JP5879049B2 - Game machine - Google Patents

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JP5879049B2
JP5879049B2 JP2011112070A JP2011112070A JP5879049B2 JP 5879049 B2 JP5879049 B2 JP 5879049B2 JP 2011112070 A JP2011112070 A JP 2011112070A JP 2011112070 A JP2011112070 A JP 2011112070A JP 5879049 B2 JP5879049 B2 JP 5879049B2
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game
gaming state
time
determination
special symbol
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JP2012239617A (en
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峰野 雅史
雅史 峰野
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京楽産業.株式会社
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  The present invention relates to a gaming machine that performs jackpot determination when a game ball enters a starting port and wins a jackpot with a predetermined probability.
  Conventionally, a jackpot determination is performed when a game ball enters a start opening provided on a game board, and a jackpot game is executed when a jackpot determination is won by the jackpot determination, and the jackpot determination is performed There are many known gaming machines configured to notify a player of this by a change display of a symbol and to notify a jackpot determination result according to a mode when the symbol is stopped.
  In such a gaming machine, it is not possible to have relevance in units of variable display several or tens of times by simply determining a variable display pattern each time a jackpot determination is made. Therefore, a gaming machine in which a plurality of tables (pattern groups) in which a plurality of related variable display patterns are stored is provided in accordance with the gaming state (so-called high probability gaming state, short-time gaming state, etc.) is known. (See Patent Document 1).
  In this way, a table in which a plurality of variation display patterns are stored is set, and by determining one variation display pattern from the set table, a variation display corresponding to the current gaming state is performed, and the player It is possible to enjoy the production according to the variation display of different variations for each gaming state.
JP 2006-204819 A
  However, if a table in which a variation display pattern is stored according to the gaming state is set as described above, the same table remains set unless the gaming state is changed, and the variation display variation tends to be poor. .
  In particular, in the short-time gaming state, since the game ball easily enters the starting port, the jackpot determination is frequently performed, so that the fluctuation display is repeatedly performed at a fast pace. However, if the same table is set all the time while being controlled in the short-time gaming state, the player may have a monotonous impression with respect to the variable display.
  Therefore, an object of the present invention is to provide a gaming machine capable of suppressing a monotonous impression given to a player in a short-time gaming state.
The gaming machine according to the first aspect of the present invention includes a first mode in which it is difficult or impossible to enter a game ball and a second mode in which a game ball can be easily entered as compared to the first mode. A changeable start opening, special game determination means for making a determination regarding execution of a special game advantageous to a player based on the game ball entering the start opening, and a determination result by the special game determination means A symbol display means for performing a variable display and a stop display of a notification symbol for notification in a predetermined variation mode, a setting means for setting one setting data from a plurality of setting data, and the setting data set by the setting means Based on the variation mode determining means for determining the variation mode, the first gaming state in which the starting port changes to the second mode at a predetermined rate, or the starting port is more than the first gaming state The second game that is easy to change to the second mode It comprises a gaming state control means for controlling the progress of a game in state, and the game state control unit, when it is determined to control the second game condition by said special game determination means, the second game state In addition to the transition control, the transition control to the first gaming state is performed after elapse of a predetermined special period, and the setting means sets the first setting data when the gaming state control means is controlling to the first gaming state. First setting means, second setting means for setting second setting data when the gaming state control means is controlling to the second gaming state, and the gaming state control means being in the second gaming state. And third setting means for setting third setting data until a predetermined specific period elapses when a specific determination result is obtained by the special game determination means during control. 3 Setting means When the gaming state control means shifts from the second gaming state to the first gaming state when the predetermined special period has elapsed, the third setting data is set within the predetermined specific period. If there is, the setting of the third setting data is continued until the predetermined specific period elapses .
  According to the first invention, the start port can be changed between the first mode in which entry of the game ball is difficult or impossible and the second mode in which the game ball can easily enter. Further, the game is controlled in either the first gaming state or the second gaming state, and the starting port is controlled in the first gaming state when controlled in the second gaming state. Are easily changed to the second mode.
  Then, when a game ball enters the start opening, a special game determination relating to execution of the special game is performed. In order to notify the result of the special game determination, a change display and a stop display of the notification symbol are performed, and this change mode is determined based on the set setting data. Basically, the setting data is set according to the gaming state being controlled. That is, the first setting data is set when in the first gaming state, and the second setting data is set when in the second gaming state. That is, the variation mode is determined according to the gaming state.
  Here, when in the second gaming state, the second setting data is basically set, but when a specific determination result is obtained in the special game determination, the third setting data is maintained until a predetermined period elapses. Is set. Therefore, in the second gaming state, third setting data may be set in addition to the second setting data.
  For example, when a specific determination result is obtained in the second gaming state, the ten variations of the notification symbol are displayed in a variation mode determined based on the third setting data. Note that the predetermined period is until a special game determination is performed a predetermined number of times (for example, 10 times) or until a predetermined time (for example, 3 minutes) elapses. The third setting data is different from the second setting data, for example, the variation display time of the variation mode determined as compared with the second setting data tends to be long.
In addition, the second gaming state is subjected to transition control when it is determined to control to the second gaming state by the special gaming determination. Then, when the predetermined period has elapsed, the transition control to the first gaming state is performed. In other words, the second gaming state is a gaming state that ends when a predetermined period elapses. For example, if it is determined that the second game state is controlled according to the special game determination, the second game state is controlled until the special game determination is performed 100 times.
  If the third setting data is set when the second gaming state ends and the first gaming state is transitioned to after the predetermined period of time, the third setting data continues even after the transition to the first gaming state. Is set until a predetermined period elapses. That is, the third setting data is basically setting data that can be set only in the second gaming state, but when the second gaming state ends before the setting period of the third setting data ends, As an exception, the setting of the third setting data is continued even in the first gaming state.
  For example, when the control period of the second gaming state is a period in which the special game determination is performed 100 times and the setting period of the third setting data is a period in which the special game determination is performed 10 times, the control of the second gaming state is started. It is assumed that a specific determination result is obtained in the 95th special game determination after being made. In this case, even if the second gaming state ends, the setting period of the third setting data still has a period in which the special game determination is performed five times. Therefore, after the transition to the first gaming state, the special game determination is performed five times. Until this is done, the third setting data remains set, and then the first setting data is set. Therefore, after changing to the first gaming state, a variation mode based on the third setting data may be determined for a while.
  That is, when the second game state is ended and the first setting data is set, the period during which the third setting data is set may be shorter than the original setting period. However, even if the second gaming state ends, the third setting data remains set until the third setting data setting period ends, so that the variation mode based on the third setting data is changed to the original setting period. It can be done for a long time until the process ends.
A second invention is a gaming machine according to the first invention, wherein the first setting means is when the gaming state control means controls to the first gaming state, and the third setting When the means is setting the third setting data, the first setting data is set when the specific determination result is obtained by the special game determination means.
According to the second invention, when the third setting data is set even after the transition control to the first gaming state, if a specific determination result is obtained in the special game determination, the first setting data is set. Will be changed. That is, if the control period ends before the setting period of the third setting data ends and the game state transitions from the second gaming state to the first gaming state, the third gaming data will not change until the setting period ends. Setting data is set. However, if a more specific determination result is obtained by the end of the setting period, the first setting data is set without waiting for the end of the setting period.
For example, when the third setting data is set, the control period elapses and the second gaming state ends, and at this time, there remains a period for performing the special game determination five times as the third setting data setting period. And At this time, basically, after shifting to the first gaming state, the third setting data is set until the special game determination is performed five times, and then the first setting data is set. However, when a specific determination result is obtained in the third special game determination after shifting to the first gaming state, the first setting data is set. That is, the setting data is changed to the first setting data before the setting period of the third setting data elapses. Thereby, it is possible to prevent the third setting data from being set for a long time after the second gaming state is ended.
  According to the present invention, specific setting data for determining the variation mode is set when a predetermined condition is satisfied in a gaming state in which it is easy to enter a game ball into the starting port. Thereby, even in the same gaming state, it is possible to change the variation mode, and it is possible to suppress a monotonous impression given to the player.
It is a front view of a gaming machine. It is a perspective view of the back side of a gaming machine It is a block diagram of a gaming machine. It is a figure which shows an example of a big hit determination table and a hit determination table. It is a figure which shows an example of the symbol determination table. It is a figure which shows an example of the big hit end time setting data table. It is a figure which shows an example of the special electric accessory operating mode determination table. It is a figure which shows an example of the open mode determination table for long hits, the open mode determination table for short hits, and the open mode determination table for small hits. It is a figure which shows an example of a normal fluctuation pattern determination table. It is a figure which shows an example of a time-short fluctuation pattern determination table. It is a figure which shows an example of the 1st specific fluctuation pattern determination table. It is a figure which shows an example of the 2nd specific fluctuation pattern determination table. It is a figure which shows the main process in a main control board. It is a figure which shows the timer interruption process in a main control board. It is a figure which shows the input control process in a main control board. It is a figure which shows the 1st start port detection switch input process in a main control board. It is a figure which shows the special figure special electric control process in a main control board. It is a figure which shows the special symbol memory | storage determination process in a main control board. It is a figure which shows the big hit determination process in the main control board. It is a figure which shows the special symbol fluctuation | variation process in a main control board. It is a figure which shows the special symbol stop process in a main control board. It is a figure which shows the jackpot game process in a main control board. It is a figure which shows the small hit game process in a main control board. It is a figure which shows the jackpot game end process in a main control board. It is a figure which shows the small hit game completion | finish process in a main control board. It is a figure which shows the common figure normal electric power control process in a main control board. It is a figure which shows the normal symbol fluctuation | variation process in a main control board. It is a figure which shows the normal electric accessory control process in a main control board. It is a figure which shows the main process in an effect control board. It is a figure which shows the timer interruption process in an effect control board. It is a figure which shows the command analysis process 1 in an effect control board. It is a figure which shows the command analysis process 2 in an effect control board. It is a figure which shows an example of the display mode in a liquid crystal display device.
  Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
  FIG. 1 is a front view showing an example of the gaming machine of the present invention, and FIG. 2 is a perspective view of the back side of the gaming machine.
  The gaming machine 1 is provided with a gaming board 2 in which a gaming area 6 in which gaming balls flow down is formed, and a glass frame 110 is provided on an outer peripheral portion of the gaming area 6 of the gaming board 2. An operation handle 3 is rotatably provided on the glass frame 110.
  When the player touches the operation handle 3, the touch sensor 3 b in the operation handle 3 detects that the player has touched the operation handle 3 and transmits a touch signal to the firing control board 106. When the firing control board 106 receives a touch signal from the touch sensor 3b, the firing control board 106 permits energization of the firing solenoid 4a. When the rotation angle of the operation handle 3 is changed, the gear directly connected to the operation handle 3 rotates and the knob of the firing volume 3a connected to the gear rotates. A voltage corresponding to the detection angle of the firing volume 3a is applied to a firing solenoid 4a provided in the game ball launching mechanism. When a voltage is applied to the firing solenoid 4a, the firing solenoid 4a is operated according to the applied voltage, and the game ball is directed toward the game area 6 with a strength according to the rotation angle of the operation handle 3. Fire.
  The game ball fired as described above rises between the rails 5 a and 5 b and reaches the upper position of the game board 2, and then falls within the game area 6. At this time, the game ball falls unpredictably by a plurality of nails and windmills (not shown) provided in the game area 6.
  The game area 6 is provided with a plurality of general winning ports 7. Each of these general winning ports 7 is provided with a general winning port detecting switch 7a. When this general winning port detecting switch 7a detects the entering of a game ball, a predetermined winning ball (for example, 10 game balls) is provided. Will be paid out.
  Further, in the gaming area 6, above the general winning opening 7, a normal symbol gate 8 is provided so as to pass the game ball. The normal symbol gate 8 is provided with a gate detection switch 8a for detecting the passage of the game ball. When the gate detection switch 8a detects the passage of the game ball, the normal symbol lottery described later is performed.
