hold memory that is the determination target for executing the continuous notice effect.

  35 (A) to (J) are the same as the effects shown in FIGS. 32 (A) to (J), but in the example shown in FIG. 35, the fourth hold in FIG. 35 (A). During execution of the variable display corresponding to the memory (variable display based on the hold memory that is the determination target for executing the continuous notice effect), the display mode in the first hold memory number display unit 18c is a probable big hit. The mode is changed to a mode for notification (see FIGS. 35K, 35L, and 35M).

  The example shown in FIG. 36 is an example of the continuous notice effect in the case where the display result of the variable display executed based on the hold memory that is the determination target of executing the continuous notice effect is out of place (out of symbol). is there.

  36 (A) to (K) are the same as the effects shown in FIGS. 32 (A) to (K), but in the example shown in FIG. 36, the fourth hold in FIG. 36 (A). When the variable storage corresponding to the storage (variable display based on the storage to be determined that the continuous notice effect is to be executed) is executed, when the storage is increased by one (in the example shown in FIG. 36). 3 → 4)), and the display of the increased reserved memory (in this example, the display of the fourth reserved memory) is the case of the continuous notice effect when the display is off (shown in FIG. 36 (L)). In the example, “?”) Is displayed. Then, the off symbol is derived and displayed (see FIG. 36M).

  In the examples shown in FIGS. 32 to 36, the display of the hold storage is increased one by one during each variable display (variation), but such an example is an example, and 1 There may be two or more pending storage indications during each variable display.

  In the example shown in FIGS. 32 to 36, the continuous notice effect is completed, but the continuous notice effect may not be completed. For example, in the example shown in FIG. 32, after “A”, “T”, and “I” are displayed (in this case, the number of reserved memories is three), variable display based on three reserved memories is performed. If no new hold memory is generated before the end (start winning prize does not occur), “!” Is not displayed. Further, in the example shown in FIG. 36, when “A”, “T”, and “I” are displayed, no new hold memory is generated until the variable display based on the three hold memories is completed. Does not display “?”. When such a situation arises, the player cannot determine whether the notice performance of “A”, “T”, “I” has foreseen the occurrence of a big hit, but on the contrary, the interest of the game is improved .

  Next, the operation of the effect control means will be described. FIG. 37 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) as effect control means mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 4 ms) is performed (step S701). . Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (step S703). In the loop process, a random number update process for updating a counter value for generating a random number such as a stop symbol determining random number, a notice determining random number, or a probability variation latent mode determining random number is executed (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S704) and executes the following effect control process.

  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S705).

  Next, the effect control CPU 101 performs effect control process processing (step S706). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed.

  Next, the effect control CPU 101 executes a hold memory control process for controlling the display states of the first hold memory number display unit 18c and the second hold memory number display unit 18d (step S707). Thereafter, the process proceeds to step S702.

  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and a ring buffer type command reception buffer capable of storing six 2-byte effect control commands. (Formed in RAM). A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. In the command analysis process, the effect control CPU 101 analyzes which command (see FIGS. 17 and 18) is the effect control command stored in the command reception buffer.

  38 to 42 are flowcharts showing specific examples of the command analysis process (step S705). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.

  In the command analysis process, the effect control CPU 101 first checks whether or not a reception command is stored in the command reception buffer (step S611). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. When the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that 2 bytes (1 command) are read at a time.

  If the received effect control command is a variation pattern command (step S614), the effect control CPU 101 stores the received variation pattern command in a variation pattern command storage area formed in the RAM (step S615). Then, a variation pattern command reception flag is set (step S616).

  If the received effect control command is a display result designation command (step S617), the effect control CPU 101 sets a display result designation command reception flag (step S618A). Further, the effect control CPU 101 stores the received display result designation command (display result 1 designation command to display result 5 designation command) in a display result designation command storage area formed in the RAM (step S618B).

  If the received effect control command is a symbol confirmation designation command (step S619), the effect control CPU 101 sets a confirmed command reception flag (step S620).

  If the received effect control command is a jackpot start 1 designation command or a jackpot start 2 designation command (step S621), the effect control CPU 101 sets a jackpot start 1 designation command reception flag or a jackpot start 2 designation command reception flag ( Step S622).

  If the received effect control command is a surprise big hit / small hit start designation command (step S623), the effect control CPU 101 sets a sudden big hit / small hit start designation command reception flag (step S624).

  If the received effect control command is the first symbol variation designation command (step S625), the first symbol variation designation command reception flag is set (step S626). If the received effect control command is the second symbol variation designation command (step S627), the second symbol variation designation command reception flag is set (step S628).

  If the received effect control command is a power-on specification command (initialization specification command) (step S631), the effect control CPU 101 displays an initial screen on the effect display device 9 indicating that the initialization process has been executed. Control is performed (step S632). The initial screen includes an initial display of predetermined decorative symbols.

  If the received effect control command is a power failure recovery designation command (step S633), a predetermined power failure recovery screen (screen for displaying information notifying the player that the gaming state is continuing) is displayed. Display control is performed (step S634).

  If the received effect control command is a jackpot end 1 designation command (step S641), the effect control CPU 101 sets a jackpot end 1 designation command reception flag (step S642). If the received effect control command is a jackpot end 2 designation command (step S643), the effect control CPU 101 sets a jackpot end 2 designation command reception flag (step S644). If the received effect control command is a sudden big hit / small hit end designation command (step S645), the production control CPU 101 sets a sudden big hit / small hit end designation command reception flag (step S646).

  If the received effect control command is the first reserved memory number addition designation command (step S651), the effect control CPU 101 adds 1 to the value of the first reserved memory number stored in the first reserved memory number storage area in the RAM. (Step S652). Further, the effect control CPU 101 sets the first hold increase flag (step S653). Further, the display of the first reserved memory number in the first reserved memory number display unit 18c is updated according to the updated first reserved memory number (step S654). That is, the number of displayed images (for example, circles) is increased by one.

  If the received effect control command is the second reserved memory number addition designation command (step S656), the effect control CPU 101 adds 1 to the value of the second reserved memory number stored in the second reserved memory number storage area ( Step S657). Further, the production control CPU 101 sets the second hold increase flag (step S658). Further, the display of the second reserved memory number in the second reserved memory number display unit 18d is updated according to the updated second reserved memory number (step S659). That is, the number of displayed images (for example, circles) is increased by one.

  If the received effect control command is the first reserved memory number subtraction designation command (step S661), the effect control CPU 101 subtracts 1 from the value of the first reserved memory number stored in the first reserved memory number storage area. (Step S662). Further, the production control CPU 101 updates the display of the first reserved memory number on the first reserved memory number display unit 18c in accordance with the updated first reserved memory number (step S663). That is, the number of images (for example, circles) displayed on the first reserved storage number display unit 18c is reduced by one. Specifically, for example, the leftmost image among the displayed images is deleted, and the other images are moved to the left side.

  If the received effect control command is the second reserved memory number subtraction designation command (step S666), the effect control CPU 101 subtracts 1 from the value of the second reserved memory number stored in the second reserved memory number storage area. (Step S667). Further, the production control CPU 101 updates the display of the second reserved memory number on the second reserved memory number display unit 18d according to the updated second reserved memory number (step S668). That is, the number of images (for example, circles) displayed on the second reserved storage number display unit 18d is reduced by one. Specifically, for example, the leftmost image among the displayed images is deleted, and the other images are moved to the left side.

  If the received effect control command is a low probability state designation command (step S671), the effect control CPU 101 sets the probability change state flag when the probability change state flag indicating that the gaming state is the probability change state is set. Reset (step S672).

  If the received effect control command is a high-probability state designation command (step S681), the effect control CPU 101 sets a probability change state flag (step S682).

  If the received effect control command is the low base state designation command (step S690), the effect control CPU 101 resets the high base flag indicating the high base state (step S691), and the effect display device 9 The background screen displayed on the screen is changed to a background screen corresponding to the low base state (normal state) (for example, a background screen with a red display color) (step S692). If the received effect control command is a high base state designation command (step S693), the effect control CPU 101 sets a high base flag (step S694).

  If the received effect control command is any winning determination result designation command (step S695), the effect control CPU 101 determines the winning determination result according to the received winning determination result designation command. The result is stored in the result storage buffer (step S696). Then, the effect control CPU 101 sets a winning determination result designation command reception flag indicating that the winning determination result designation command has been received (step S697). In the process of step S697, when the winning determination result 1 designation command to the winning determination result 6 designation command shown in FIG. 19 are received, the first winning determination result designation command reception flag is set, as shown in FIG. When a winning determination result 7 designation command to a winning determination result 11 designation command is received, a second winning determination result designation command reception flag is set.

  FIG. 43 is an explanatory diagram of a configuration example of an area (a winning determination result storage buffer) for storing a winning determination result. As shown in FIG. 43, in this embodiment, the winning determination result at the time of starting winning to the first starting winning opening 13 (by the winning determination result 1 designation command to the winning determination result 6 designation command) is saved. A first winning determination result storage buffer and a second winning determination result at the time of starting winning to the second starting winning port 14 (according to a winning determination result 7 designation command to a winning determination result 11 designation command) are stored. And 2 winning determination result storage buffer. As shown in FIG. 43, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first winning determination result storage buffer. In addition, a storage area corresponding to the upper limit value (4 in this example) of the second reserved storage number is secured in the second winning determination result storage buffer. In this embodiment, the EXT data of the received winning determination result designation command is stored in the first winning determination result storage buffer and the second winning determination result storage buffer. The first winning determination result storage buffer and the second winning determination result storage buffer are formed in the RAM of the effect control microcomputer 100.

  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S698). Then, control goes to a step S611.