  Further, a lower start position of the game area 6 is provided with a first start port 9 through which a game ball can enter, similarly to the general winning port 7. Further, a second start port 10 is provided directly below the first start port 9. The second starting port 10 has a pair of movable pieces 10b, a first mode in which the pair of movable pieces 10b is maintained in a closed state, and a second mode in which the pair of movable pieces 10b are in an open state. It is controlled to move according to the mode. When the second starting port 10 is controlled in the first mode, the first starting port 9 located immediately above the second starting port 10 becomes an obstacle and does not accept game balls. It is possible or difficult. On the other hand, when the second starting port 10 is controlled to the second mode, the pair of movable pieces 10b function as a tray, and it is easy to enter the game ball into the second starting port 10. That is, when the second start port 10 is in the first mode, there is almost no opportunity for entering a game ball, and when the second start port 10 is in the second mode, the opportunity for entering a game ball is increased.
  The first start port 9 and the second start port 10 are provided with a first start port detection switch 9a and a second start port detection switch 10a for detecting the entrance of a game ball, respectively. When the game ball is detected, a lottery for acquiring a right to execute a jackpot game, which will be described later (hereinafter referred to as a “hit lottery”), is performed. Also, when the detection switches 9a and 10a detect the entry of a game ball, a predetermined prize ball (for example, 3 game balls) is paid out. In the present embodiment, the first start port 9 and the second start port 10 constitute a start port.
  As shown in FIG. 1, a special winning opening 11 is provided further below the second starting opening 10. The special winning opening 11 is normally kept closed by the special winning opening / closing door 11b, and it is impossible to enter a game ball. On the other hand, when a special game, which will be described later, is started, the special prize opening / closing door 11b is opened, and the special prize opening / closing door 11b functions as a tray for guiding the game ball into the special winning opening 11, A game ball can enter the big prize opening 11. The big prize opening 11 is provided with a big prize opening detection switch 11a. When the big prize opening detection switch 11a detects the entry of a game ball, preset prize balls (for example, nine game balls) are provided. To be paid out.
  The player does not enter any of the general winning port 7, the first starting port 9, the second starting port 10, and the grand winning port 11 further below the grand winning port 11, that is, at the bottom of the game area 6. A discharge port 12 is provided for discharging the game balls.
In addition, the game board 2 is provided with an effect device for performing various effects.
Specifically, a liquid crystal display device 13 made up of a liquid crystal display (LCD) or the like is provided at a substantially central portion of the game area 6. Devices 14 and 15 are provided. Further, an effect lighting device 16 is provided at both the upper position and the lower position of the game board 2, and an effect button 17 is provided on the left side of the operation handle 3.
  The liquid crystal display device 13 displays an image while the game is not being performed or displays an image according to the progress of the game. In particular, when a game ball enters the first start port 9 or the second start port 10, the effect symbol 30 for notifying the player of the lottery result is displayed in a variable manner. The effect symbol 30 is, for example, scrolling and displaying three numbers, and stopping the scrolling after a predetermined time has elapsed, and displaying a specific symbol (number) in an array. As a result, while the symbols are being scrolled, the player is given an impression that the lottery is currently being performed, and the player is notified of the lottery result by the symbols displayed when the scrolling is stopped. By displaying various images, characters, and the like during the variation display of the effect symbol 30, a high expectation that the player may win a big hit is given to the player.
  The effect-use accessory devices 14 and 15 give a player a sense of expectation depending on the operation mode. In the present embodiment, the stage effect device 14 is composed of a movable device in the shape of a human face, and the bag is used as the stage effect device 15. For example, the effect accessory device 14 moves in the left-right direction or protrudes to the front side of the gaming machine 1. Further, the effect accessory device 15 is configured such that the opening degree of the bag is variably controlled. Various operational feelings are given to the player by the operation mode of these effect-use accessory devices 14 and 15 and the combination of the operations of both effect-use accessory devices 14 and 15.
  In addition, the effect lighting device 16 includes a plurality of lights 16a, and performs various effects while changing the light irradiation direction and emission color of each light 16a.
  Further, an effect button 17 that can be pressed by the player is provided on the left side of the operation handle 3. For example, the effect button 17 is effective only when a message for operating the effect button 17 is displayed on the liquid crystal display device 13. The effect button 17 is provided with an effect button detection switch 17a. When the effect button detection switch 17a detects the player's operation, a further effect is executed according to this operation.
  Further, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 18 (see FIG. 3) formed of a speaker, and in addition to the above-described effect devices, a sound effect is also performed. ing.
  In this way, an effect according to the progress of the game is performed using the liquid crystal display device 13, the effect lighting device 16, the effect actors 14 and 15, the sound output device 18, and the like. This effect has contents that are somewhat relevant in accordance with a gaming state and a reference variation pattern determination table to be described later.
  Below the game area 6, a first special symbol display device 19, a second special symbol display device 20, a normal symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, A normal symbol hold indicator 24 is provided.
  The first special symbol display device 19 notifies a jackpot lottery result performed when a game ball enters the first starting port 9, and is composed of 7-segment LEDs. In other words, a plurality of special symbols corresponding to the jackpot lottery result are provided, and the lottery result is notified to the player by displaying the special symbol corresponding to the jackpot lottery result on the first special symbol display device 19. I am doing so. For example, “7” is displayed when the jackpot is won, and “−” is displayed when the player wins. “7” and “−” displayed in this way are special symbols, but these special symbols are not displayed immediately, but are displayed in a stopped state after being displayed for a predetermined time. .
  More specifically, when a game ball enters the first starting port 9, a jackpot lottery will be performed. However, the jackpot lottery result is not immediately notified to the player, and a predetermined time is passed. The player is notified when it has passed. When a predetermined time has elapsed, a special symbol corresponding to the jackpot lottery result is stopped and displayed so that the player is notified of the lottery result.
  This predetermined time differs depending on the number of balls to be held (the number of reserved balls in the first hold and the second hold to be described later), the presence / absence of reach fluctuation, and the fluctuation pattern determination table set for reference. That is, when the number of reserved balls is small, the time is longer than when the number of held balls is large, and when the reach variation display is performed, the time is longer than when the reach variation display is not performed. Further, when the variation pattern determination table set for reference is a normal variation pattern determination table, it takes a longer time than when the short-time variation pattern determination table is set. Also, when the first specific variation pattern table or the second specific variation pattern determination table is set for reference, it takes a longer time than when the time-varying variation pattern determination table is set.
  Although details will be described later, basically, a normal variation pattern determination table is set in the non-short game state described later, and a time variation pattern determination table is set in the short-time game state. The first specific variation pattern determination table and the second specific variation pattern determination table are set in the short-time gaming state when a predetermined condition is satisfied. However, the first specific variation pattern determination table and the second specific variation pattern determination table may be set even in the non-time-saving gaming state.
  The second special symbol display device 20 is for informing a lottery winning result that is made when a game ball enters the second starting port 10, and the display mode is the above-mentioned first display mode. This is the same as the special symbol display mode in the special symbol display device 19. In the present embodiment, the first special symbol display device 19 and the second special symbol display device 20 that perform variable display and stop display of the special symbol corresponding to the notification symbol constitute the symbol display means, but the effect symbol 30 varies. The liquid crystal display device 13 for displaying and stopping display may constitute the symbol display means.
  Further, the normal symbol display device 21 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 8. As will be described in detail later, when the winning symbol is won by the normal symbol lottery, the normal symbol display device 21 is turned on, and then the second start port 10 is controlled to the second mode for a predetermined time. Note that this normal symbol also does not immediately notify the lottery result when the game ball passes through the normal symbol gate 8, but the normal symbol display device 21 blinks until a predetermined time elapses. Is displayed in a variable manner.
  Furthermore, when a game ball enters the first start port 9 or the second start port 10 during special symbol fluctuation display or during special games described later, a certain condition must be met. The right to win a jackpot is reserved. More specifically, the right to win a jackpot where a game ball enters and is retained at the first start port 9 is retained as a first hold, and a game ball is retained and retained at the second start port 10. The jackpot lottery right is reserved as a second hold.
  For both of these holds, the upper limit reserve number is set to four, and the reserved number is displayed on the first special symbol hold indicator 22 and the second special symbol hold indicator 23, respectively. When there is one first hold, the LED on the left side of the first special symbol hold indicator 22 lights up, and when there are two first holds, the two LEDs on the first special symbol hold indicator 22 Lights up. Further, when there are three first holds, the LED on the left side of the first special symbol hold indicator 22 blinks and the right LED is lit. When there are four first holds, the first special symbol hold The two LEDs on the display 22 flash. In addition, the second special symbol hold indicator 23 displays the number of the second reserved reserves as described above.
  The upper limit reserved number of normal symbols is also set to four, and the reserved number of normal symbols is displayed in the same manner as the first special symbol hold indicator 22 and the second special symbol hold indicator 23. Displayed on the device 24.
  The glass frame 110 supports a glass plate (not shown) that covers the game area 6 so as to be visible in front of the game board 2 (player side). The glass plate is detachably fixed to the glass frame 110.
  The glass frame 110 is connected to the outer frame 100 via a hinge mechanism portion 111 on one end side in the left-right direction (for example, the left side facing the gaming machine), and the other end in the left-right direction with the hinge mechanism portion 111 as a fulcrum. The side (for example, the right side facing the gaming machine) can be rotated in a direction to release it from the outer frame 100. The glass frame 110 covers the game board 2 together with the glass plate 111, and can be opened like a door with the hinge mechanism 111 as a fulcrum to open the inner part of the outer frame 100 including the game board 2. On the other end side of the glass frame 110, a lock mechanism for fixing the other end side of the glass frame 110 to the outer frame 100 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 110 is also provided with a door opening switch 33 (see FIG. 3) for detecting whether or not the glass frame 110 is opened from the outer frame 100.
  On the back surface of the gaming machine 1, a main control board 101, an effect control board 102, a payout control board 103, a power supply board 107, a game information output terminal board 108, and the like are provided. Further, the power supply board 107 is provided with a power plug 50 for supplying power to the gaming machine and a power switch (not shown).
(Internal structure of control means)
Next, control means for controlling the progress of the game will be described using the block diagram of the gaming machine of FIG.
  The main control board 101 controls the basic operation of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or outputs the result of the arithmetic processing. In response, a command is transmitted to another board. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.
  A general winning opening detection switch 7a, a gate detection switch 8a, a first starting opening detection switch 9a, a second starting opening detection switch 10a, and a large winning opening detection switch 11a are connected to the input side of the main control board 101. The game ball detection signal is input to the main control board 101.
  Further, on the output side of the main control board 101, a starting opening / closing solenoid 10c for opening / closing the pair of movable pieces 10b of the second starting opening 10 and a large winning opening opening / closing solenoid 11c for opening / closing the large winning opening opening / closing door 11b. Are connected, and the first special symbol display device 19, the second special symbol display device 20, the normal symbol display device 21 that constitute the symbol display device, and the first special symbol hold indicator 22 that constitutes the hold indicator. And the second special symbol hold indicator 23 and the normal symbol hold indicator 24 are connected, and various signals are output through the output port.
  Further, the main control board 101 outputs an external information signal necessary for managing a gaming machine in a hall computer or the like of a gaming store to the gaming information output terminal board 108.
  The main ROM 101b of the main control board 101 stores a game control program and data and tables necessary for determining various games.
  For example, a jackpot determination table (see FIGS. 4A and 4B) that is referred to when determining whether or not a special symbol variation stop result is a jackpot, a normal symbol variation stop result is a hit. A hit determination table (see FIG. 4C) referred to when determining whether or not to perform, a symbol determination table (see FIG. 5) for determining a special symbol stop symbol, and a big hit game end based on the stop symbol data Setting at the end of a special game to determine the later game state, or to determine the variation pattern determination table to be set for reference after the big win game or the small win game based on the stop symbol data and the game state at the time of winning A data table (see FIG. 6), a special electric accessory actuating mode determining table (see FIG. 7) for determining the opening / closing conditions of the special prize opening / closing door 11b, a long hit opening mode determining table (see FIG. 8 (a)), Opening mode determination table for winning (see FIG. 8 (b)), Opening mode determination table for small hits (see FIG. 8 (c)), normal variation pattern determination for determining the variation pattern of special symbols in the non-short game state A table (see FIG. 9), a short-time variation pattern determination table (see FIG. 10) for determining a variation pattern of a special symbol in the short-time gaming state, a first specific variation pattern determination table (see FIG. 11), and a second specific variation pattern A determination table (see FIG. 12) and the like are stored in the main ROM 101b. Specific examples of these various tables will be described later with reference to FIGS.
  Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
  The main RAM 101c of the main control board 101 has a plurality of storage areas.
  For example, the main RAM 101c includes a normal symbol hold number (G) storage area, a normal symbol hold storage area, a first special symbol hold number (U1) storage area, a second special symbol hold number (U2) storage area, and a determination storage area. , First special symbol storage area, second special symbol storage area, remaining fluctuation count (X) storage area of high probability gaming state, remaining fluctuation count (J) storage area of short-time gaming state, remaining fluctuation count of specific game (Z ) Storage area, round game number (R) storage area, number of times released (K) storage area, number of winning prize entrance (C) storage area, game state storage area, stop symbol data storage area, effect transmission data storage area Various timer counters are provided. The game state storage area includes a short-time game flag storage area, a high-probability game flag storage area, a special-purpose special electric processing data storage area, and a general-purpose normal electric processing data storage area. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  The game information output terminal board 108 is a board for outputting an external information signal generated in the main control board 101 to a hall computer or the like of the game shop. The game information output terminal board 108 is wired to the main control board 101 and provided with a connector for connecting external information to a hall computer or the like of the game store.
  The power supply board 107 is provided with a backup power supply composed of a capacitor, monitors the power supply voltage supplied to the gaming machine, and outputs a power interruption detection signal to the main control board 101 when the power supply voltage falls below a predetermined value. . More specifically, when the power interruption detection signal becomes high level, the main CPU 101a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 101a becomes inactive state. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.
  The effect control board 102 mainly controls each effect such as during game play or standby. The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c, and is connected to the main control board 101 so as to be communicable in one direction from the main control board 101 to the effect control board 102. . The sub CPU 102a reads out a program stored in the sub ROM 102b based on a command transmitted from the main control board 101 or an input signal from the effect button detection switch 17a and the timer and performs arithmetic processing. Based on the above, the corresponding data is transmitted to the lamp control board 104 or the image control board 105. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.
  The sub ROM 102b of the effect control board 102 stores an effect control program and data and tables necessary for determining various games.
  For example, an effect pattern determination table (not shown) for determining an effect pattern based on a variation pattern designation command received from the main control board is stored in the sub ROM 102b. Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
  The sub RAM 102c of the effect control board 102 has a plurality of storage areas.
  The sub RAM 102c is provided with a command reception buffer, a gaming state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, a first reserved storage area, a second reserved storage area, and the like. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  In the present embodiment, the effect control board 102 is equipped with an RTC (real time clock) 102d for outputting the current time. The sub CPU 102a inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 102d, and executes various processes based on the current date and time. The RTC 102d is normally operated by power from the gaming machine when power is supplied to the gaming machine, and is powered by power supplied from a backup power source mounted on the power supply board 107 when the gaming machine is powered off. Operate. Accordingly, the RTC 102d can measure the current date and time even when the gaming machine is turned off. Note that the RTC 102d may be provided with a battery on the effect control board and operated by the battery.
  Alternatively, the RTC 102d may not be provided, and the time may be measured by counting up a counter provided in the sub RAM 102c having a function as a backup RAM every predetermined time (for example, every 2 ms).
  The payout control board 103 performs game ball launch control and prize ball payout control. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c, and is connected to the main control board 101 so as to be capable of two-way communication. The payout CPU 103a reads out the program stored in the payout ROM 103b based on the input signals from the payout ball count detection switch 32, the door opening switch 33, and the timer that detect whether or not the game ball has been paid out, and performs arithmetic processing. At the same time, based on the processing, the corresponding data is transmitted to the main control board 101. The payout control board 103 is connected to a payout motor 31 of a prize ball payout device for paying out a predetermined number of prize balls from the game ball storage unit to the player. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the payout number designation command transmitted from the main control board 101, performs arithmetic processing, and controls the payout motor 31 of the prize ball payout device to execute a predetermined prize. Pay the ball to the player. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.
  Also, it is confirmed whether a game ball lending device (card unit) (not shown) is connected to the payout control board 103, and if a game ball lending device (card unit) is connected, the game control ball 106 is caused to fire a game ball. Send launch control data to allow that.
  When the launch control board 106 receives the launch control data from the payout control board 103, the launch control board 106 permits the launch. Then, the touch signal from the touch sensor 3b and the input signal from the launch volume 3a are read out, the energization of the launch solenoid 4a is controlled, and the game ball is launched.
  Here, the rotational speed of the firing solenoid 4a is set to about 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided on the firing control board 106. As a result, the number of games played per minute is about 99.9 (pieces / minute) because one shot is fired every time the firing solenoid rotates. That is, the game ball is fired about every 0.6 seconds.
  The lamp control board 104 controls lighting of the effect lighting device 16 provided on the game board 2 and controls driving of the motor for changing the light irradiation direction. Further, energization control is performed on a drive source such as a solenoid or a motor that operates the effect accessory devices 14 and 15. The lamp control board 104 is connected to the effect control board 102, and performs the above-described controls based on data transmitted from the effect control board 102.
  The image control board 105 includes an image CPU, an image ROM, an image RAM, and a VRAM (not shown) for performing image display control of the liquid crystal display device 13, and an audio CPU, an audio ROM, and an audio RAM. The image control board 105 is connected to the effect control board 102 so as to be capable of bidirectional communication, and the liquid crystal display device 13 and the audio output device 18 are connected to the output side thereof.
  The image ROM stores a large number of image data such as effect symbols 30 and backgrounds displayed on the liquid crystal display device 13, and the image CPU reads a predetermined program based on a command transmitted from the effect control board 102. At the same time, predetermined image data is read from the image ROM to the VRAM, and display control in the liquid crystal display device 13 is performed. The image CPU performs various image processing such as background image display processing, effect symbol display processing, and character image display processing on the liquid crystal display device 13, but the background image, effect symbol image, and character image are displayed on the liquid crystal display. The image is superimposed on the display screen of the device 13.
  That is, the effect design image and the character image are displayed so as to be seen in front of the background image. At this time, if the background image and the design image overlap at the same position, the design image is preferentially stored in the VRAM by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. .
  The audio ROM stores a large amount of audio data output from the audio output device 18, and the audio CPU reads out a predetermined program based on a command transmitted from the effect control board 102 and Audio output control in the output device 18 is performed.
  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.
  FIG. 4A and FIG. 4B are diagrams showing a big hit determination table that is referred to when determining whether or not the special symbol variation stop result is a big hit. FIG. 4A is a jackpot determination table referred to in the first special symbol display device 19, and FIG. 4B is a jackpot determination table referred to in the second special symbol display device 20. In the tables of FIG. 4A and FIG. 4B, the big hit probability is the same although the winning probability for the small hit is different.
  Specifically, the jackpot determination table is composed of a low-probability random number determination table and a high-probability random number determination table, and refers to the gaming state, and the low-probability random-number determination table or the high-probability random-number determination table is selected. Based on the selected table and the extracted random number value for determining the special symbol, it is determined whether it is “big hit”, “small hit” or “lost”.
  For example, according to the low probability random number determination table in the first special symbol display device 19 shown in FIG. 4A, two special symbol determination random numbers “7” and “317” are determined to be big hits. . On the other hand, according to the high probability random number determination table, “7”, “37”, “67”, “97”, “127”, “157”, “187”, “217”, “247”, “277” ”,“ 317 ”,“ 337 ”,“ 367 ”,“ 397 ”,“ 427 ”,“ 457 ”,“ 487 ”,“ 517 ”,“ 547 ”,“ 577 ” The number is determined to be a big hit. Further, regardless of whether the low probability random number determination table or the high probability random number determination table is used, the special symbol determination random number values are “50”, “100”, “150”, and “200”. If it is a random number value for symbol determination, it is determined as “small hit”. If the random number is other than the above, it is determined as “lost”.
  Therefore, since the random number range of the special symbol determination random number is 0 to 598, the probability of being determined to be a big hit at a low probability is 1 / 299.5, and the probability of being determined to be a big hit at a high probability is increased by 10 times. 1 / 29.95. In addition, the probability determined to be a small hit is 1 / 149.75 for both low and high probabilities.
  FIG. 4C is a diagram illustrating a hit determination table that is referred to when determining whether or not the stop result of the normal symbol variation is determined to be a win.
  Specifically, the hit determination table is composed of a random time determination table in the non-short gaming state and a random number determination table in the short time gaming state, and refers to the gaming state, and in the non-short gaming state random number determination table or in the short time gaming state A random number determination table is selected, and based on the selected table and the extracted random number value for winning determination, it is determined whether it is “winning” or “lost”.
  For example, according to the non-time-short game state random number determination table shown in FIG. 4C, it is determined that one hit determination random number value “0” is a hit. On the other hand, according to the short game state random number determination table at this time, ten hit determination random numbers from “0” to “9” are determined to be winning. If the random number is other than the above, it is determined as “lost”.
  Therefore, since the random number range of the hit determination random number value is 0 to 10, the probability of being determined to be a big hit at the time of non-short game state is 1/11, and the probability of being determined to be a big hit at the time of short time game state is 10 times. Up to 10/11.
  FIG. 5 is a diagram showing a symbol determination table for determining a special symbol stop symbol.
  FIG. 5A is a symbol determination table for determining a stop symbol at the time of a big hit, and FIG. 5B is a symbol determination table for determining a stop symbol at a small hit, FIG. Is a symbol determination table for determining a stop symbol at the time of losing. More specifically, the symbol determination table is also configured for each special symbol display device, and includes a symbol determination table for the first special symbol display device and a symbol determination table for the second special symbol display device.
  The special symbol type (stop symbol data) is determined by the symbol determination table on the basis of the extracted jackpot symbol random value or small symbol random number value.
  Also, based on the determined special symbol type (stop symbol data), an effect symbol designating command is generated as a control command for transmitting information on the special symbol to the effect control board 102. Here, the control command is composed of 1-byte data, and 1-byte MODE data for identifying the control command classification and 1-byte data indicating the contents (function) of the executed control command. DATA data. The same applies to a variation pattern designation command and a start winning designation command described later.
  Furthermore, as will be described later, the game state after the big hit game or the small hit game is ended or a variation pattern determination table set for reference is determined according to the type of special symbol (stop symbol data) (see FIG. 6). .
  Further, as will be described later, the jackpot mode is determined corresponding to the type of special symbol (stop symbol data) (see FIG. 7). From this, it can be said that the kind of special symbol shows a big hit mode.
  FIG. 6 is a special game end setting data table for determining the game state after the end of the big hit game and the small hit game and the variation pattern determination table set for reference.
  If the executed special game is a jackpot game, the special game end setting data table shown in FIG. 6 is used to set the high probability game flag and the high probability game state based on the special symbol type (stop symbol data). Setting of the remaining fluctuation count (X), setting of the short-time game flag, setting of the remaining fluctuation count (J) of the short-time gaming state, and setting of a reference fluctuation pattern determination table are performed.
  If the executed special game is a small hit game, the reference variation pattern based on the type of special symbol (stop symbol data) and the game state according to the special game end setting data table shown in FIG. Setting of the determination table and setting of the remaining number of fluctuations (Z) of the specific game are performed.
  As a feature of the special game end setting data table shown in FIG. 6, when the special game is a jackpot game (stop symbol data 01 to 05), the short-time game flag, high probability according to the type of the special symbol The setting of the game flag, the number of short-time games, the number of high-probability games, and the variation pattern determination table set for reference are different.
  Specifically, for example, in the case of the first special symbol A (stop symbol data 01), the short-time game flag and the high-probability game flag are set after the jackpot game ends, and the remaining fluctuation count (J) of the short-time game state The remaining variation count (X) in the high probability gaming state is set to 100 times, and the time variation variation pattern determination table is set for reference. In the case of the first special symbol B (stop symbol data 02), after the jackpot game is finished, a high probability game flag is set, and the remaining variation count (X) of the high probability game state is set to 100 times. Set the variation pattern determination table for reference. Further, in the case of the first special symbol C (stop symbol data 03), after the jackpot game is ended, the hour / short game flag is set, the remaining variation frequency (J) of the hour / hour game state is set to 100 times, and the hour / hour variation pattern Set the decision table for reference. That is, if the game state after the jackpot game is a short-time game, the normal variation pattern determination table is set for reference, and if the game state after the jackpot game is a short-time game state, the time variation is used for reference. Set the pattern determination table.
  In this way, the game state after the jackpot game and the reference variation pattern determination table differ depending on the type of special symbol. In addition, when the big win is won in the second special symbol display device 20, the short time variation pattern determination table is set for reference because it is always in the short time gaming state after the jackpot game ends. .