  FIG. 44 is a flowchart showing the hold storage control process (step S707) in the main process shown in FIG. The effect control CPU 101 first checks whether or not the first hold increase flag indicating that the first hold storage number has increased is set (step S949). If the first hold increase flag is not set, the process proceeds to step S959. If the first hold increase flag is set, the first hold increase flag is reset (step S950).

  Then, the effect control CPU 101 checks whether or not the first notice effect execution flag indicating that the first continuous notice effect is being executed is set (step S951). The first continuous notice effect is a notice effect using the hold display in the first hold memory number display unit 18c. That is, when the first notice effect execution flag is set, the first hold increase flag is set based on the occurrence of the first start winning (corresponding to the fact that the first special symbol variation start condition is satisfied). Each time (the hold display in the first hold memory number display unit 18c increases by 1; refer to step S654 in FIG. 40), the increased display is changed to a predetermined display mode in the first hold memory number display unit 18c. This is a continuous notice effect that is executed. In this embodiment, when the first continuous notice effect is being executed, the second reserved memory number display portion 18d is displayed even if the second reserved increase flag based on the occurrence of the second start winning is set. The used second continuous notice effect is controlled so as not to be executed.

  When the first notice effect execution flag is set, the effect control CPU 101 confirms whether or not the value of the first notice number counter is 0 (step S952). If the value of the first notice count counter is 0, the rightmost display of the first reserved memory number display unit 18c (that is, the display of the reserved memory generated immediately before) is set as an asterisk (step S953: FIG. 32 (A) etc.). Then, the value of the first notice count counter is incremented by 1 (step S954). The first notice number counter is initialized to 0 when it is determined to execute the first continuous notice effect. In addition, the reserved memory displayed with an asterisk corresponds to the reserved memory that is a determination target in the winning determination process.

  If the value of the first notice number counter is not 0, the game state, the display result of the variable display, and the first notice number counter are provided on condition that the value of the first notice number counter is not 4 (step S955). A continuous notice effect according to the value of is executed (step S956). Then, the value of the first notice count counter is incremented by 1 (step S957).

  The reason for executing the continuous notice effect on the condition that the value of the first notice number counter is not 4 is that the continuous notice effect is an effect using three hold displays in the low base state. That the value of the first notice count counter is 4 means that an effect using three hold displays has already been executed. In addition, the first continuous notice effect is an effect that is started due to the occurrence of the first start winning prize, but is not executed in the high base state. That is, the first continuous notice effect is executed only in the low base state. This is because the game control microcomputer 560 does not execute the winning determination process related to the first start winning in the high base state (see step S217A in FIG. 21).

  However, if the game control microcomputer 560 is configured to execute the winning determination process related to the first start winning even in the high base state, the first continuous notice effect may be started even in the high base state. There is. Therefore, when the game control microcomputer 560 executes the winning time determination process related to the first start winning even in the high base state, the value of the first notice count counter is not 4 in the high base state. In addition, the processing of steps S956 and S957 is executed on condition that the value of the first notice count counter is not 3 in the low base state.

  In step S959, the production control CPU 101 confirms whether or not the second hold increase flag indicating that the second hold storage number has increased is set. If the second hold increase flag is not set, the hold storage control process is terminated. If the second hold increase flag is set, the second hold increase flag is reset (step S960). Then, the effect control CPU 101 checks whether or not the second notice effect execution flag indicating that the second continuous notice effect is being executed is set (step S961). The second continuous notice effect is a notice effect using the hold display in the second hold memory number display unit 18d. That is, when the second notice effect execution flag is set, the second hold increase flag is set based on the occurrence of the second start winning (corresponding to the fact that the start condition for the variation of the second special symbol is satisfied). Each time (the hold display on the second hold memory number display unit 18d increases by 1; see step S659 in FIG. 40), the increased display is changed to a predetermined display mode on the second hold memory number display unit 18d. This is a continuous notice effect that is executed. In this embodiment, when the second continuous notice effect is being executed, even if the first hold increase flag based on the occurrence of the first start winning is set, the first hold memory number display portion 18c is displayed. The first continuous notice effect used is controlled so as not to be executed.

  If the second notice effect execution flag is set, it is confirmed whether or not the value of the second notice number counter is 0 (step S962). When the value of the second notice count counter is 0, the rightmost display of the second reserved memory number display unit 18d (that is, the display of the reserved memory generated immediately before) is set as an asterisk (step S963: FIG. 32 (A) etc.). Then, the value of the second notice count counter is incremented by 1 (step S964). Note that the second notice number counter is initialized to 0 when it is determined to execute the second continuous notice effect.

  If the value of the second notice number counter is not 0, it is a condition that the value of the second notice number counter is not 5 (step S965). A continuous notice effect according to the game state, the variable display result, and the value of the second notice number counter is executed (step S966). Then, the value of the second notice count counter is incremented by 1 (step S967).

  The reason for executing the continuous notice effect on the condition that the value of the second notice number counter is not 5 is that the continuous notice effect is an effect using four hold displays in the high base state. That the value of the second notice number counter is 5 means that an effect using four hold displays has already been executed. In addition, the second continuous notice effect is an effect that is started due to the occurrence of the second start winning prize, but is not executed in the low base state. This is because the second start winning opening 14 is not opened in the low base state.

  However, the state in which the variable winning ball device 15 is controlled so as to be disadvantageous to the player is not a state in which the gaming ball does not win (pass) at all, but a state in which the gaming ball is difficult to win (a state where there is a possibility of winning) ), The second continuous notice effect may be started even in the low base state. Therefore, when the game ball is controlled to a state where it is difficult to win (a state where there is a possibility of winning), on the condition that the value of the second notice number counter is not 4 in the high base state, On the condition that the value of the second notice count counter is not 3 in the low base state, the processes of steps S966 and S967 are executed.

  FIG. 45 is an explanatory diagram for explaining the processing of steps S956 and S966.

  As shown in FIG. 45, the effect control CPU 101, when the gaming state is a high base state and the display result is a big hit (winning determination result 4 designation command, winning determination result 5 designation command, winning determination When the result 6 designation command, the winning judgment result 10 designation command or the winning judgment result 11 designation command is received), the value of the notice count counter (in this embodiment, the first continuous notice in the high base state). Since the second continuous notice effect is executed among the effect and the second continuous notice effect, when the value of the second notice number counter is 1, the rightmost (new) in the second reserved memory number display unit 18d When the value of the notice count counter is 2, the display of the rightmost table in the second reserved memory number display unit 18d is set to “A” (processing in step S966). Is set to “T” (step S966 processing), and when the value of the notice count counter is 3, the rightmost display in the second reserved storage number display unit 18d is set to “Yes” (step S966 process), and the notice count is set. When the value of the counter is 4, the rightmost display in the second reserved storage number display unit 18d is set to “!” (Processing in step S966).

  By such processing, an effect as shown in FIG. 32 is realized.

  In addition, when the gaming state is the high base state and the display result is out of place (super reach out) (when receiving the winning judgment result 3 designation command or the winning judgment result 9 designation command), an advance notice is given. When the value of the count counter is 1, the display of the rightmost (corresponding to the newly generated pending storage) in the second reserved storage number display unit 18d is set to “A” (processing in step S966), and the value of the notice count counter Is 2, the rightmost display in the second reserved memory number display unit 18d is set to “one” (the process of step S966), and when the value of the notice count counter is 3, the second reserved memory number display unit 18d When the rightmost display at is set to “Yes” (the process of step S966) and the value of the notice count counter is 4, the rightmost display at the second reserved storage number display portion 18d is displayed. ? To "(the process of step S966).

  By such processing, an effect as shown in FIG. 36 is realized.

  When the gaming state is a low base state and the display result is a big hit (a winning judgment result 4 designation command, a winning judgment result 5 designation command, a winning judgment result 6 designation command, a winning judgment result 10 designation command or When the winning determination result 11 designation command is received), the value of the notice count counter (in this embodiment, in the low base state, the first continuous notice effect and the second consecutive notice effect are selected. Since the continuous notice effect is executed, when the value of the first notice number counter is 1, the display of the rightmost (corresponding to the newly generated reserved memory) on the first reserved memory number display unit 18c is “heat”. When the value of the notice count counter is 2, the rightmost display on the first reserved memory number display unit 18c is set to “yes” (process of step S956). When the value of the counter is 3, the display of the rightmost in the first hold memory number display unit 18c to "!" (In step S956).

  By such processing, an effect as shown in FIG. 33 is realized.

  In addition, when the gaming state is the low base state and the display result is out of place (super reach out) (when receiving the winning judgment result 3 designation command or the winning judgment result 9 designation command), a notice is given. When the value of the number counter is 1, the rightmost display (corresponding to the newly generated reserved memory) on the first reserved memory number display unit 18c is set to “heat” (processing in step S956), and the value of the notice number counter Is 2, the rightmost display on the first reserved memory number display unit 18c is set to “yes” (step S956), and when the value of the notice count counter is 3, the first reserved memory number display unit 18c. Is set to “?” (Processing in step S956).

  After the process of step S832 shown in FIG. 50 is executed, when the gaming state is in the high base state and the value of the notice count counter (second notice count counter) is 4, the second number of reserved memories The rightmost display on the display unit 18d is set to “T” (step S966: see FIG. 35L). In this embodiment, the production control CPU 101 changes the three displays in the second reserved memory number display unit 18d to “ge”, “ki”, and “a” in the process of step 966 in the high base state. . In addition, after the process of step S966 is executed, when the gaming state is in the low base state and the value of the notice number counter (first notice number counter) is 3, the first reserved memory number display unit 18c The rightmost display is set to “heat” (step S956). In this embodiment, in the low base state, the production control CPU 101 changes the two displays on the first reserved memory number display unit 18c to “ge” and “ki” in the process of step S956. .

  FIG. 46 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 executes a continuous notice effect determination process (step S811).