  Further, as a feature of the special game end setting data table shown in FIG. 6, when the special game is a small hit game (stop symbol data 06, 07), the flag of the short-time game flag storage area is referred to, and the game state No change is made when is in a non-short game state. On the other hand, if the special game is a small hit game (stop symbol data 06, 07) and the game state is a short-time game state, it is set for reference according to the type of the special symbol. The change pattern determination table is changed, and the remaining change count (Z) of the specific game is set.
  Specifically, in the case of the special symbol A for small hits (stop symbol data 06), if the winning state is a non-short game state, no setting change is performed. On the other hand, when the special symbol A for small hits is in the short-time game state at the time of winning, the reference variation pattern determination table is changed to the first specific variation pattern determination table and the number of specific games (Z) Set 20 times. In addition, in the case of the special symbol B for small hits (stop symbol data 07), no change is made in the non-short game state, but in the short time game state, the reference variation pattern is determined. The table is changed to the second specific variation pattern determination table, and the specific game count (Z) is set to 10 times.
  As described above, the change pattern determination table for reference is changed to the first specific variation pattern determination table or the second specific variation pattern determination table only when the small win is won in the short-time gaming state, and the specific game A predetermined number of times is set in the number of times (Z). In the present embodiment, in the jackpot determination, that the special symbol is the special symbol A for small hits or the special symbol B for small hits, that is, winning a small hit is equivalent to obtaining a specific determination result. .
In the present embodiment, a game in which a special symbol is varied by a variation pattern determined with reference to the first specific variation pattern determination table or the second specific variation pattern determination table is referred to as a specific game. The specific game count (Z) is a period for setting the first specific variation pattern determination table or the second specific variation pattern determination table for reference. When the period has elapsed (Z = 0), The variation pattern determination table is changed to a variation pattern determination table corresponding to the gaming state.
In the present embodiment, the first specific variation pattern determination table or the second specific variation pattern determination table is changed for reference when the player wins a small hit when in the short-time gaming state. When the number of times (Z) becomes “0”, the time variation pattern determination table is set for reference. However, if the remaining fluctuation count (J) of the short-time gaming state is “0” before the specific game count (Z) becomes “0” and the transition to the non-short-time game status has occurred, the specific game count ( When Z) becomes “0”, the normal variation pattern determination table is set for reference.
  Thus, basically, either the normal variation pattern determination table or the time variation pattern determination table is set for reference depending on whether or not the time-short game state is set. However, in the short-time gaming state, either the first specific variation pattern determination table or the second specific variation pattern determination table may be set for reference.
  FIG. 7 is a special electric accessory actuating mode determination table for determining the opening / closing conditions of the special prize opening opening / closing door 11b. Based on the special symbol type (stop symbol data), the table of FIG. 7 determines the number of operations to be performed in the jackpot game and the open state table of the big prize opening. For example, if the special symbol is the first special symbol A or C or the second special symbol A or B, it is determined in the long hitting open mode determination table, and if the special symbol is the first special symbol B, it is for short hit It is determined in the release mode determination table. From this, in this embodiment, when the big win is won in the second special symbol display device, it is determined in the long hits open mode determination table. Further, when winning a small hit (special symbols A, B for jackpots), it is determined in the small hits open mode determination table.
  FIG. 8 is an opening mode determination table showing the details of the opening mode table of the big prize opening determined in FIG. 7, FIG. 8 (a) is an opening mode determination table for long wins, and FIG. FIG. 8 (c) is a small hit use release mode determination table.
  Specifically, the number of round games (R), the number of times of opening (K), the opening time, and the closing time are stored in association with each other.
  Here, the short hit release mode determination table in FIG. 8B and the small hit release mode determination table in FIG. 8C are different in the number of round games (R) and the number of releases (K). However, since the actual opening / closing operation of the grand prize opening / closing door 11b is the same (16 times) and the opening time (2.000 seconds) and the closing time (2.000 seconds) are also the same, The person cannot distinguish whether it is a small hit or short hit from the appearance. Thereby, the pleasure which makes a player guess whether it is a small hit or a short win can be provided. However, it is not limited to setting exactly the same opening time and closing time, and any difference that cannot determine whether the player has a small hit or short hit is acceptable.
  In addition, the opening time of the “short hit” (2.000 seconds) is slightly longer than the time (about 0.6 seconds) at which one game ball is fired as described above, so the big prize opening / closing is open / closed. Even if the door 11b is opened, it is difficult to win the big prize opening 11, and it can be said to be an “unfavorable opening mode”. On the other hand, since the “long hit” release time (29.5 seconds) is longer than the time (about 0.6 seconds) at which one game ball is fired, it can be said to be an “advantageous release mode”.
  9 to 12 are diagrams showing a variation pattern determination table for determining a variation pattern of a special symbol, and FIG. 9 is a normal variation pattern determination table that is basically referred to in a non-short game state. FIG. 10 is a time-variation pattern determination table that is referred to when basically in a time-short game state. FIGS. 11 and 12 show that the specific number of games (Z) is “0” from when a predetermined condition is satisfied. These are the first specific variation pattern determination table and the second specific variation pattern determination table that are referred to until “
In the present embodiment, a variation pattern is determined by referring to any variation pattern determination table set for reference in a variation pattern determination process described later.
Specifically, the normal variation pattern determination table (FIG. 9) indicates that the value of the time-short game remaining variation count (J) becomes “0” and the non-time-short game state is entered, and the jackpot game is finished and the time-short game is non-time-short. It is set for reference when triggered by the fact that the game state is controlled and the value of the specific number of games (Z) is “0” when in the non-time saving game state. Further, the time variation pattern determination table (FIG. 10) indicates that the jackpot game is ended and is controlled to the time-short game state, and the value of the specific game count (Z) is “0” when the time-short game state. It is set for reference when triggered. In addition, the first specific variation pattern determination table (FIG. 11) is referred to when the small win is won in the short-time gaming state and the special symbol at the time of winning is the special symbol A for small hit. Set for. In addition, the second specific variation pattern determination table (FIG. 12) is referred to when the small win is won in the short-time gaming state and the special symbol at the time of winning is the special symbol B for small hit. Set for.
Then, according to the variation pattern determination table set for reference, the special symbol display device type, jackpot winning or defeating, special symbol to be stopped, special symbol hold number, reach determination random value and variation pattern random value Based on this, the variation pattern is determined. Based on the determined variation pattern, the variation time of the special symbol is determined, and a variation pattern designation command for transmitting the special symbol information to the effect control board 102 is generated. Therefore, it can be said that the “variation pattern” defines at least the jackpot determination result and the variation time of the special symbol. This variation pattern designation command is transmitted from the main control board 101 to the effect control board 102 in the output control process.
In addition, since it is configured to always reach when a big hit or a small hit, it is configured not to refer to the reach determination random value for a big hit or a small hit.
  In the present embodiment, the variation pattern corresponds to the variation mode, the normal variation pattern determination table shown in FIG. 9 corresponds to the first setting data, the time-short variation pattern determination table shown in FIG. 10 corresponds to the second setting data, The first specific variation pattern determination table and the second specific variation pattern determination table shown in FIGS. 11 and 12 correspond to the third setting data.
  Further, the normal fluctuation pattern determination table shown in FIG. 9, the time-short fluctuation pattern determination table shown in FIG. 10, the first specific fluctuation pattern determination table shown in FIG. 11, and the second specific fluctuation pattern determination table shown in FIG. Even if numerical values are referred to, different variation patterns are determined.
  That is, even if the type of special symbol display device, winning or losing jackpot, special symbol to be stopped, number of special symbol hold, random number for reach determination and random number for fluctuation pattern are the same, they are set for reference The variation time may vary depending on the variation pattern determination table.
  For example, when the jackpot is lost (special symbol 0), the number of reserved balls is three, and the reach determination random value is “0”, the variation pattern determination table set for reference is the normal variation pattern. In the case of the determination table, “normal shortening fluctuation” having a fluctuation time of 7000 ms is determined (see FIG. 9). Further, when the time variation pattern determination table is set, “time variation F” with a variation time of 4000 ms is determined (see FIG. 10). When the first specific variation pattern determination table is set, “specific variation B” having a variation time of 6000 ms is determined (see FIG. 11). Furthermore, when the second specific variation pattern determination table is set, “specific variation D” having a variation time of 10,000 ms is determined (see FIG. 12).
  Thus, when the time variation pattern determination table is set for reference, the variation pattern with the shortest variation time is easily determined. Further, when the second specific variation pattern determination table is set, it is easier to determine a variation pattern having a longer variation time than when the first specific variation pattern determination table is set. In the present embodiment, different variation patterns are determined when the first specific variation pattern determination table is set for reference and when the second specific variation pattern determination table is set for reference. However, the present invention is not limited to this, and the same variation pattern may be determined.
  Therefore, even if the game state is the same, if the variation pattern determination table set for reference is different, the determined variation pattern is different.
  In addition, if the fluctuation display for a short time is repeated for a short time in the short-time game state, a lot of jackpot determinations are made in a short time, and it becomes possible to acquire a large amount of game balls in a short time, and the player's It can end up with gambling. However, in the short-time game state, if the display of fluctuation for a long time is repeated, the impression that the chance to make a jackpot decision has increased despite the fact that it is easier to enter the game ball at the start opening, There is a risk that the player's willingness to play may be reduced.
Here, when the time-varying variation pattern determination table is set for reference, the time-short gaming state is controlled as described above, and in the time-short gaming state, a game ball is placed in the second starting port 10 as described later. In order to make it easier to enter the ball, the number of special symbol reservations (the number of reserved balls) is likely to increase. Therefore, many jackpot determinations are made in a short time, and it becomes possible to acquire a large amount of game balls in a short time, which may be irritating to the player. In other words, as long as the game ball enters the second starting port 10, the shorter the variation time, the greater the number of times the jackpot determination is made within a predetermined time. When the table is set for reference, it can be said that gambling is most increased.
On the other hand, in the short-time gaming state, if the display of fluctuation for a long time is repeated, there is an impression that the chance to make a jackpot determination has increased even though the gaming ball has easily entered the starting port. It may weaken and lead to a decrease in the player's willingness to play.
  However, in the present embodiment, when referring to the first specific variation pattern determination table or the second specific variation pattern determination table set by winning the small hit when in the short-time gaming state, the short-time variation pattern determination It is easy to determine a variation pattern with a long variation time compared to when the table is set. Therefore, in the short-time gaming state, winning a small hit, and changing from the short-time variation pattern determination table to the first specific variation pattern determination table or the second specific variation pattern determination table, the gambling in the short-time gaming state Can be suppressed.
  In the short-time gaming state, game balls are easy to enter the second starting port 10, so that jackpot determination is frequently performed. For this reason, if the variation pattern is continuously determined with reference to the same variation pattern determination table, it will eventually become monotonous and may become a cause of the rut. However, in the short-time gaming state, in addition to the short-time variation pattern determination table, the first specific variation pattern determination table and the second specific variation pattern determination table may be set for reference. Can improve the interest of
  In addition, since the fluctuation pattern of short fluctuation time is easy to be determined in the short-time fluctuation pattern determination table, the jackpot judgment is performed at high speed one after another, and the tension and expectation that the player may win the jackpot There is a risk that the game will progress soon after giving. However, the first specific variation pattern determination table and the second specific variation pattern determination table in which a variation pattern having a long variation time is easily determined are set for reference for a predetermined period, so that the player feels nervous and expected during that period. It is possible to provide a feeling, and it is possible to provide an interest different from that when the time variation pattern determination table is set for reference.
  Then, the sub CPU 102a determines a variation effect pattern based on the variation pattern designation command received from the main control board 101, and controls the execution of the effect according to the variation effect pattern. The “variation effect pattern” is a specific effect in the effect means (the liquid crystal display device 13, the audio output device 18, the effect lighting device 16, and the effect accessory devices 14, 15) performed during the change of the special symbol. This refers to the effect mode, and the display mode of the background displayed on the liquid crystal display device 13, the display mode of the character, and the change mode of the effect symbol 30 are determined by the change effect pattern. In addition, “reach” in the present embodiment refers to a state in which a part of a combination of symbols for notifying that a transition to a special game is stopped is displayed while other symbols are performing variable display. For example, when the combination of the three-digit effect symbol 30 of “777” is set as the combination of the effect symbols 30 for notifying that the game will shift to the jackpot game, the two effect symbols 30 are stopped and displayed at “7”. The state where the remaining effect symbols 30 are performing variable display.
(Description of gaming state)
Next, the gaming state when the game progresses will be described. In the present embodiment, the game progresses in any one of the “low probability gaming state”, “high probability gaming state”, “time / short gaming state”, and “non-time / short gaming state”. However, if the game state is “low probability game state” or “high probability game state” while the game is in progress, it is always “time-short game state” or “non-time-short game state”. In other words, there are cases of “low probability gaming state” and “short-time gaming state” and “low probability gaming state” and “non-short-time gaming state”. . Note that the gaming state when the game is started, that is, the initial gaming state of the gaming machine 1 is a “low probability gaming state” and is set to a “non-short-time gaming state”. Is referred to as a “normal gaming state”.
  In the present embodiment, the “low probability gaming state” means that in the jackpot lottery performed on the condition that a game ball has entered the first starting port 9 or the second starting port 10, the winning probability of the jackpot is 1 / The game state set to 299.5. The jackpot winning here is to acquire a right to execute a “long win game” or a “short win game” which will be described later.
  On the other hand, the “high probability gaming state” means a gaming state in which the jackpot winning probability is set to 1 / 29.95. Therefore, in the “high probability gaming state”, it is easier to acquire the right to execute “game per long” or “game per short” than in the “low probability gaming state”.
  In the present embodiment, “non-short-time gaming state” means that the time required for the lottery is set as long as 12 seconds in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 8, and The game state in which the opening control time of the second starting port 10 when winning is won is set to be as short as 0.2 seconds. That is, when a game ball passes through the normal symbol gate 8, a normal symbol lottery is performed, and the lottery result is determined 12 seconds after the lottery is started. If the lottery result is a win, then the second start port 10 is controlled to the second mode for about 0.2 seconds.
  On the other hand, the “short-time gaming state” means that the time required for the normal symbol lottery is 3 seconds, which is shorter than the “non-short-time gaming state”, and the second starting point when winning in the win A game state in which the release control time of 10 is set to 3.5 seconds, which is longer than the “non-short game state”. Furthermore, in the “non-short game state”, the probability of winning in the normal symbol lottery is set to 1/11, and in the “short time game state”, the probability of winning in the normal symbol lottery is set to 10/11. Set.
  Therefore, in the “short-time gaming state”, the second starting port 10 is more easily controlled to the second mode as long as the game ball passes through the normal symbol gate 8 than in the “non-short-time gaming state”. Thereby, in the “short-time gaming state”, the player can advance the game without consuming the game ball.
Note that the probability of winning in the normal symbol lottery may be set so that it does not change in any of the “non-short-time gaming state” and the “time-short gaming state”.
In the present embodiment, the “non-short game state” corresponds to the first game state, and the “short time game state” corresponds to the second game state.
  In the present embodiment, only one aspect of the “short time gaming state” is set. However, the present invention is not limited to this. For example, a plurality of “short time gaming state” may be provided. For example, the above-mentioned “short-time gaming state” is set to “first short-time gaming state”, and after changing the special symbol for a predetermined number of times in the “first short-time gaming state”, the state shifts to “second short-time gaming state”. In the “second short game state”, for example, the winning probability of the normal symbol lottery is 1/11, the time required for the normal symbol lottery is 10 seconds, and the second starting port 10 when winning in the win The release control time is 0.5 seconds, which is close to the “non-short game state”. In contrast, after the “second short game state” is controlled for a predetermined period, the transition control to the “short time game state” may be performed. Then, when in the “second short game state”, the fluctuation pattern determination table may be a normal fluctuation pattern determination table for reference. This makes it difficult for the player to determine whether the player is in the “short-time gaming state” or “non-short-time gaming state”, and can improve the interest of the game.
(Explanation of hit type)
In the present embodiment, two types of big hits, “long hit” and “short hit”, and one type of “small hit” are provided.
  In the present embodiment, “long win game” means the right to execute a long hit game in the jackpot lottery performed on the condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
  In the “long game”, a round game in which the special winning opening 11 is opened is performed 15 times in total. The total opening time of the grand prize opening 11 in each round game is set to a maximum of 29.5 seconds, and if a predetermined number of game balls (for example, 9) enter the big prize opening 11 during this time, one round The game ends. In other words, “game per long” is a game in which a large amount of prize balls can be obtained because a game ball enters the big winning opening 11 and a player can obtain a prize ball according to the winning ball.
  In the present embodiment, “short win game” means the right to execute a short win game in the jackpot lottery performed on condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
  In the “short win game”, a round game in which the special winning opening 11 is opened is performed 15 times in total. However, in each round game, the special winning opening 11 is opened only once, and the opening time is set to 0.052 seconds. During this time, when a predetermined number of game balls (for example, 9 balls) enter the big prize opening 11, one round game is finished. However, since the opening time of the big prize opening 11 is extremely short as described above, Hardly enters, and even if a game ball enters, only one or two game balls enter in one round game. In this “short win game”, when a game ball enters the big winning opening 11, a predetermined prize ball (for example, 15 game balls) is paid out.
In this embodiment, “small hit game” means the right to execute a small hit game in the big hit lottery performed on the condition that a game ball has entered the first start port 9 or the second start port 10. A game that is executed when the player wins the game.
Also in the “small win game”, the big prize winning opening 11 is opened 15 times as in the “short win game”. The opening time, opening / closing timing, and opening / closing mode of the big winning opening 11 at this time are the same as the above “short win game”, or the player cannot discriminate between “small win game” and “short win game” or Approximate to a difficult degree. However, when a game ball enters the special winning opening 11, a predetermined prize ball (for example, 15 game balls) is paid out in the same manner as described above.
  In the present embodiment, the “long win game” and the “short win game” are referred to as “big hit game”, and the “big hit game” and the “small hit game” are collectively referred to as “special game”. That's it.
  In the main control board 101, a flag is stored in the game state storage area of the main RAM 101c so as to grasp which game state is the current game state.
  Also, the game state is changed from one game state to another game state after winning the jackpot and finishing the jackpot game as a result of the jackpot lottery.
  In the present embodiment, a plurality of types of “big jackpots” are provided, and the type of “big jackpot” is determined according to the type of special symbol (type of jackpot symbol) determined by winning the jackpot. After the jackpot is over, the game state and the setting of the reference variation pattern determination table are changed according to the type of jackpot symbol. In addition, if “Small Bonus” is won, the game state such as “High Probability Game State” or “Time Short Game State” will not change after the “Small Game State” ends. If the “small hit” is won when the state is “status”, the setting of the reference variation pattern determination table is changed. For example, when “small hit” is won in the “short time gaming state”, the “high probability gaming state” continues after the end of the “small hit gaming state”, but the reference variation pattern determination table is The setting is changed to the first specific variation pattern determination table or the second specific variation pattern determination table. In the present embodiment, “small hit” corresponds to a specific determination result.
  Next, the progress of the game in the gaming machine 1 will be described using a flowchart.
(Main processing of main control board)
The main process of the main control board 101 will be described with reference to FIG.
  When power is supplied from the power supply board 107, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.
  First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a performs a process of reading a startup program from the main ROM and initializing flags and the like stored in the main RAM in response to power-on.
  In step S20, the main CPU 101a performs an effect random number update process for updating the random number value for variation pattern and the random value for reach determination.
  In step S30, the main CPU 101a updates the special symbol determination initial value random number, the big hit symbol initial value random number, and the small hit symbol initial value random number. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG.
  A clock pulse is generated every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 101, thereby executing a timer interrupt process described below.
  First, in step S100, the main CPU 101a saves the information stored in the register of the main CPU 101a to the stack area.
  In step S110, the main CPU 101a updates the special symbol time counter, updates the special game timer counter such as the opening time of the special electric utility, etc., updates the normal symbol time counter, and updates the normal power release time counter. A time control process for updating various timer counters is performed. Specifically, a special symbol time counter, a special game timer counter, a normal symbol time counter, and a general electricity open time counter are decremented by -1.
  In step S120, the main CPU 101a performs a random number update process for the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, and the hit determination random number value.
  Specifically, each random number counter is incremented by 1 to update the random number counter. When the addition result exceeds the maximum value in the random number range, the random number counter is reset to 0. When the random number counter makes one round, the random number is updated from the initial random number value at that time.
  In step S130, the main CPU 101a performs an initial value random number update process of adding +1 to the special symbol determination initial value random number counter, the big hit symbol initial value random number counter, and the small hit symbol initial value random number counter to update the random number counter. .
  In step S200, the main CPU 101a performs input control processing. In this process, the main CPU 101a determines whether or not there is an input to each of the general winning opening detecting switch 7a, the large winning opening detecting switch 11a, the first starting opening detecting switch 9a, the second starting opening detecting switch 10a, and the gate detecting switch 8a. Input processing is performed to determine whether or not. Specifically, this will be described later with reference to FIG.
  In step S300, the main CPU 101a performs a special figure special power control process for controlling special symbols and special electric accessories. Details will be described later with reference to FIGS.
  In step S400, the main CPU 101a performs a normal / normal power control process for controlling the normal symbol and the normal electric accessory. Details will be described later with reference to FIGS.
In step S500, the main CPU 101a performs a payout control process.
In this process, the main CPU 101a checks whether or not a game ball has won the big winning opening 11, the first starting opening 9, the second starting opening 10, and the general winning opening 7, and if there is a winning, Is sent to the payout control board 103.
  In step S600, the main CPU 101a performs data creation processing of external information data, start opening / closing solenoid data, special winning opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, and a storage number designation command.
  In step S700, the main CPU 101a performs output control processing. In this process, a port output process is performed for outputting signals of the external information data, the start opening / closing solenoid data, and the special winning opening opening / closing solenoid data created in S600. Further, in order to turn on the LEDs of the special symbol display devices 19 and 20 and the normal symbol display device 21, a display device output process for outputting the special symbol display device data and the normal symbol display device data created in S600 is performed. . Further, command transmission processing for transmitting a command set in the effect transmission data storage area of the main RAM 101c is also performed.
  In step S800, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.
The input control processing of the main control board 101 will be described using FIG.
First, in step S210, the main CPU 101a determines whether or not a detection signal is input from the general winning opening detection switch 7a, that is, whether or not a game ball has won the general winning opening 7. When the main CPU 101a receives a detection signal from the general winning opening detection switch 7a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.
  In step S220, the main CPU 101a determines whether or not the detection signal from the big prize opening detection switch 11a has been inputted, that is, whether or not the game ball has won the big prize opening 11. When the main CPU 101a receives a detection signal from the big prize opening detection switch 11a, the main CPU 101a updates the big prize mouth prize ball counter used for the prize ball by adding predetermined data and updates the big prize mouth 11 for winning. The winning prize entrance counter (C) for counting the number of game balls played is added and updated.
  In step S230, the main CPU 101a determines whether or not the detection signal from the first start port detection switch 9a has been input, that is, whether or not the game ball has won the first start port 9, and determines the big hit. Predetermined data is set. Details will be described later with reference to FIG.
  In step S240, the main CPU 101a determines whether or not the detection signal from the second start port detection switch 10a has been input, that is, whether or not the game ball has won the second start port 10. When the main CPU 101a receives a detection signal from the second start port detection switch 10a, the main CPU 101a updates the start port prize ball counter used for the prize ball by adding predetermined data and updates the second special symbol holding number. (U2) If the data set in the storage area is less than 4, add “1” to the second special symbol holding number (U2) storage area, and the special symbol determination random number value, jackpot symbol random number value, The random number value for small hits and the random number for reach determination are extracted, and the extracted random number is stored in the second special symbol storage area.
  That is, when compared with the first start port detection switch input process of FIG. 16 described later, the same process is performed although the area for storing data is different between the first special symbol storage area and the second special symbol storage area.
  In step S250, the main CPU 101a determines whether the gate detection switch 8a has input a signal, that is, whether the game ball has passed through the normal symbol gate 8. Further, when the gate detection switch 8a receives a signal, the main CPU 101a adds “1” to the normal symbol holding number (G) storage area, and from a random number range (for example, 0 to 10) prepared in advance. One hit determination random number value is extracted, and the extracted random number value is stored in the normal symbol holding storage area. However, when “4” is stored in the normal symbol holding number (G) storage area, “1” is added to the normal symbol holding number (G) storage area, or a random number for winning determination is extracted. The random number value extracted in the normal symbol holding storage area is not stored. When this process ends, the input control process ends.