  Next, the effect control CPU 101 performs any one of steps S800 to S810 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled, and the variable display of the decorative symbol is realized. However, the control related to the variable display of the decorative symbol synchronized with the change of the first special symbol is also the second special symbol. The control related to the variable display of the decorative pattern synchronized with the fluctuation of the image is also executed in one effect control process.

  The decorative display variable display synchronized with the variation of the first special symbol and the decorative display variable display synchronized with the variation of the second special symbol may be executed by separate effect control process processing. Good. In that case, it may be determined which special symbol variation display is being executed, depending on which effect control process processing is performed.

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

  Decoration symbol variation start processing (step S801): Control is performed so that the decoration symbol and the variation of the ornament symbol are started. Then, the value of the effect control process flag is updated to a value corresponding to the decorative symbol changing process (step S802).

  Decoration symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the decorative symbol variation stop process (step S803).

  Decoration symbol variation stop process (step S803): Based on the reception of the effect control command (design determination designation command) for instructing all symbols to stop, the variation of the ornament symbol is stopped and the display result (stop symbol) is derived and displayed. Take control. Then, the value of the effect control process flag is updated to a value corresponding to the big hit display process (step S804), the small hit display process (step S808), or the variation pattern command reception waiting process (step S800).

  Big hit display process (step S804): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the in-round processing (step S805).

  In-round processing (step S805): Display control during round is performed. If the round end condition is satisfied, if the final round has not ended, the value of the effect control process flag is updated to a value corresponding to the post-round processing (step S806). If the final round has ended, the value of the effect control process flag is updated to a value corresponding to the jackpot end effect process (step S807).

  Post-round processing (step S806): Display control between rounds is performed. When the round start condition is satisfied, the value of the effect control process flag is updated to a value corresponding to the in-round process (step S805).

  Big hit end effect processing (step S807): In the effect display device 9, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  Small hit display process (step S808): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the small hit. Then, the value of the effect control process flag is updated to a value corresponding to the small hit game processing (step S809).

  Small hit game processing (step S809): Display control during the small hit game is performed. Then, when the last round of small hits ends, the value of the effect control process flag is updated to a value corresponding to the small hit end effect process (step S810).

  Small hit end effect processing (step S810): In the effect display device 9, display control is performed to notify the player that the small hit gaming state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  FIG. 47 is a flowchart showing continuous notice effect determination processing (step S811). In the continuous notice effect determining process, the effect control CPU 101 first sets a winning determination result designation command reception flag (first winning determination result designation command reception flag or second winning determination result designation command reception flag). It is confirmed whether or not (step S6000). If it is not set, the process is terminated. When the winning determination result designation command reception flag is set, the effect control CPU 101 resets the winning determination result designation command (step S6001), and processing for determining the continuous notice effect after step S6002. Execute. In step S6001, when the winning determination result designation command reception flag (first winning determination result designation command reception flag or second winning determination result designation command reception flag) is reset, the flag that has been set is set. The identifiable information is temporarily stored in a register, for example. Therefore, in this embodiment, at the timing when a new start win occurs and the determination result designation command at the time of winning is received, based on the fact that the winning determination result designation command reception flag is set at step S6000, continuous notice is given. The production is decided.

  Next, the effect control CPU 101 determines whether or not any notice effect execution flag (first notice effect execution flag or second notice effect execution flag) indicating that the continuous notice effect is already being executed is set. Confirmation is made (step S6002). The notice effect execution flag is set in the process of step S6007. If any of the notice effect execution flags is set, the process proceeds to step S6010. That is, when the continuous notice effect is already being executed, control is performed so that the determination process of the continuous notice effect is not repeated.

  If no notice effect execution flag is set, the effect control CPU 101 extracts all winning determination results stored in the winning determination result storage buffer (step S6003). In this case, the production control CPU 101 has a first winning determination result designation command reception flag set (a winning determination result designation command indicating a winning determination result at the time of a start winning to the first start winning opening 13). Whether the second winning determination result designation command reception flag is set (a winning determination result designation command indicating a winning determination result at the time of starting winning to the second starting winning opening 14 is received). Confirm. The effect control CPU 101 makes the determination in step S6003 based on, for example, information temporarily stored in the register. When the first winning determination result designation command reception flag is set (ie, the winning determination indicating the winning determination result at the start winning to the first starting winning opening 13). When a result designation command is received), all the winning determination results stored in the first winning determination result storage buffer are extracted. In addition, when the probability change state flag or the high base flag is set (that is, the winning determination result designation command indicating the winning determination result at the time of starting winning the second starting winning opening 14), the effect control CPU 101 ), All the winning determination results stored in the second winning determination result storage buffer are extracted.

  In this embodiment, all the winning determination results stored in the winning determination result storage buffer are extracted in the process of step S6003 until the variable display that is the determination target is started in the following step S6004. The continuous notice effect can be executed on the condition that all the fluctuation displays are “non-reach”. Such a configuration prevents a situation in which the continuity of the continuous notice effect is impaired due to the reach effect interrupting in the middle of the continuous notice effect. It should be noted that the continuous notice effect may be executed even when reach is included in each variation display until the variation display to be determined in the process of step S6004 is started. In that case, in the process of step S6003, it is not necessary to extract all the winning determination results stored in the winning determination result storage buffer, and only the latest winning determination result needs to be extracted.

  Next, the effect control CPU 101 confirms whether or not the latest winning determination result among the extracted winning determination results is a determination result indicating “super-reaching” or “hit” (step S6004). In this case, in the normal state where neither the probability variation state flag nor the high base flag is set, the effect control CPU 101 receives a winning time extracted from only the first winning time determination result storage buffer in the process of step S6003. It is checked whether or not the latest winning determination result among the determination results is a determination result indicating “non-reach out”, “super reach out” or “big hit”. In addition, when the probability variation state flag or the high base flag is set, the effect control CPU 101 sets the latest winning determination among the winning determination results extracted from only the second winning determination result storage buffer in the process of step S6003. It is confirmed whether or not the hour determination result is a determination result indicating “out of super reach” or “big hit”.

  Then, the effect control CPU 101 executes the process of step S6005 on condition that the latest winning determination result is a determination result indicating “out of super reach” or “big hit” (step S6004). That is, in this embodiment, when the process of steps S6003 and S6004 is executed, and there is a variable display that becomes “super reach out” or “big hit”, the continuous notice effect is performed in the processes after step S6005. It is determined whether or not to execute, and a continuous notice effect may be executed over a plurality of variable displays. In addition, it is not limited to the latest winning determination result, and when there are a plurality of undecided winning determination results among the extracted winning determination results, determination is made for all of them, and even one of them is “superreach” or “ In the case where there is a fluctuating display indicating “big hit”, it may be determined whether or not to execute the continuous notice effect in the processing after step S6005. Further, in the case of “super reach big hit” instead of all big hits, the process may proceed to step S6005 to determine the continuous notice effect. In this case, the game control microcomputer 560 transmits an effect control command capable of recognizing that the determination result of the winning determination is “super reach big hit”.

  Next, the effect control CPU 101 extracts the value of the notice determination random number, and determines whether to execute the continuous notice effect based on the latest winning determination result and the value of the notice determination random number (step) S6005). Specifically, when the value of the random number for notice determination matches the determination value (determination value corresponding to notifying in advance) set in the notice determination table, it is determined to execute the continuous notice effect. In the random number update process in the main process shown in FIG. 37, the value of the notice determination random number generation counter is updated in the range of 1 to 10. The effect control CPU 101 extracts the notice determination random number value by reading the value of the notice determination random number generation counter.

  FIG. 48 is an explanatory diagram of an example of the notice determination table. As shown in FIG. 48, in this embodiment, different notice determination tables are prepared according to the winning determination result. FIG. 48A shows a notice determination table used when the latest winning determination result is out of super reach (when a winning determination result 3 designation command or a winning determination result 9 designation command is received). Has been. FIG. 48B shows a notice determination table used when the latest winning determination result is usually a big win (when a winning determination result 5 designation command or a winning determination result 10 designation command is received). It is shown. FIG. 48 (C) shows the case where the latest winning determination result is a probable big hit (including a sudden probable big hit) (winning determination result 4 specifying command, winning determination result 6 specifying command or winning determination result). 11 shows a notice determination table used when a designated command is received).

  As shown in FIG. 48, in the case of the probable big hit, the continuous notice effect is executed at a higher rate than in the case of the normal big hit.

When it is determined to give a notice (step S6006), the effect control CPU 101 sets a first notice effect execution flag or a second notice effect execution flag (step S6007). Further, the first notice count counter or the second notice count counter is initialized to 0 (step S6008).
The current number of reserved memories is set in a fluctuation counter (one area of RAM) (step S6009). In the process of step S6008, when the first notice effect execution flag is set in step S6007, the effect control CPU 101 initializes the first notice number counter to 0 and sets the second notice effect execution flag. If set, the second notice number counter is initialized to zero. In the process of step S6009, when the first notice effect execution flag is set in the process of step S6007, the effect control CPU 101 sets the first reserved memory number in the variation counter and executes the second notice effect. When the flag is set, the second reserved memory number is set in the fluctuation counter.

  In the process of step S6007, the CPU 101 for effect control sets the first notice effect execution flag if any of the winning determination result 3 designation command to the winning determination result 6 designation command is received. When any one of the winning determination result 9 designation command to the winning determination result 11 designation command is received, the second notice effect execution flag is set.

  Then, the production control CPU 101 deletes the first winning determination result stored in the winning determination result storage buffer (the winning determination result corresponding to the variable display executed this time) and stores the winning determination result. The contents of the buffer are shifted (step S6010). In the process of step S6010, the effect control CPU 101 executes the decorative symbol variation display in synchronization with the first special symbol variation display (specifically, the first symbol variation designation command reception flag is set). The first winning determination result stored in the first winning determination result storage buffer is deleted, and the contents of the first winning determination result storage buffer are shifted. Also, when the decorative symbol variation display is executed in synchronization with the variation display of the second special symbol (specifically, when the second symbol variation designation command reception flag is set), at the time of the second prize. The first winning determination result stored in the determination result storage buffer is deleted, and the contents of the second winning determination result storage buffer are shifted.

  FIG. 49 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is set, the variation pattern command reception flag is reset (step S812). Then, the value of the effect control process flag is updated to a value corresponding to the decorative symbol variation start process (step S801) (step S813).

  FIG. 50 is a flowchart showing a decorative symbol variation start process (step S801) in the effect control process shown in FIG. In the decorative symbol variation start process, the effect control CPU 101 reads the received variation pattern command from the variation pattern command storage area of the RAM (step S820). Then, the effect control CPU 101 displays the decorative pattern display result (stopped pattern) based on the read variation pattern command and the data stored in the display result specifying command storage area (that is, the received display result specifying command). Is determined (step S821). In the process of step S821, the CPU 101 for effect control, when the pseudo-ream is specified by the variation pattern command, as a chance stop symbol (for example, “223” or “445”) as a temporary stop symbol in the pseudo-ream. The combination of the jackpot symbol that is not reachable and the symbol that is shifted by one symbol) is also determined. Then, the production control CPU 101 stores data indicating the determined decorative symbol stop pattern in the decorative symbol display result storage area.

  FIG. 51 is an explanatory diagram of an example of a decorative symbol stop symbol. In the example shown in FIG. 51, when the received display result designation command indicates a normal jackpot (when the received display result designation command is a display result 2 designation command), the effect control CPU 101 uses the stop design as a stop symbol. 3. A combination of decorative symbols in which the three symbols are even-numbered symbols or odd-numbered symbols (a stop symbol reminiscent of the occurrence of a big hit) is determined. When the received display result designation command indicates a probable big hit (when the received display result designation command is a display result 3 designation command), the effect control CPU 101 arranges 3 symbols as stop symbols as odd symbols. Determine the combination of decorative patterns. Further, in the case of a normal big hit, the stop symbol may be a combination of decorative symbols arranged in odd numbers, and in the case of a probable big hit, the stop symbol may be an even number or odd number. And in the case of detachment, a combination of decorative symbols other than the above is determined. However, when a reach effect is involved, a combination of decorative symbols in which two left and right symbols are aligned is determined. Further, when the received display result designation command suddenly shows a probable big hit or small hit (when the received display result designation command is a display result 4 designation command or a display result 5 designation command), the CPU 101 for effect control Determines a combination of decorative symbols such as “135” as stop symbols.

  The effect control CPU 101, for example, extracts a stop symbol determination random number and determines a stop symbol of the decoration symbol using a stop symbol determination table in which data indicating a combination of the decoration symbol and a numerical value are associated with each other. To do. That is, the stop symbol is determined by selecting data indicating a combination of decorative symbols corresponding to a numerical value that matches the extracted random number.

  In addition, as for decorative symbols, a stop symbol that recalls a big hit is called a big hit symbol. In addition, a stop symbol that recalls a loss is called a loss symbol.

  Next, the production control CPU 101 selects a process table corresponding to the variation pattern (step S822). Then, the process timer in the process data 1 of the selected process table is started (step S823).

  FIG. 52 is an explanatory diagram of a configuration example of the process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 according to the process data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. The display control execution data includes data indicating each variation mode constituting the variation mode during the variable display time (variation time) of the variable display of the decorative symbols. Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the decorative pattern in the variation mode set in the display control execution data for the time set in the process timer set value.

  The process table shown in FIG. 52 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern.

  FIG. 53 is an explanatory diagram for explaining the effects executed in accordance with the contents of the process table. As shown in FIG. 53, the CPU 101 for effect control executes effect control according to the process data (effect control execution data) in the process table. That is, when the time according to the timer value set in the process timer set value has elapsed, according to the next effect control execution data in the process table, by repeating the process of controlling the light emitters such as the effect display device 9 and the LED, An effect such as a background during the change of a decorative pattern is realized.

  In this embodiment, the image data related to the variation of the decorative design is not set in the process table. The variation of the decorative pattern itself is directly controlled by the effect control CPU 101 without using the process table.

  The production control CPU 101 performs the production device (the production display device 9 as the production component, various lamps as the production component) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). And the control of the speaker 27) as a production component is executed (step S824). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27.

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

  Then, a value corresponding to the variation time specified by the variation pattern command is set in the variation time timer (step S825). Further, a predetermined time is set in the fluctuation control timer (step S826).

  Note that the predetermined time is, for example, 30 ms, and the presentation control CPU 101 writes image data indicating the display state of the left, middle, and right decorative patterns to the VRAM every time the predetermined time elapses, and image data in which the VDP 109 is written to the VRAM. Is output to the effect display device 9, and the effect display device 9 displays an image corresponding to the signal, whereby the variation of the decorative design is realized.

  Further, the effect control CPU 101 checks whether any of the notice effect execution flags (first notice effect execution flag or second notice effect execution flag) is set (step S830). If not set, the process proceeds to step S833.

  If any of the notice effect execution flags is set, it is checked whether the display result designation command stored in the display result designation command storage area is a display result 3 designation command or a display result 4 designation command. (Step S831). That is, it is confirmed whether or not a display result specifying command for specifying the probability variation jackpot or sudden probability variation jackpot is received. When a display result specifying command for specifying a probable jackpot or suddenly changing jackpot is received, that is, when the gaming state is shifted to the probable state after the jackpot game to be executed after the variable display to be started is finished. The display mode on the first reserved memory number display unit 18c or the second reserved memory number display unit 18d is changed to a mode for notifying the probability change big hit (step S832). Note that there may be no display for which the mode is changed (such a situation occurs when the number of reservations does not increase).

  By the processing in steps S831 and S832, the display mode in the first reserved memory number display unit 18c or the second reserved memory number display unit 18d is changed as illustrated in FIG.

  In this embodiment, the processing of steps S831 and S832 is executed in the decorative symbol variation start processing, but may be configured to be executed in the decorative symbol variation processing. Further, when executing in the decorative symbol variation process, the process of step S832 may be performed after a predetermined time has elapsed from the start of the variation.

  Further, in this embodiment, in the determination process of step S831, the probability variation big hit (by the type of the received display result designation command, that is, based on the determination result determined when the variable display start condition is satisfied ( The process of step S832 may be executed on condition that the command indicating the probability variation big hit is received as the winning determination result command.

  Thereafter, the value of the effect control process flag is set to a value corresponding to the decorative symbol changing process (step S802) (step S833).

  Further, when writing the image data in a predetermined area of the VRAM, the effect control CPU 101 actually performs control to write the image data into the VRAM by, for example, a V blank interrupt process based on the V blank interrupt. Therefore, the effect control CPU 101 temporarily stores data to be written to the VRAM in a predetermined area of the RAM, and performs control to write the data in the predetermined area of the RAM to the VRAM by the V blank interrupt process. The V blank interrupt is an interrupt generated by the VDP 109 in the same cycle as the cycle of the vertical synchronization signal supplied to the effect display device 9. For example, when the screen change frequency (frame frequency) of the effect display device 9 is 30 Hz, the generation period of the V blank interruption is 33.3 ms, and when the frame frequency is 60 Hz, the occurrence of the V blank interruption is generated. The period is 16.7 ms. In this example, data is written to the VRAM by the V blank interrupt processing, but data may be written to the VRAM in other processing. Other processes are, for example, a timer interrupt based on a timer built in for production control, or a decorative symbol changing process. In addition, when the process which writes data in VRAM in other processes is performed, it is preferable to perform the process for synchronizing with an execution period and the period of V blank interruption regularly, for example.

  54 and 55 are flowcharts showing the decorative symbol variation process (step S802) in the effect control process shown in FIG. In the decorative symbol variation process, the production control CPU 101 subtracts 1 from the value of the process timer (step S8101) and subtracts 1 from the value of the variation time timer (step S8102). When the process timer times out (step S8103), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8104). In addition, the control state of the effect device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8105).

  In addition, the effect control CPU 101 checks whether or not the variation control timer has timed out (step S8111), and if the variation control timer has timed out, the effect control CPU 101 displays the left, middle and right decorative symbols. Image data of the next display screen (screen to be displayed after 30 ms has elapsed since the last decorative symbol display switching time) is created and written in a predetermined area of the VRAM (step S8112). In this way, the decorative display variation control is realized in the effect display device 9. The VDP 109 outputs a signal based on data obtained by superimposing image data of a predetermined area and image data based on display control execution data set in the process table to the effect display device 9. In this way, the effect display device 9 displays the background image, the character image, and the decorative design in the variation of the decorative design. Further, a predetermined value (for example, a value corresponding to 30 ms) is reset in the variation control timer (step S8113).

  If the variation time timer has timed out (step S8114), the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the decorative symbol variation stop process (step S803) (step S8115). ).