  The first start port detection switch input process of the main control board 101 will be described with reference to FIG.
  First, in step S230-1, the main CPU 101a determines whether or not a detection signal from the first start port detection switch 9a has been input.
  When the detection signal from the first start port detection switch 9a is input, the process proceeds to step S230-2. When the detection signal from the first start port detection switch 9a is not input, the first start port The detection switch input process is terminated.
  In step S230-2, the main CPU 101a performs a process of adding predetermined data to the starting opening prize ball counter used for the prize ball and updating it.
  In step S230-3, the main CPU 101a determines whether or not the data set in the first special symbol hold count (U1) storage area is less than 4. If the data set in the first special symbol hold count (U1) storage area is less than 4, the process proceeds to step S230-4, and is set in the first special symbol hold count (U1) storage area. If the data is not less than 4, the first start port detection switch input process is terminated.
  In step S230-4, the main CPU 101a adds “1” to the first special symbol hold count (U1) storage area and stores it.
  In step S230-5, the main CPU 101a extracts a random number value for determining a special symbol, searches for a free storage unit in order from the first storage unit in the first special symbol storage area, and stores a free storage. The random number for special symbol determination extracted in the section is stored.
  In step S230-6, the main CPU 101a extracts the jackpot symbol random number value, and searches for a vacant storage unit in order from the first storage unit in the first special symbol storage area. The random number value for the jackpot symbol extracted in is stored.
  In step S230-7, the main CPU 101a extracts the random numbers for the small bonus symbols, searches the first storage units in the first special symbol storage area in order, and searches for the free storage units. The random number value for the small hit symbol extracted in the part is stored.
  In step S230-8, the main CPU 101a extracts the random number value for variation pattern and the random number value for reach determination as the random number value for presentation, and the memory that is vacant in order from the first storage unit in the first special symbol storage area. The fluctuation pattern random number value and the reach determination random number value are stored in an empty storage unit.
  As described above, the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, the variation pattern random number value, and the reach determination random number value are stored in the predetermined storage unit of the first special symbol storage area. Will be.
  In step S230-9, the main CPU 101a transmits a start winning designation command for production in order to transmit information indicating that new data is stored in the storage unit of the first special symbol storage area to the production control board 102. Set in the data storage area. When this process ends, the first start port detection switch input process ends.
  With reference to FIG. 17, the special figure special power control processing of the main control board 101 will be described.
  First, in step S301, the value of the special figure special electricity processing data is loaded, the branch address is referred to from the special figure special electric treatment data loaded in step S302, and if the special figure special electric treatment data = 0, the special symbol memory determination process (step The process proceeds to S310). If the special symbol special power processing data = 1, the process proceeds to the special symbol variation processing (step S320). If the special symbol special power processing data = 2, the special symbol stop processing (step S330) is performed. If special figure special electric processing data = 3, the process moves to the big hit game process (step S340), and if special figure special electric process data = 4, the process moves to the small hit game process (step S350). If special electric processing data = 5, the processing is transferred to the jackpot game end processing (step S360). The process moves to the game end processing (step S370). Details will be described later with reference to FIGS.
  The special symbol memory determination process of the main control board 101 will be described with reference to FIG.
  In step S <b> 310-1, the main CPU 101 a determines whether or not a special symbol variation display is being performed. If the special symbol variation display is in progress (special symbol time counter ≠ 0), the special symbol storage determination process is terminated. If the special symbol variation display is not in progress (special symbol time counter = 0), step 310 is performed. The process is moved to -2.
  In step S310-2, when the special symbol is not changing, the main CPU 101a determines whether or not the second special symbol hold count (U2) storage area is 1 or more. If the second special symbol hold count (U2) storage area is not 1 or more, the process proceeds to step S310-4, and it is determined that the second special symbol hold count (U2) storage area is "1" or more. In step S310-3, the process proceeds.
  In step S310-3, the main CPU 101a subtracts “1” from the value stored in the second special symbol hold count (U2) storage area and stores it.
  In step S310-4, the main CPU 101a determines whether or not the first special symbol hold count (U1) storage area is 1 or more. When the first special symbol reservation number (U1) storage area is not 1 or more, the special symbol storage determination process is terminated, and the first special symbol reservation number (U1) storage area is determined to be “1” or more. In step S310-5, the process proceeds.
  In step S310-5, the main CPU 101a subtracts “1” from the value stored in the first special symbol hold count (U1) storage area and stores it.
  In step S310-6, the main CPU 101a performs a shift process on the data stored in the special symbol reserved storage area corresponding to the special symbol reserved number (U) storage area subtracted in steps S310-2 to S310-5. . Specifically, each data stored in the first storage unit to the fourth storage unit in the first special symbol storage area or the second special symbol storage area is shifted to the previous storage unit. Here, the data stored in the first storage unit is shifted to the determination storage area (the 0th storage unit). At this time, the data stored in the first storage unit is written in the determination storage area (0th storage unit), and the data already written in the determination storage area (0th storage unit) is stored in the special symbol hold storage. It will be erased from the area. Thereby, the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, the reach determination random number value, and the variation pattern random number value used in the previous game are deleted.
  In this embodiment, in steps S310-2 to S310-6, the second special symbol storage area is shifted with priority over the first special symbol storage area. One special symbol storage area or the second special symbol storage area may be shifted, or the first special symbol storage area may be shifted with priority over the second special symbol storage area.
  In step S311, the main CPU 101a writes the data (special symbol determination random number value, jackpot symbol random number value, small hit value written in the determination symbol storage area (the 0th storage unit) of the special symbol reservation storage area in step S310-6 above. The jackpot determination process is executed based on the design random number. Details will be described later with reference to FIG.
  In step S312, the main CPU 101a performs a variation pattern determination process.
  The variation pattern determination process is performed with reference to a variation pattern determination table set for reference in the variation pattern determination table storage area. Specifically, when the normal variation pattern determination table shown in FIG. 9 is set for reference in the change pattern determination table storage area, the normal time variation pattern determination table shown in FIG. When the pattern determination table is set, the short-time variation pattern determination table is referred to. When the first specific variation pattern determination table shown in FIG. 11 is set for reference, the first specific variation pattern determination table is referred to. Reference is made, and when the second specific variation pattern determination table shown in FIG. 12 is set as a reference, the second specific variation pattern determination table is referred to. Then, with reference to the table, the variation pattern is determined based on the jackpot determination result, the special symbol type, the number of reserved balls, the acquired reach determination random value, and the variation pattern random value.
  In the present embodiment, the variation pattern determination table to be referenced is determined by a table set for reference. However, the present invention is not limited to this. For example, a flag corresponding to the type of the variation pattern determination table to be referenced is provided. The variation pattern determination table to be referred to may be selected from the variation pattern determination table storage area according to the state of the flag. For example, when the first specific variation pattern determination table reference flag is ON, the variation pattern is determined with reference to the first specific variation pattern determination table shown in FIG. At this time, the flag is set when the game state is changed and when the number of remaining specific games (Z) becomes “0”. In the present embodiment, the main CPU 101a that determines the variation pattern based on the variation pattern random value, the reach determination random value, and the variation pattern determination table set for reference constitutes a variation mode determination unit.
  In step S313, the main CPU 101a sets a variation pattern designation command corresponding to the determined variation pattern in the effect transmission data storage area.
  In step S314, the main CPU 101a starts the special symbol variable display on the special symbol display device 19 or 20. That is, when the information written in the processing area relates to the first hold, the special symbol display device 19 blinks, and when the information relates to the second hold, the special symbol display device 20 blinks.
  In step S315, when the main CPU 101a starts the variation display of the special symbol as described above, the variation time (counter value) based on the variation pattern determined in step S312 is displayed in the special symbol time counter in the special symbol time counter. set. The special symbol time counter is subtracted every 4 ms in S110.
  In step S316, the main CPU 101a sets the special symbol special electric processing data = 1, shifts the processing to the special symbol variation processing shown in FIG. 20, and ends the special symbol memory determination processing.
  The jackpot determination process will be described with reference to FIG.
  First, in step S311-1, the main CPU 101a determines whether or not the high probability game flag is turned on in the high probability game flag storage area. The case where the high probability gaming flag is ON is a case where the current gaming state is a high probability gaming state. If the high probability game flag is ON, the process proceeds to step S311-2. If the high probability game flag is not ON, the process proceeds to step S311-3.
  In step S311-2, when the main CPU 101a determines that the current gaming state is the high probability gaming state, the main CPU 101a selects the “high probability random number determination table”.
  In step S311-2, when determining that the current gaming state is not the high probability gaming state (low probability gaming state), the main CPU 101a selects the “low probability random number determination table”.
In step S311-4, the main CPU 101a uses the special symbol determination random number value written in the determination storage area (the 0th storage unit) of the special symbol hold storage area in step S310-6 as the step S311-2 or step S311-4. The determination is made based on the “high probability random number determination table” or “low probability random number determination table” selected in S311-3.
More specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the jackpot determination table for the first special symbol display device of FIG. When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, refer to the jackpot determination table for the second special symbol display device in FIG. 4B. Then, based on the special symbol determination random number value, it is determined whether it is “big hit”, “small hit”, or “lost”.
  In step S <b> 311-5, the main CPU 101 a determines whether or not the jackpot determination is made as a result of the jackpot determination in step S <b> 311-4. If it is determined that the jackpot is determined, the process proceeds to step S311-6. If it is not determined that the jackpot is determined, the process proceeds to step S311-8.
In step S311-6, the main CPU 101a determines the jackpot symbol random number value written in the determination symbol storage area (the 0th storage unit) of the special symbol reservation storage area in step S310-6, and determines the special symbol type ( Stop symbol data) is determined, and a jackpot symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
Specifically, when the special symbol holding storage area shifted in step S310-6 is the first special symbol storage area, the symbol determination table for the first special symbol display device (see FIG. 5A). ), When the special symbol storage area shifted in step S310-6 is the second special symbol storage area, the symbol determination table for the second special symbol display device (see FIG. 5A). ), Stop symbol data indicating the type of the special symbol to be stopped is determined based on the jackpot symbol random number value, and the determined stop symbol data is set in the stop symbol data storage area.
  The determined special symbol is used to determine “big hit” or “small hit” in the special symbol stop process of FIG. 21 as will be described later, and the operation of the big prize opening in the jackpot game process of FIG. It is also used to determine the mode, and is also used to determine the game state after the jackpot game ends and the variation pattern determination table set for reference in the jackpot game end process of FIG.
  In step S <b> 311-7, the main CPU 101 a generates an effect designating command corresponding to the special symbol for jackpot in order to transmit data corresponding to the special symbol to the effect control board 102, and stores it in the effect transmission data storage area. set.
  In step S311-8, the main CPU 101a determines whether or not it is determined to be a big hit if it is not determined to be a big hit in step S311-5. If it is determined to be a small hit, the process proceeds to step S311-9. If not determined to be a small hit, the process proceeds to step S311-11.
  In step S311-9, the main CPU 101a determines the random number for the small symbol design written in the determination storage area (the 0th storage unit) of the special symbol storage area in step S310-6, and determines the type of the special symbol. And a small hit symbol determination process for setting the determined stop symbol data in the stop symbol data storage area is performed.
  Specifically, with reference to the symbol determination table of FIG. 5B, stop symbol data indicating the type of special symbol is determined based on the random number value for the small hit symbol, and the determined stop symbol data is used as the stop symbol. Set in the data storage area. In the present embodiment, “small hit A” (special symbol for small hits A) and “small hit B” (special symbol for small hits B) are provided as the types of “small hits”. Regardless of which “small hit” is won, the special symbol that is stopped and displayed on the special symbol display devices 19 and 20 differs between “small hit A” and “small hit B”. The content of the winning game is exactly the same. However, if you win a small hit during a short-time game, the “small hit A” and “small hit B” will show the change pattern determination table to be set for reference after the small hit game ends, and the number of remaining changes in the specific game. The value set in (Z) is different.
  Thus, the determined special symbol is used to determine “big hit” or “small hit” in the special symbol stop process of FIG. 21 described later, and for reference in the small hit game end process of FIG. It is also used to determine the value to be set for the variation pattern determination table to be set and the remaining variation count (Z) of a specific game.
  In step S311-10, the main CPU 101a generates an effect symbol designation command corresponding to the special symbol for small hits in order to transmit data corresponding to the special symbol to the effect control board 102, and transmits an effect transmission data storage area. Set to.