  56 and 57 are flowcharts showing the decorative symbol variation stopping process (step S803) in the effect control process shown in FIG. In the decorative symbol variation stop process, the effect control CPU 101 first checks whether or not a confirmation command reception flag indicating that an effect control command (design confirmation designation command) for instructing the decorative symbol variation stop has been set is set. (Step S841). If the confirmation command reception flag is set, control is performed to stop and display the determined stop symbol (out-of-line symbol, small hit or chance at big hit or big hit symbol) (step S842). If any one of the notice effect execution flags (first notice effect execution flag or second notice effect execution flag) is set (step S843), the value of the variation counter is decremented by -1 (step S844). ) When the value of the variation counter is confirmed and the value of the variation counter is 0 (step S845), the display mode in the reserved memory number display unit is the normal mode (not the notice effect mode). (Mode) (step S846). That is, it returns to the aspect which alert | reports the number of pending storage. Then, the set notice effect execution flag (first notice effect execution flag or second notice effect execution flag) is reset (step S847). If the first notice effect execution flag is set in the process of step S846, the effect control CPU 101 changes the display of the first reserved memory number display unit 18c and sets the second notice effect execution flag. If it is, the display of the second reserved memory number display portion 18d is changed. In the process of step S844, when the first notice effect execution flag is set, the number of changes when the first symbol change designation command is set (when the first special symbol change is performed). When the counter value is decremented by 1 and the second notice effect execution flag is set, the number of fluctuations when the second symbol variation designation command is set (when the variation of the second special symbol is performed) Decrement the counter value by -1.

  Next, the production control CPU 101 checks whether or not it is determined to make a big hit or a small hit (step S850). Whether or not it is decided to make a big hit or a small hit is confirmed by, for example, a display result designation command stored in the display result designation command storage area. In this embodiment, it can be confirmed whether or not it is determined to be a big hit or a small hit according to the determined stop symbol.

  When it is not determined to make a big hit or a small hit (that is, when a loss symbol is displayed), the effect control CPU 101, if the probability variation latency flag is set (step S861), the probability variation latency. When the value of the variation counter is incremented by 1 (step S862) and the value of the probability variation latency variation counter reaches a predetermined value (for example, 100) (step S863), the background screen displayed on the effect display device 9 is displayed. The background screen is changed according to the probability change state (step S864). Then, the probability variation latency flag is reset (step S865).

  In step S864, the effect control CPU 101 may change the background screen displayed on the effect display device 9 to a background screen corresponding to the normal state (low probability state). In that case, the predetermined value to be compared in the process of step S863 may be changed according to the type of stop symbol of the special symbol. That is, the possibility of hiding may be made different according to the type of stop symbol of the special symbol.

  If the process of steps S861 to S865 results in a probability variation latency state, the probability variation latency state continues until a predetermined number of decorative symbol variations are executed. The probability variation latency flag indicating the probability variation latency state is set in the big hit end effect process.

  Thereafter, the CPU 101 for effect control updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S866).

  If it is determined to be a big hit or a small hit, the effect control CPU 101 selects a process table corresponding to the fanfare effect (step S851). When the big hit start 1 designation command reception flag, big hit start 2 designation command reception flag or sudden / small hit designation command reception flag is set, the effect control CPU 101 resets the set flag.

  Further, the production control CPU 101 starts the process timer by setting the process timer set value to the process timer (step S852), and produces the production according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1). Control of the apparatus (the effect display device 9 as the effect part and various lamps as the effect part) is executed (step S853). Further, the sound number data corresponding to the fanfare effect is output to the sound output board 70 (step S854). After that, when it is a big hit (step S855), the value of the effect control process flag is updated to a value corresponding to the big hit display process (step S804) (step S856). The value of the control process flag is updated to a value corresponding to the small hit display process (step S808) (step S857). In the big hit display process and the small hit display process, the effect control CPU 101 performs display control according to the data set in the process table selected in the process of step S851.

  FIG. 58 is a flowchart showing the jackpot display process (step S804) in the effect control process shown in FIG. In the jackpot display process, the effect control CPU 101 receives any jackpot start designation command reception flag (a jackpot start 1 designation command reception flag indicating that a jackpot start 1 designation command has been received, or a jackpot start 2 designation command has been received). It is checked whether or not the big hit start 2 designation command reception flag shown or the sudden big hit / small hit start designation command reception flag indicating that the big hit / small hit start designation command has been received is set (step S871). If any one of the jackpot start designation command reception flags has been set, control is performed to display a game start screen corresponding to the set flag on the effect display device 9 (step S872).

  In step S872, the effect control CPU 101 performs control to display on the effect display device 9 a screen for informing the start of the big hit game. Further, the set flag (big hit start 1 designation command reception flag, big hit start 2 designation command reception flag, or sudden big hit / small hit start designation command reception flag) is reset (step S873).

  Note that, in the case of a small hit or suddenly probable big hit, the effect control CPU 101 does not execute the presentation based on the reception of the sudden big hit / small hit start designation command. Based on the reception of the pattern command, an effect that suggests a small hit or suddenly probable big hit may be executed for a predetermined period. In this case, the CPU 101 for effect control switches the process data for performing an effect that suggests a small hit or a sudden probability change big hit every process time, and performs the effect according to the switched process data.

  Further, it is confirmed whether any of the notice effect execution flags (first notice effect execution flag or second notice effect execution flag) is set (step S874). If it is set, the display mode in the reserved memory number display unit is changed to a normal mode (a mode that is not a mode of a notice effect) (step S875). Also, the set notice effect execution flag (first notice effect execution flag or second notice effect execution flag) is reset (step S876). If the first notice effect execution flag is set in the process of step S875, the effect control CPU 101 changes the display of the first reserved memory number display unit 18c and sets the second notice effect execution flag. If it is, the display of the second reserved memory number display portion 18d is changed.

  Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (step S805) (step S877).

  In this embodiment, the continuous notice effect may not be executed even when it is determined that it will be a big hit, and the continuous notice effect may be executed even when it is determined that it will be out of place. For example, in the case where the number of reserved memories is 4, it is determined that the big hit is determined by the determination about the second held memory (determination of whether or not to become a big hit), but it is decided not to execute the continuous notice effect. When it is determined that a big hit is not made in the determination about the fourth hold memory (determination of whether or not to become a big hit), but when it is decided to execute the continuous notice effect, before the continuous notice is completed A big hit will occur. In such a case, it is preferable to stop the continuous notice effect with the occurrence of the big hit. In this embodiment, control is performed so as to stop the continuous notice effect by the processing of steps S874 to S876.

  FIG. 59 is a flowchart showing the big hit end effect process (step S807) in the effect control process shown in FIG. In the jackpot end effect process, the effect control CPU 101 checks whether or not the jackpot end effect timer is set (step S880). When the big hit end effect timer is set, the process proceeds to step S886. When the jackpot end effect timer is not set, a jackpot end designation command reception flag (a jackpot end 1 designation command reception flag, a jackpot end 2 designation command reception flag, a sudden hit / small hit) indicating that the jackpot termination designation command has been received. It is confirmed whether or not the winning end designation command reception flag) is set (step S881). When the big hit end designation command reception flag is set (step S882), the big hit end designation command reception flag (big hit end 1 designation command reception flag, big hit end 2 designation command reception flag, or sudden hit big hit / small hit end designation (Command reception flag) is reset (step S883), a value corresponding to the jackpot end display time is set in the jackpot end effect timer (step S884), and the jackpot end screen (the end of the jackpot game is informed) to the effect display device 9 (Display screen) is controlled (step S885). Specifically, an instruction to display the big hit end screen is given to the VDP 109.

  In step S886, 1 is subtracted from the value of the big hit end effect timer. Then, the effect control CPU 101 checks whether or not the value of the jackpot end effect timer is 0, that is, whether or not the jackpot end effect time has elapsed (step S887). If not, the process ends. When the jackpot end effect time has elapsed, the effect control CPU 101 determines whether or not to enter the latent mode (probability latent state), for example, when the decorative symbol stop symbol is an odd symbol (step S888). It is determined by lottery using random numbers (step S889). When the decorative symbol stop symbol is not an odd symbol, the background screen displayed on the effect display device 9 is changed to a background screen corresponding to the time-short state (steps S888 and S893). In the process of step S 889, the effect control CPU 101 uses a random number for determining whether or not to set the latent mode (for example, a counter value for generating a random number updated in the random number update process shown in FIG. 37). (Random number) is extracted, and the determination value stored in the ROM in advance is compared with the random number value. When the random number value matches the determination value, the latent mode is determined. In addition, even when the background screen displayed on the effect display device 9 is a screen corresponding to the time reduction state, the actual control state (internal state) may be a certain change state.

  If it is decided not to enter the latent mode, the background screen displayed on the effect display device 9 is changed to a background screen corresponding to the time reduction state (steps S890 and S893). If it is decided to enter the latent mode, the background screen displayed on the effect display device 9 is changed to a background screen (for example, a green display color background screen) corresponding to the probability variation latent state (steps S890 and S891). ). Further, the probability variation latency flag is set (step S892). In the process of step S891, the background screen displayed on the effect display device 9 may be a background screen corresponding to the normal state (low probability state).

  When the probability variation latency flag is set, until the predetermined condition is satisfied (for example, until the latent mode end condition is satisfied), even if the actual game state is the probability variation state, the effect display device 9 The background screen to be displayed is not a background screen (for example, a background screen with a red display color) according to the probability change state.

  Then, if it is a probable big hit (step S894), the effect control CPU 101 determines whether or not to perform the suggestion effect, for example, by lottery using random numbers (step S895). In the process of step S895, the effect control CPU 101 uses a random number for determining whether or not to perform the suggestion effect (for example, a counter value for generating a random number updated in the random number update process shown in FIG. 37). Random number) is extracted, and the determination value stored in the ROM in advance is compared with the value of the random number, and when the random number value matches the determination value, it is determined to perform the suggestive effect.

  When it is decided to perform the suggestion effect, the display mode in the first reserved memory number display unit 18c or the second reserved memory number display unit 18d (the reserved memory number display unit on which the continuous notice effect is executed) Is changed to a mode that suggests a probable change state (see FIGS. 34D and 34E) (step S897). That is, the suggestion effect is executed.

  After that, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S898).

  The effect control CPU 101 also executes a process of resetting predetermined flags such as a display result designation command reception flag and a notice effect execution flag in the jackpot end effect process.

  Actually, the effect control CPU 101 continues the display state illustrated in FIG. 34D for a certain period, and then continues the display mode of the hold storage illustrated in FIG. 34E for a certain period. Let Further, for example, at the start of the next fragment display, the production control CPU 101 displays the hold on the first hold memory number display unit 18c or the second hold memory number display unit 18d as illustrated in FIG. The display mode is returned to the mode in which the number of reserved memories is simply displayed (different from the display mode in the continuous notice effect) (see FIG. 34 (F)).

  Further, in this embodiment, when the decorative symbol stop symbol is an odd symbol (see FIG. 51), it is determined whether or not to enter the latent mode by lottery (see step S8989). Is not limited to such a lottery result, but may be shifted to the latent mode depending on other conditions. As an example, the game may be always shifted to the latent mode when the big hit game based on the sudden hit big hit is finished, or may be always changed to the latent mode when the big hit game is finished.

  In addition, unlike the example shown in FIG. 51, in the case of a big jackpot, the stop symbol is a combination of decorative symbols arranged in odd numbers, and in the case of a probable big hit, the stop symbol is changed to an even symbol or odd symbol to decorate. When the stop symbol of the symbol is an even symbol, the processing (probability change suggestion effect) in step S897 may be executed. Moreover, it may replace with the probability change suggestion effect and may perform the effect which alert | reports actively that it is a probability change state.

  In addition, when the probability big hit is suddenly generated, the effect control CPU 101 changes the background screen displayed on the effect display device 9 to a background screen corresponding to the state after the small hit game (for example, a background of a light blue display color). The display screen may be changed to the same display screen.

  Even in such a control, it is difficult for the player to determine whether or not the player has transitioned to the probability variation state based on the background screen when a sudden probability variation jackpot occurs. Further, for example, when the probability variation big hit suddenly occurs a predetermined number of times, the effect control CPU 101 gradually changes the display color of the background screen to the player in the probability variation state. You may make it easy to discriminate.

  In this embodiment, the suggestion effect is executed on the condition that it is a probable big hit. However, in the latent mode, the suggestion effect is executed at a low rate even when it is a normal big hit. May be.

  Further, in this embodiment, it is determined whether or not the production control microcomputer 100 is in the probability variation latent state, but the game control microcomputer 560 determines whether or not to be in the probability variation latency state, The determination result may be transmitted to the effect control microcomputer 100 by an effect control command.

Embodiment 2. FIG.
In the above-described embodiment, the continuous notice effect is executed using the display of the reserved memory generated after the occurrence of the reserved memory that is the determination target of the winning determination process (see FIG. 24). The continuous notice effect may be executed using the display of the hold memory that is the process determination target.

  60 to 64 are explanatory diagrams illustrating specific examples of the continuous notice effect and the suggestive effect when the continuous notice effect is executed using the display of the hold memory that is the determination target of the winning determination process.

  60 to 64 show examples in which the continuous notice effect is executed using the display in the first reserved memory number display unit 18c, but the display in the second reserved memory number display unit 18d is used. When the continuous notice effect is executed, the same continuous notice effect is executed. In the examples shown in FIGS. 60 to 64, only the first reserved memory number display unit 18c is shown, but actually, the second reserved memory number display unit 18c is also displayed on the display screen of the effect display device 9. It is displayed.

  In the example shown in FIG. 60, as shown in FIG. 60 (A), it is determined that the winning is determined by the winning determination process (see FIG. 24) for the fourth reserved memory, and the first reserved memory number display unit 18c The fourth display is displayed in the form of a continuous notice effect (“A” in the example shown in FIG. 60A).

  At the start of the decoration pattern change, the number of reserved memories (the total number of reserved memories) is reduced by 1 (in the example shown in FIGS. 60A and 60B, it is reduced from 4 to 3). (See FIGS. 60 (B) and (C)), the hold memory is increased by 1 (increase from 3 to 4), and the fourth hold memory display is shown in the form of the continuous notice effect (FIG. 60 (C)). In the example, "T" is displayed. After the decoration symbol change is finished (see FIG. 60D), the hold memory is increased by one during the next execution of the decoration symbol change (see FIGS. 60E and 60F) (3 (Increased to 4) The fourth on-hold storage display is displayed in the form of a continuous notice effect (“I” in the example shown in FIG. 60F).

  Further, after the decoration symbol change is finished (see FIG. 60G), the pending storage is increased by one during the next execution of the decoration symbol change (see FIGS. 60H and 60). (Increased from 3 to 4) The fourth hold storage display is displayed in the form of a continuous notice effect (“!” In the example shown in FIG. 60 (I)). Furthermore, after the variation of the decorative symbol is completed (see FIG. 60 (J)), the variation of the decorative symbol to be executed next (the variation based on the reserved memory that is the target of the determination process at the time of winning) is performed (FIG. 60 ( K)), the display mode in the first reserved memory number display unit 18c is returned to the mode of simply displaying the reserved memory number. Then, the jackpot symbol is derived and displayed (see FIG. 60 (L)). Note that the variable display in which the big hit symbol becomes the stop symbol is a variable display corresponding to the fourth reserved memory in FIG.

  The example shown in FIG. 60 is an example in which the continuous notice effect is executed using the display of the hold memory that is the determination target for executing the continuous notice effect and the total four hold memories that are generated thereafter. You may perform a continuous notice effect using the display of less than four hold memories.

  In the example shown in FIG. 61, the continuous notice effect is executed using the display of three reserved memories. That is, in the example shown in FIG. 61, as shown in FIG. 61 (A), it is determined by the winning determination process (see FIG. 24) about the fourth reserved memory that a big hit is made, and the first reserved memory number display unit The fourth display in 18c is displayed in the form of a continuous notice effect (“heat” in the example shown in FIG. 61 (A)).

  After that, while the decorative symbols are changing (see FIGS. 61B and 61C), the reserved memory increases by one (increases from 3 to 4), and the fourth reserved memory is displayed as a continuous notice effect. ("I" in the example shown in FIG. 61C). After the decoration symbol change is completed (see FIG. 61 (D)), during the next execution of the decoration symbol change (see FIGS. 61 (E) and (F)), the reserved memory increases by one (3 (Increased to 4) The display of the fourth reserved memory is displayed in the form of the continuous notice effect (“!” In the example shown in FIG. 61 (F)).

  Furthermore, after the decoration symbol variation ends (see FIG. 61 (G)), during the next execution of the decoration symbol variation (see FIG. 61 (H)), the mode of the continuous notice effect does not change. Further, after the decoration symbol change is completed (see FIG. 61 (I)), the number of reserved memories is simply displayed during the decoration symbol change (variation based on the reserved memory that is the target of the determination process at the time of winning). (See FIG. 61 (J)). Then, the big hit symbol is derived and displayed (see FIG. 61 (K)). Note that the variable display in which the big hit symbol becomes the stop symbol is a variable display corresponding to the fourth reserved storage in FIG.

  In this embodiment, when the gaming state is in the high base state, the continuous notice effect is executed using the display of the four on-hold memories, and on the low base state, the display of the three on-hold memories is used. Continuous notice effect is executed. However, the number of on-hold storage displays used in the continuous notice effect is not limited to three or four.

  In FIG. 62, after the end of the variable display (see FIG. 62A), the jackpot game is executed and the display effect during the jackpot game is displayed on the effect display device 9 (see FIG. 62B) and the jackpot game ends. An example of an effect in which an effect (see FIG. 62C) is performed and then the display mode in the first reserved memory number display unit 18c is changed is shown (see FIG. 62E).

  Note that the display effect shown in FIG. 62 is a probability change latency mode in which the state of the gaming machine does not notify that the game state is a probability change state (a display effect that is unknown whether or not it is a probability change state is executed). When the probability change big hit occurs (specifically, when the big hit game after the probability change big hit ends), it is executed. Further, before the effect illustrated in FIG. 62E is performed, a display effect for notifying the possibility that the gaming state is in a probable state is executed (see FIG. 62D). In addition, after the effect illustrated in FIG. 62 (E) is performed, the display mode in the first reserved memory number display unit 18c is returned to the mode in which the reserved memory number is simply displayed (see FIG. 62 (F)). .

  The example shown in FIG. 63 is an example of a continuous notice effect in the case where a probable big hit occurs based on the hold memory that is the determination target for executing the continuous notice effect.

  63 (A) to (J) are the same as the effects shown in FIGS. 60 (A) to (J), but in the example shown in FIG. 63, the fourth hold in FIG. 63 (A). During execution of the variable display corresponding to the memory (variable display based on the hold memory that is the determination target for executing the continuous notice effect), the display mode in the first hold memory number display unit 18c is a probable big hit. The mode is changed to a mode for notification (see FIGS. 63 (K), (L), and (M)).

  The example shown in FIG. 64 is an example of the continuous notice effect in the case where the display result of the variable display executed based on the hold memory that is the determination target for executing the continuous notice effect is out of place (out of symbol). is there.

  The effects shown in FIGS. 64A to 64H are the same as the effects shown in FIGS. 60A to 60H. However, in the example shown in FIG. )), And the reserved memory is increased by one (increased from 3 to 4), and the mode of the continuous notice effect when the display of the fourth reserved memory is off ("?" In the example shown in FIG. 64 (I)). ) Is displayed. Furthermore, after the variation of the decorative symbol is completed (see FIG. 64 (J)), the variation of the decorative symbol to be executed next (the variation based on the reserved memory that is the target of the determination process at the time of winning) is performed (FIG. 64 ( K), the display mode in the first reserved memory number display unit 18c is simply returned to the mode in which the stored memory number is displayed, and the outlier symbol is derived and displayed (see FIG. 64 (L)).