  In step S311-11, the main CPU 101a refers to the symbol determination table of FIG. 5C to determine a special symbol for losing, and sets the determined stop symbol data for losing in the stopped symbol data storage area.
  In step S311-12, the main CPU 101a generates an effect symbol designating command corresponding to the special symbol for losing in order to transmit data corresponding to the special symbol to the effect control board 102, and sets it in the effect transmission data storage area. Then, the jackpot determination process ends. In the present embodiment, the main CPU 101a that executes the jackpot determination process constitutes a special game determination unit.
  The special symbol variation process will be described with reference to FIG.
  In step S320-1, the main CPU 101a determines whether or not the variation time set in step S315 has elapsed (whether special symbol time counter = 0). As a result, if it is determined that the variation time has not elapsed, the special symbol variation process is terminated and the next subroutine is executed.
  In step S320-2, when the main CPU 101a determines that the set time has elapsed, in the routine processing (big hit determination processing) before the special symbol variation processing, the steps S311-6, S311-9, The special symbol set in S311-11 is stopped and displayed on the special symbol display devices 19 and 20. As a result, the jackpot determination result is notified to the player.
  In step S320-3, the main CPU 101a sets a symbol determination command in the effect transmission data storage area.
  In step S320-4, when the main CPU 101a starts the special symbol stop display as described above, the main CPU 101a sets the symbol stop time (1 second = 1500 counter) in the special symbol time counter. The special symbol time counter is decremented by -1 every 4 ms in S110.
  In step S320-5, the main CPU 101a sets 2 to the special symbol special electric processing data, shifts the processing to the special symbol stop processing shown in FIG. 21, and ends the special symbol variation processing.
  The special symbol stop process will be described with reference to FIG.
  In step S330-1, the main CPU 101a determines whether or not the symbol stop time set in step S320-4 has elapsed (special symbol time counter = 0). As a result, if it is determined that the symbol stop time has not elapsed, the special symbol stop process is terminated and the next subroutine is executed.
  In step S330-2, the main CPU 101a determines whether or not a flag is turned on in the specific game flag storage area. When the flag is turned on in the specific game flag storage area, the first specific variation pattern determination table or the second specific variation pattern determination table is set for reference, and a specific game in which specific variation is easily performed is performed. This is the case where When the flag is turned on in the specific game flag storage area, the process proceeds to step S330-3, and when the flag is turned off in the specific game flag storage area, the process moves to step S330-9.
  In step S330-3, when the first specific variation pattern determination table or the second specific variation pattern determination table is currently set for reference, the main CPU 101a stores the remaining variation count (Z) storage area for the specific game. The calculated value obtained by subtracting “1” from the stored (Z) is stored as a new remaining fluctuation count (Z).
  In step S330-4, the main CPU 101a determines whether or not the remaining number of fluctuations (Z) = 0. If the remaining number of fluctuations (Z) = 0, the process proceeds to step S330-5. If the remaining number of fluctuations (Z) = 0, the process proceeds to step S330-9.
  In step S330-5, the main CPU 101a turns off the flag stored in the specific game flag storage area when the remaining number of changes (Z) = 0. Note that the remaining number of fluctuations (Z) is “0” means that the special symbol fluctuation display for determining the fluctuation pattern with reference to the first specific fluctuation pattern determination table or the second specific fluctuation pattern determination table is predetermined. It means that it was done a number of times
  In step S330-6, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. The case where the flag is turned on in the time-short game flag storage area is a case where the current game state is the time-short game state. When the flag is turned on in the short time game flag storage area, the process proceeds to step S330-8, and when the flag is turned off in the short time game flag storage area, the process proceeds to step S330-7.
  In step S330-7, the main CPU 101a refers to the variation pattern determination table storage area when the remaining variation count (Z) of the specific game is “0” and the current gaming state is a non-short-time gaming state. For this purpose, the normal variation pattern determination table shown in FIG. 9 is set. Thereby, the subsequent variation display of the special symbol is performed based on the variation pattern determined with reference to the normal variation pattern determination table shown in FIG. 9 in the variation pattern determination process (step S312 above) (see FIG. 18).
  In addition, when the remaining variation count (Z) of the specific game is “0” and the current gaming state is a non-temporary gaming state, the special symbol variation display in the short-time gaming state is performed a predetermined number of times, This is a case where the specific game flag is turned on when the short-time game state is ended. That is, basically, when the variation display of the special symbol in the short-time gaming state is performed a predetermined number of times and the short-time gaming state is ended, the normal variation pattern determination table is set as the reference variation pattern determination table, If the first specific variation pattern determination table or the second specific variation pattern determination table is set when the special symbol variation display in the short-time gaming state is performed a predetermined number of times, the first specific variation pattern determination table or the first specific variation pattern determination table 2 The specific variation pattern determination table remains set for reference.
  In step S330-8, the main CPU 101a refers to the variation pattern determination table storage area when the remaining variation count (Z) of the specific game is “0” and the current gaming state is the short-time gaming state. As shown in FIG. 10, a time variation pattern determination table is set. Thereby, the subsequent variation display of the special symbol is performed based on the variation pattern determined with reference to the time variation variation determination table shown in FIG. 10 in the variation pattern determination process (step S312 above) (see FIG. 18).
  As described above, when the remaining variation number (Z) of the specific game becomes “0”, a variation pattern determination table corresponding to the current gaming state is newly set for reference.
  In step S330-9, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. When the flag is turned on in the time-short game flag storage area, the process proceeds to step S330-10, and when the flag is turned off in the time-short game flag storage area, the process proceeds to step S330-15.
  In step S330-10, when the current gaming state is the short-time gaming state, the main CPU 101a subtracts “1” from (J) stored in the remaining variation count (J) storage area of the short-time gaming state. The calculated value is stored as a new remaining fluctuation count (J).
  In step S330-11, the main CPU 101a determines whether or not the remaining number of fluctuations (J) = 0. If the remaining fluctuation count (J) = 0, the process proceeds to step S330-12. If the remaining fluctuation count (J) = 0 is not satisfied, the process proceeds to step S330-15.
  In step S330-12, when the remaining number of changes (J) = 0, the main CPU 101a turns off the flag stored in the short time game flag storage area. Note that the remaining variation number (J) becomes “0” means that the special symbol variation display in the short-time gaming state is performed a predetermined number of times and the short-time gaming state is ended.
  In step S330-13, the main CPU 101a determines whether or not a flag is turned on in the specific game flag storage area. When the flag is turned on in the specific game flag storage area, the process proceeds to step S330-15, and when the flag is turned off in the specific game flag storage area, the process moves to step S330-14.
  In step S330-14, when the short-time gaming state has ended and the flag is turned OFF in the specific game flag storage area, the main CPU 101a normally uses the fluctuation pattern determination table storage area shown in FIG. 9 as a reference. Set the variation pattern determination table. Thereby, the subsequent variation display of the special symbol is performed based on the variation pattern determined with reference to the normal variation pattern determination table shown in FIG. 9 in the variation pattern determination process (step S312 above) (see FIG. 18).
  That is, when the special symbol variation display in the short-time gaming state is performed a predetermined number of times and the short-time gaming state ends, the first specific variation pattern determination table or the second specific variation pattern determination table is set for reference Does not change the variation pattern determination table set for reference as it is, and when the short-time variation pattern determination table is set for reference, changes the variation pattern determination table set for reference in the normal variation pattern determination table To do. As a result, when the specific game is still being performed at the end of the short-time game state, the remaining number of fluctuations (Z) of the specific game number is changed to “ Until it becomes “0”, the specific game is played.
  In the present embodiment, when the special symbol variation display is performed a predetermined number of times in the short-time gaming state and the short-time gaming state ends, the variation pattern set for reference depends on whether or not the specific game flag is ON. However, the present invention is not limited to this. For example, when the short-time gaming state is ended, the normal variation pattern determination table may be set for reference. In such a case, the specific variation ends at the same time as the short-time gaming state ends.
  In step S330-15, the main CPU 101a determines whether or not the flag is turned on in the high probability game flag storage area. The case where the flag is turned on in the high probability game flag storage area is a case where the current gaming state is a high probability gaming state. If the flag is turned on in the high probability game flag storage area, the process proceeds to step S330-16, and if the flag is turned off in the short-time game flag storage area, the process proceeds to step S330-19. .
  In step S330-16, if the current gaming state is the high probability gaming state, the main CPU 101a stores “1” from (X) stored in the remaining variation count (X) storage area of the high probability gaming state. Is stored as a new remaining number of fluctuations (X).
  In step S330-17, the main CPU 101a determines whether or not the remaining fluctuation count (X) = 0. If the remaining number of changes (X) = 0, the process proceeds to step S330-18. If the remaining number of changes (X) = 0, the process proceeds to step S330-19.
  In step S330-18, the main CPU 101a turns off the flag stored in the high probability game flag storage area when the remaining number of changes (X) = 0. Note that the number of remaining fluctuations (X) being “0” means that the special symbol fluctuation display in the high probability gaming state is performed a predetermined number of times and the high probability gaming state is terminated.
  In step S330-19, the main CPU 101a confirms the current gaming state and sets a gaming state designation command in the effect transmission data storage area.
  In step S330-20, the main CPU 101a determines whether or not it is a big hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is that of a jackpot symbol (stop symbol data = 01 to 05?). If it is determined that the jackpot symbol is determined, the process proceeds to step S330-24. If the symbol is not determined to be a jackpot symbol, the process proceeds to step S330-21.
  In step S330-21, the main CPU 101a determines whether or not it is a small hit. Specifically, it is determined whether or not the stop symbol data stored in the stop symbol data storage area is a small hit symbol (stop symbol data = 06, 07?). If it is determined that the symbol is a small hit symbol, the process proceeds to step S330-22. If it is not determined to be a small symbol, the process proceeds to step S330-23.
  In step S330-22, the main CPU 101a sets 4 to the special figure special electricity processing data.
  In step S330-23, the main CPU 101a sets 0 in the special symbol special electricity processing data, and shifts the processing to the special symbol memory determination processing shown in FIG.
  In step S330-24, the main CPU 101a sets 3 in the special figure special electricity processing data.
  In step S330-25, the main CPU 101a stores a high probability game flag storage area, a high probability game state remaining fluctuation count (X) storage area, a short time game flag storage area, a short time game state remaining fluctuation count (J) storage area, The data in the specific game flag storage area and the remaining variation count (Z) of the specific game is cleared.
  In step S330-26, the main CPU 101a determines whether it is a big hit of “long hit” or “short win” according to the stop symbol data, and sends an opening command according to the type of big hit to transmission data for presentation Set in the storage area.
  In step S330-27, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and sets the opening time according to the type of big hit as a special game timer counter Set to. The special game timer counter is subtracted every 4 ms in step S110. When this process ends, the special symbol stop process ends.
  The jackpot game process will be described with reference to FIG.
  First, in step S340-1, the main CPU 101a determines whether or not it is currently opening. Specifically, if “0” is stored in the round game count (R) storage area, it is currently being opened, so it is determined whether the round game count (R) storage area is currently open. To do. If it is determined that the current opening is being performed, the process proceeds to step S340-2. If it is determined that the current opening is not currently performed, the process proceeds to S340-9.
  In step S340-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the jackpot game process is terminated, and if the opening time has elapsed, the process proceeds to step S340-3.
  In step S340-3, the main CPU 101a determines which of the “big hit” (see FIG. 8A) or “short hit” (see FIG. 8B) is the big hit according to the stop symbol data. The determination is made and an open mode determination table corresponding to the jackpot type is determined (see FIG. 7).
  In step S340-4, the main CPU 101a adds "1" to the current round game number (R) stored in the round game number (R) storage area and stores it. In step S340-4, nothing is stored in the round game number (R) storage area. That is, since no round game has been performed yet, “1” is stored in the round game count (R) storage area.
  In step S340-5, the main CPU 101a adds “1” to the current number of times of opening (K) stored in the number of times of opening (K) storage area and stores it.
  In step S340-6, the main CPU 101a sets energization start data for the big prize opening / closing solenoid 11c and opens the big prize opening / closing door 11b.
  In step S340-7, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3, based on the current round game number (R) and release number (K). The opening time of the special winning opening 11 is set in the special game timer counter.