  FIG. 65 is a flowchart showing a hold storage control process executed by the effect control CPU 101 according to the second embodiment. In the second embodiment, the production control CPU 101 displays the rightmost display (i.e., immediately before) of the first reserved memory number display unit 18c when the value of the first notice count counter is 0 in the hold memory control process. The processing of incrementing the value of the first notice count counter by +1 is not executed. That is, the processing of steps S952 to S954 shown in FIG. 44 is not executed. When the value of the second notice count counter is 0, the rightmost display of the second reserved memory number display unit 18d (that is, the display of the reserved memory generated immediately before) is set as an asterisk, and the second notice count counter The process of incrementing the value of +1 is not executed. That is, the processes in steps S962 to S964 shown in FIG. 44 are not executed. The other processes are the same as the reserved storage control process in the first embodiment shown in FIG.

  FIG. 66 is a flowchart showing continuous notice effect determination processing executed by the effect control CPU 101 in the second embodiment. In the second embodiment, the CPU 101 for effect control initializes the first notice count counter or the second notice count counter in the first embodiment to 0 in the continuous notice effect determination process (in FIG. 47). Instead of step S6008), a process of setting 1 to the first notice count counter or the second notice count counter is executed (step S6008A). Other processes are the same as the continuous notice effect determination process in the first embodiment shown in FIG.

  In the second embodiment, the production control CPU 101 sets 1 in the first notice count counter or the second notice count counter in the process of step S6008A. Therefore, in the hold storage control process shown in FIG. A display effect in the case where the notice counter number = 1 shown in FIG. 45 is executed (without displaying a star mark as in the first embodiment). Subsequent display effect control is the same as in the first embodiment.

  66 and 67, as shown in FIGS. 60, 61, 63, and 64, the continuous notice effect is also displayed using the display of the reserved memory that is the determination target of the winning determination process. A continuous notice effect in the case of executing is realized.

  FIG. 67 is a flowchart showing a part of the decorative symbol variation process executed by the effect control CPU 101 according to the second embodiment. In the second embodiment, the effect control CPU 101 performs the case where any of the notice effect execution flags (first notice effect execution flag or second notice effect execution flag) is set in the decorative symbol changing process. (Step S8106) When the value of the variation counter is 0 (Step S8107), on the condition that the probability variation big hit is not reached (Step S8108), the display mode in the reserved storage number display unit is set to the normal mode ( The mode is changed to a mode that is not a mode of the notice effect (step S8109). That is, it returns to the mode which alert | reports the number of pending storage (total number of pending storage). If the first notice effect execution flag is set in step S8109, the effect control CPU 101 changes the display of the first reserved memory number display unit 18c and sets the second notice effect execution flag. If it is, the display of the second reserved memory number display portion 18d is changed.

  By the processing in steps S8107 to S8109, the display mode of the reserved storage illustrated in FIGS. 60K, 61J, and 64K is realized. In the process of step S8107C, the effect control CPU 101 performs a display that emphasizes the display of the hold storage as shown in FIGS. 60 (K), 61 (J), and 64 (K). You may do it.

  As described above, in each of the above-described embodiments, the hold control that occurs after the hold control based on the passing of the game ball that is the target of the determination in the winning determination is generated by the effect control microcomputer 100. Since the notice effect is executed by changing the display mode corresponding to the memory, it is necessary for the player to continue the game (shoot the game ball to the game area) in order to execute the notice effect. Therefore, a decrease in the operating rate of the gaming machine is prevented.

  In each of the above embodiments, two special symbol displays are provided, but this embodiment can also be applied to a gaming machine provided with one special symbol display. However, in a gaming machine provided with one special symbol display, as shown in FIGS. 8 (B) and 8 (C), the small hit probability is made different according to the variation of the special symbol to be started. Instead, for example, the small hit probability is changed according to the winning start winning opening (for example, the small hit probability based on winning the first starting opening is increased).

  Further, in each of the above-described embodiments, the continuous notice effect is executed by characters even as the display of the reserved memory in the first reserved memory number display unit 18c and the second reserved memory number display unit 18d on the display screen of the effect display device 9. However, an effect other than characters may be executed as the continuous notice effect using the display of the hold storage. For example, the storage of the hold memory is held in a color different from the normal color (the color when the continuous notice effect is not executed) (for example, red or green other than blue for the normal blue) A continuous notice effect may be realized by displaying the above. In addition, the continuous notice effect may be realized by displaying the hold memory display as if it is lit in the normal state, and making the hold memory display blinking.

  Further, in each of the above-described embodiments, two or more holding storage displays may be increased during one variable display during execution of the continuous notice effect, but one variable display or variable display may be performed. Even when the number of held memories increases by two or more before starting, display control may be performed so that the number of held memories increases one by one during each variable display (variation).

  Further, in each of the above embodiments, as exemplified in FIGS. 32, 33, 35, 36 and 60, 61, 63, and 64, it is continuous over a plurality of variable displays. However, the notice effect may be executed intermittently in a plurality of variable displays. That is, during execution of the continuous notice effect, control may be performed so that the notice effect is not executed in the variable display multiple times (specifically, the display mode of the hold storage does not change).

  Further, in each of the above embodiments, in addition to the continuous notice effect for notifying the occurrence of the big hit, the continuous notice effect for notifying that the variation pattern becomes super reach is executed. In this case, the continuous notice effect can be executed on condition that the fluctuation pattern becomes super reach. However, the continuous notice effect may be executed even when the fluctuation pattern becomes normal reach. .

  In each of the above embodiments, when determining the variation pattern of the decorative design, the variation pattern type is determined using the variation pattern type determination random number, and then the variation pattern is determined using the variation pattern determination random number. However, the variation pattern may be determined directly using the variation pattern determination random number without using the variation pattern type determination random number.

  In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 transmits another command (for example, FIG. 3). The sound output board 70 and the lamp driver board 35 shown in FIG. 5 or the sound / lamp board having the function of the circuit mounted on the sound output board 70 and the function of the circuit mounted on the lamp driver board 35). A control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to sound control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command directly received from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in accordance with commands received from the board 35 or the sound / lamp board.

  Further, the control means mounted on the audio output board 70, the lamp driver board 35, or the sound / lamp board executes the continuous notice effect determination process (see FIG. 42) or the stop symbol determination process (step S821 in FIG. 50). Etc.) and a command capable of specifying the determination result is transmitted to the effect control microcomputer 100, and the effect control microcomputer 100 displays a continuous notice effect or a symbol variation display (particularly, based on the received command). , Stop symbol derivation display) may be executed.

Further, in the present embodiment, the gaming machine has a variable display start condition after a game medium (for example, a game ball) passes through a start area (for example, the first start winning opening 13 and the second start winning opening 14). (For example, the variable display of the first special symbol and the second special symbol is not executed and is not the big hit gaming state), the variable display is started, and the display result is displayed. Variable display means for derivation display (for example, first special symbol display 8a, second special symbol display 8b) is provided, and the display result derived and displayed by the variable display means is a predetermined specific display result (for example, jackpot A gaming machine that enters a specific gaming state (for example, a big hit gaming state) based on the fact that it has become a symbol, and numerical data (for example, random R or Numerical data extraction means (for example, a portion of the game control microcomputer 560 that performs extraction processing in steps S214A and S214B), and numerical data extracted by the numerical data extraction means A holding storage means (for example, a first holding storage buffer and a second holding storage buffer) that stores the upper limit number (for example, 4) as a holding storage, and that the holding storage is stored in the holding storage means, When the game medium passes through the start area and the hold display means (for example, the first hold memory number display unit 18c or the second hold memory number display unit 18d) that displays the hold storage in an identifiable manner. Start-up determination means for determining whether or not the numerical data extracted by the extraction means matches a predetermined determination value (for example, a game control microcontroller) The display result of the variable display based on the numerical data subjected to the determination by the start time determination means based on the determination result by the start time determination means on the basis of the determination result by the start time determination means on the computer 560 and the specific display A notice effect executing means for executing a notice effect for notifying that a result is to be obtained (for example, a portion of the effect control microcomputer 100 that executes steps S956 and S966). When the numerical data subjected to determination by the means is stored as the hold memory, the notice effect is executed by changing the display mode corresponding to the hold memory stored thereafter (FIGS. 32, 33, 35, 36, 60, 61, 63, and 64).
According to such a configuration, since the notice effect is executed by the display corresponding to the hold memory that occurs after the hold memory based on the passage of the game medium subjected to the determination by the start time determination unit is generated, Compared to the case where the notice effect is executed by the display corresponding to the previous reserved memory when the reserved memory based on the passage of the game medium as the determination target occurs, the possibility that the player stops the game is reduced. A decrease in the operating rate can be prevented.

A special gaming state that is more advantageous for the player than the normal gaming state after the specific gaming state ends when a predetermined transition condition is satisfied (for example, when a probable big hit occurs) In the gaming machine controlled to (for example, the probability variation state), the start area includes a first start area (for example, the first start winning opening 13) and a second start area (for example, the second start winning opening 14). The variable display means includes a first variable display means (for example, a first special symbol display device 8a) that performs variable display of the first identification information based on the fact that the game medium has passed through the first starting area, and a second A second variable display means (for example, a second special symbol display 8b) for performing variable display of the second identification information based on the passage of the game medium through the start area, and the game medium passes through the second start area; The first state, which is easy to do A variable winning device (for example, variable winning ball device 15) controlled to a second state in which a game medium is difficult to pass or is not passed, and variable display executing means for executing variable display of identification information by variable display means (For example, in the production control microcomputer 100, the part that executes the processing of steps S801 to S803), the variable display execution means is configured to receive numerical data extracted when the game medium passes through the second starting area. When stored in the holding storage means, priority is given to variable display based on numerical data extracted when the game medium passes through the second start area (see step S52 in FIG. 25), and in the special game state, The numerical data extracted by the numerical data extraction means when the game medium passes through the first start area by the start time determination means is a predetermined judgment. Determination prohibition means for prohibiting whether the determination matches the value (e.g., portions for performing the process of step S217A in the gaming control microcomputer 560) may be further provided.
According to such a configuration, it is possible to prevent an excessive sense of expectation from being given to the player. That is, a game with a variable display on the other variable display means can be performed in a state where it is possible to recognize that a holding memory that will generate a specific game state based on the variable display on one variable display means is stored. Is prevented.

Compared to when the game state changes to the normal game state (for example, neither the probability change state nor the time-short state) after the specific game state ends when the predetermined transition condition is satisfied (for example, when the probability change big hit occurs) A gaming machine that is controlled to a special gaming state (for example, a probable change state or a short-time state) that is advantageous to the player, and a notice effect and a special gaming state that are executed when the normal gaming state is controlled. The number of reserved memories required for displaying the content of the notice effect differs from the notice effect executed when it is controlled (for example, 3 in the normal game state but 4 in the special game state) ) May be configured.
According to such a configuration, since the number of reserved memories required for the notice effect varies depending on the game state, the variation of the notice effect can be increased and the interest of the game can be improved.

A special gaming state that is more advantageous for the player than the normal gaming state after the specific gaming state ends when a predetermined transition condition is satisfied (for example, when a probable big hit occurs) (E.g., a probable change state), and a game machine having a predetermined effect mode (for example, a probable change latent mode) that does not notify that the game state is a special game state, and executes a suggestion effect that suggests the game state The suggestion effect execution means (for example, the portion of the effect control microcomputer 100 that executes the process of step S897), and the suggestion effect execution means is in a predetermined effect mode, and when a predetermined transition condition is satisfied. After the end of the specific gaming state, the suggestion effect is realized by changing the display mode corresponding to the hold memory displayed on the hold display means. (Refer to FIG. 34) may be configured so.
According to such a configuration, both the suggestion effect and the notice effect that suggest that the game is in the special game state are executed using the display by the hold display means, so the game for the notice effect using the display by the hold display means Can raise the interests of the people.

A special gaming state that is more advantageous for the player than the normal gaming state after the specific gaming state ends when a predetermined transition condition is satisfied (for example, when a probable big hit occurs) Whether the numerical data stored in the holding storage means matches the special gaming state determination value based on the fact that the variable display start condition is satisfied, for a gaming machine controlled to (for example, a probability variation state) By determining whether or not a predetermined transition condition is satisfied (for example, a part for executing the processing of step S73 in the game control microcomputer 560), and by means of numerical data extraction means It is determined whether or not the extracted numerical data matches a special gaming state determination value (for example, a determination value corresponding to the probability variation jackpot shown in FIG. 9). During the variable display based on the numerical data, the display mode changing means for changing the display mode corresponding to the hold storage whose display mode has been changed by the notice effect execution unit to the predetermined display mode based on the result of the determination (For example, the part which performs the process of step S831, S832 in the production control microcomputer 100) may be provided.
According to such a configuration, since both the notification about the special gaming state and the notice effect are executed using the display by the hold display means, the player's interest in the notice effect using the display by the hold display means is increased. be able to.

Based on the establishment of the start condition, the specific game is determined by determining whether the start condition is satisfied and the numerical data stored in the holding storage means matches the determination value corresponding to the specific game state. Predetermining means for determining whether or not to control the state before the variable display result of the identification information is derived and displayed (for example, a part for executing the processing of step S61 in the game control microcomputer 560), and predetermining means The variable display time determining means for determining the variable display time from the start of the variable display of the identification information on the variable display means to the derivation and display of the display result (for example, in the game control microcomputer 560) The variable display time determining means is a numerical data extracting unit. And the determination value table in which variable display pattern determination values are assigned to a plurality of types of variable display patterns (for example, the variation pattern type determination tables 135A and 135B shown in FIG. 10) are used. And variable display pattern determining means for determining the variable display pattern of the identification information (for example, a part for executing steps S97 and S98 in the game control microcomputer 560), and the starting time determining means is extracted by the numerical data extracting means. Whether or not the variable display pattern of the identification information becomes a specific variable display pattern (for example, a super reach variation pattern) among a plurality of types of variable display patterns based on the numerical data and the variable display pattern determination value. The notice effect execution means is variably displayed by the start time judgment means. Based on the determination result based on the turn determination value, a notice effect for notifying that the variable display pattern based on the passage of the game medium subjected to the determination by the start time determination means becomes a specific variable display pattern is also executed (see FIG. 47), in the determination value table, a common variable display pattern determination value is assigned to a specific variable display pattern regardless of the number of reserved storage (for example, FIGS. 13A and 13B). As shown in Fig. 2, regardless of whether the total number of pending storage is 0 to 2 or 3 or more, a range of 230 to 251 with respect to a variation pattern type (super CA2-7) including a variation pattern with super reach Variable values that vary depending on the number of reserved memories for variable display patterns other than a specific variable display pattern. Display pattern determination values are assigned (for example, as shown in FIGS. 13A and 13B), as shown in FIGS. 13A and 13B, a total pending storage is performed for a variation pattern type including a variation pattern with non-reach other than normal reach and normal reach. Different determination values are assigned depending on whether the number is 0 to 2 or 3 or more).
According to such a configuration, it is possible to ensure the reliability of the occurrence frequency of the notice effect. In addition, by varying the variable display time according to the number of reserved memories, it is possible to prevent as much as possible the situation where the variable display operating rate decreases.

  The present invention provides variable display means for starting variable display of identification information that can be identified based on the fact that a variable display start condition is satisfied after a game medium passes through a start area, and for deriving and displaying a display result. It can be applied to a gaming machine such as a pachinko gaming machine provided.

DESCRIPTION OF SYMBOLS 1 Pachinko machine 8a 1st special symbol display 8b 2nd special symbol display 9 Production display device 13 1st start winning opening 14 2nd starting winning opening 18c 1st reserved memory number display part 18d 2nd reserved memory number display part 20 Special variable winning ball equipment 31 Game control board (main board)
56 CPU
560 Game control microcomputer 80 Production control board 100 Production control microcomputer 101 Production control CPU
109 VDP

Claims (1)

  1. A specific display result predetermined for the first variable display means for variably displaying the first identification information and deriving and displaying the display result or the second variable display means for variably displaying the second identification information and deriving and displaying the display result is provided. It migrated to an advantageous beneficial state for the player when derived displayed, simultaneously the previous SL variable display of the second identification information in the variable display and the second variable display means of the first identification information in the first variable display means The variable display of the second identification information in the second variable display means is executed in preference to the variable display of the first identification information in the first variable display means, and is normally performed based on the establishment of a predetermined condition. A gaming machine capable of shifting to a special state where the execution frequency of the variable display of the second identification information is higher than the gaming state,
    Effect variable display means for performing variable display of the identification information for effect corresponding to the variable display of the first identification information and the variable display of the second identification information;
    Before SL and advantageous state determination random number for determining whether to transition to an advantageous state, an extraction means for extracting the variable display determination random number for determining a variable display pattern identification information out Starring,
    About variable display that is not yet started, and hold storage means for storing a pending store to limit the number of upper limit and said extracting means extracts the above advantageous condition determination random number and the variable display determination random number,
    Using pre Symbol advantageous state determination random number, a decision means to decide whether to shift to the preferred state,
    The determined and determining the result of the constant section, hold and store the number of the holding storage means for storing the time of starting the variable display, the value of the variable display determination random number extracted by the extraction means, a plurality of types of variable display Based on the determination value corresponding to the pattern, variable display pattern determining means for determining the variable display pattern of the identification information for presentation,
    Based on the determination result of the variable display pattern determining means, variable display executing means for executing variable display of the effect identification information;
    Before determination by the variable display pattern determining means, on the basis of the value before Symbol the advantageous state determination random number extracted by the extraction means, with determining whether to transition to the preferred state, extracted by the extraction means the value of the variable display determination random number which is, on the basis of the determination value corresponding to the double several variable display pattern, a specific variable display of the variable display pattern of the effect identification information is variable display pattern of a plurality of types and determining determination Priority determination means whether the pattern,
    Based on the determination result of the determination Priority determination means, before variable display as an object of the determination is started, a specific effect execution means is capable of executing specific effect,
    In the special state, comprising a specific effect limiting means for limiting the execution of the specific effect on the variable display of the first identification information ,
    At least some of the determination values corresponding to the specific variable display pattern are set to the same determination value regardless of the number of reserved memories stored by the reserved storage means when starting variable display ,
    The determination value corresponding to the non-specific variable display pattern different from the specific variable display pattern is set to a different determination value according to the number of reserved memories stored in the reserved storage means when starting variable display ,
    The non-specific variable display pattern, compared to the previous SL particular variable display pattern is variable display time comprises a short truncated variable display pattern,
    The variable display pattern determining means, when the hold memory means often hold memory number stored in when starting a variable display is less pending store the number in which the holding storage means stores when starting a variable display Compared to the time , the variable display pattern is determined using a determination value in which the number of determination values corresponding to the shortening variable display pattern is set,
    The determination Priority determination means, by the value of the variable display determination random number extracted by the extraction means to determine whether they meet the same determination value, whether the said particular variable display pattern Judgment,
    The specific effect executing means is
    When it is determined that shifting to the advantageous state by the determination Priority determination means, regardless of whether the variable display pattern of the variable display as an object of the determination is the specific variable display pattern, the determination Priority determination While executing the specific effect based on the determination that the means is to be shifted to the advantageous state,
    If it is determined not to shift to the advantageous state by the determination Priority determination means, the specific effect based on the variable display pattern of the variable display as an object of the determination is determined to be the specific variable display pattern A gaming machine characterized by that.
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