  In step S340-8, the main CPU 101a stores a big prize opening (R) round designation command for transmission data for production in order to transmit information on the number of rounds to the production control board 102 in accordance with the number of round games (R). Set to area. In this step S340-8, since the number of round games (R) is “1”, the winning opening 1 round designation command is set in the effect transmission data storage area.
  In step S340-9, the main CPU 101a determines whether or not it is currently ending. Ending here refers to processing after all preset round games have been completed. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-29. If it is determined that the current ending is not currently performed, the process proceeds to step S340-10.
  In step S340-10, the main CPU 101a determines whether or not the special winning opening is being closed. If it is determined that the special winning opening is closed, the process proceeds to step S340-11. If it is determined that the special winning opening is not closed, the process proceeds to step S340-16.
  In step S340-11, the main CPU 101a determines whether or not the closing time set in step S340-20 described later has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, if the closing time has not elapsed, the jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S340-12.
  In step S340-12, the main CPU 101a adds “1” to the current number of releases (K) stored in the number-of-releases (K) storage area, and stores it.
  In step S340-13, the main CPU 101a sets energization start data of the big prize opening / closing solenoid 11c, and opens the big prize opening / closing door 11b.
  In step S340-14, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3, based on the current round game number (R) and release number (K). The opening time of the special winning opening 11 is set in the special game timer counter.
  In step S340-15, the main CPU 101a determines whether or not K = 1. If K = 1, in order to transmit information on the number of rounds to the effect control board 102, the number of round games ( In response to (R), a grand prize opening (R) round designation command is set in the effect transmission data storage area. For example, if the number of round games (R) is “2”, a special winning opening 2 round designation command is set in the effect transmission data storage area. On the other hand, if K = 1 is not set, the jackpot game process is terminated without setting the big winning opening (R) round designation command in the effect transmission data storage area. In other words, the case where K = 1 means the start of a round, and therefore, the winning prize opening (R) round designation command is transmitted only at the start of the round.
  In step S340-16, the main CPU 101a determines whether or not the value of the big winning opening entrance counter (C) has reached a predetermined number (for example, 9). Here, in the case where the predetermined number of winning prize entrance counters (C) has not reached the predetermined number, the process proceeds to step S340-17, and when the predetermined number of winning prize entrance counters (C) has reached the predetermined number. Moves the process to step S340-21.
  In step S340-17, the main CPU 101a determines whether or not the set open time has elapsed (whether or not the special game timer counter = 0). If the set release time has elapsed, the process proceeds to step S340-18, and if the set release time has not elapsed, the jackpot game process ends.
  In step S340-18, the main CPU 101a determines whether or not the number of releases (K) is the maximum number of releases per round. If the number of releases (K) is the maximum number of releases per round, the process proceeds to step S340-21. If the number of releases (K) is not the maximum number of releases per round, step S340-19 is performed. Move processing to.
  In step S340-19, the main CPU 101a sets energization stop data for the special prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
  In step S340-20, the main CPU 101a refers to the release mode determination table (see FIG. 8) determined in step 340-3, based on the current round game number (R) and release number (K). The closing time of the special winning opening 11 is set in the special game timer counter.
  In step S340-21, the main CPU 101a sets energization stop data for the special prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
  In step S340-22, the main CPU 101a sets 0 in the number-of-releases (K) storage area and clears the number-of-releases (K) storage area.
  In step S340-23, the main CPU 101a sets 0 in the winning prize opening number (C) storage area, and clears the winning entry (C) storage area.
  In step S340-24, the main CPU 101a determines whether or not the round game number (R) stored in the round game number (R) storage area is the maximum. If the round game number (R) is the maximum, the process proceeds to step S340-26, and if the round game number (R) is not the maximum, the process proceeds to step S340-25.
  In step S340-25, the main CPU 101a adds “1” to the current round game number (R) stored in the round game number (R) storage area and stores the result.
  In step S340-26, the main CPU 101a resets the round game number (R) stored in the round game number (R) storage area.
  In step S340-27, the main CPU 101a determines which jackpot is based on the stop symbol data, and transmits the ending command corresponding to the jackpot type to the effect control board 102. Set in the transmission data storage area.
  In step S340-28, the main CPU 101a determines whether it is a big hit of “long win” or “short win” according to the stop symbol data, and determines the ending time according to the type of big hit as a special game timer counter Set to.
  In step S340-29, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, in step S340-30, the main CPU 101a 5 is set in the processing data, and the processing shifts to the jackpot game end processing shown in FIG. On the other hand, when it is determined that the ending time has not elapsed, the jackpot game process is terminated as it is.
  The small hit game process will be described with reference to FIG.
  In step S350-1, the main CPU 101a determines whether an opening command has already been transmitted. If it is determined that the opening command has not been transmitted, the process proceeds to step S350-2. If it is determined that the opening command has been transmitted, the process proceeds to step S350-3.
  In step S350-2, the main CPU 101a determines the small hit release mode determination table (FIG. 8C).
  In step S350-3, when determining that the opening command has already been transmitted, the main CPU 101a determines whether or not the opening command is currently being opened. If it is determined that it is currently opening, the process proceeds to step S350-4, and if it is determined that it is not currently opening, the process proceeds to S350-8.
  In step S350-4, if the main CPU 101a determines that the opening is currently in progress, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the opening timer counter = 0, it is determined that the opening time has elapsed. Further, as will be described later, it is determined in step 350-8 that the special winning opening 11 is being closed, and it is also determined whether or not the closing time set in step S350-14 has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time.
  As a result, if the set time has not elapsed, the small hit game process is terminated, and if the set time has elapsed, the process proceeds to step S350-5.
  In step S350-5, the main CPU 101a adds “1” to the current operation count (K) stored in the release count (K) storage area and stores it.
  In step S350-6, the main CPU 101a starts energization of the big prize opening / closing solenoid 11c and opens the big prize opening / closing door 11b.
  In step S350-7, the main CPU 101a refers to the small hitting release mode determination table (FIG. 8C) determined in step 350-2, and based on the number of releases (K), 11 open time is set in the special game timer counter.
  In step S350-8, the main CPU 101a determines whether or not the special winning opening 11 is closed. If it is determined that it is closed, the process proceeds to step S350-4. If it is determined that the special winning opening is not closed, the process proceeds to step S350-9.
  In step S350-9, the main CPU 101a determines whether or not it is currently ending. If it is determined that it is currently ending, it is determined in step S350-20 whether or not the set ending time has elapsed. If it is determined that it is not currently ending, the process proceeds to step S350-10. Is moved.
  In step S350-10, the main CPU 101a determines whether or not the value of the special winning opening entrance counter (C) has reached a predetermined number (for example, 9). If it is determined that the predetermined winning entrance counter (C) has reached the predetermined number, the process proceeds to step S350-15, and it is not determined that the critical winning entrance counter (C) has reached the predetermined number. If YES, the process moves to step S350-11.
  In step S350-11, the main CPU 101a determines whether or not the opening time has elapsed (whether or not the special game timer counter = 0). If the set release time has elapsed, the process proceeds to step S350-12, and if the set release time has not elapsed, the small hit game process is terminated.
  In step S350-12, the main CPU 101a determines whether or not the current operation number (K) stored in the release number (K) storage area is the maximum. If the number of times of opening (K) is the maximum number of times of opening, the process proceeds to step S350-15. If the number of times of opening (K) is not the maximum number of times of opening, the process proceeds to step S350-13. Specifically, as shown in FIG. 8C, in the case of “small hit”, the maximum number of times of opening is 15.
  In step S350-13, the main CPU 101a sets energization stop data for the special prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
  In step S350-14, the main CPU 101a refers to the small hitting release mode determination table (FIG. 8C) determined in step 350-2, and sets the closing time based on the number of times of opening (K). Set to the special game timer counter.
  In step S350-15, the main CPU 101a sets energization stop data for the special prize opening / closing solenoid 11c. As a result, the big prize opening is closed.
  If the main CPU 101a determines in step S350-16 that the number of times of opening (K) has reached the maximum, the number of times of opening (K) stored in the number of times of opening (K) storage area is reset.
  In step S350-17, the main CPU 101a clears the winning prize opening number (C) storage area.
  In step S350-18, the main CPU 101a sets an ending command in the effect transmission data storage area in order to transmit information on the end of the small hit game to the effect control board 102.
  In step S350-19, the main CPU 101a sets a counter corresponding to the ending time in the special game timer counter in the special game timer counter of the main RAM 101c.
  In step S350-20, the main CPU 101a determines whether or not the ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a sets 6 in the special figure special electric processing data in step S350-21. The process is shifted to the small hit game end process shown in FIG. 25, and when it is determined that the ending time has not elapsed, the small hit game process is ended.
  The jackpot game end process will be described with reference to FIG.
  In step S360-1, the main CPU 101a loads the stop symbol data set in the stop symbol data storage area.
  In step S360-2, the jackpot end setting data table shown in FIG. 6 is referred to, and based on the stop symbol data loaded in S360-1, the high probability flag is set in the high probability game flag storage area at the end of jackpot. Or not. For example, if the stop symbol data is “01”, a high probability flag is set in the high probability game flag storage area.
  In step S360-3, the jackpot end setting data table shown in FIG. 6 is referred to, and based on the stop symbol data loaded in S360-1, the remaining variation count (X) storage area of the high probability gaming state is stored in a predetermined area. Set the number of times. For example, if the stop symbol data is “01”, 100 is set in the remaining fluctuation count (X) storage area of the high probability gaming state.
  In step S360-4, with reference to the jackpot end setting data table shown in FIG. 6, based on the stop symbol data loaded in the above S360-1, whether or not to set the hourly game flag in the hourly game flag storage area Process. For example, if the stop symbol data is “01”, 100 is set in the remaining fluctuation count (J) storage area of the short-time gaming state.
  In step S360-5, the jackpot end setting data table shown in FIG. 6 is referred to, and based on the stop symbol data loaded in S360-1, the predetermined number of times are stored in the remaining variation number (J) storage area of the short-time gaming state. To set. For example, if the stop symbol data is “01”, 100 is set in the remaining fluctuation count (J) storage area of the short-time gaming state.
  In step S360-6, the main CPU 101a confirms the gaming state and sets a gaming state designation command in the effect transmission data storage area.
  In step S360-7, the main CPU 101a refers to the special game end time setting data table shown in FIG. 6 based on the stop symbol data loaded in step S360-1 and sets the reference CPU for reference after the jackpot game ends. Set the pattern determination table. In other words, if the gaming state after the jackpot game is in the short-time gaming state, the time-short variation pattern determination table is set for reference, and if the jackpot game is in the non-short-time gaming state, refer to the normal variation pattern determination table. Set for use.
  In step S360-8, the main CPU 101a sets 0 to the special symbol special electricity processing data, and moves the processing to the special symbol memory determination processing shown in FIG.
  The small hit game ending process will be described with reference to FIG.
  In step S370-1, the main CPU 101a determines whether or not the flag stored in the time-saving game flag storage area is ON. If the flag stored in the short time game flag storage area is ON, the process proceeds to step S370-2. If the flag stored in the short time game flag storage area is OFF, step S370 is performed. The process is moved to -7.
  In step S370-2, the main CPU 101a loads the stop symbol data set in the stop symbol data storage area, and determines whether or not the stop symbol data is “06”. The case where the stop symbol data is not “06” is a case where the stop symbol data is “07” (see FIG. 5B). If the stop symbol data is “06”, the process proceeds to step S370-3. If the stop symbol data is “07”, the process proceeds to step S370-4.
  In step S370-3, the main CPU 101a sets a first specific variation pattern determination table for reference. The subsequent special symbol variation display is performed based on the variation pattern determined with reference to the first specific variation pattern determination table shown in FIG. As a result, even in the short-time gaming state, a variation pattern with a long variation time is more easily determined during a predetermined period (until the special symbol variation is performed 20 times) than when the short-time variation pattern determination table is used as a reference. .
  In step S370-4, the main CPU 101a sets a second specific variation pattern determination table for reference. The subsequent special symbol variation display is performed based on the variation pattern determined with reference to the second specific variation pattern determination table shown in FIG. Thereby, even in the short-time gaming state, the predetermined time period (until the special symbol is changed 10 times) has a longer fluctuation time than when the time-short fluctuation pattern determination table or the first specific fluctuation pattern determination table is used for reference. The fluctuation pattern is easily determined.
  In step S370-5, the main CPU 101a refers to the specific game end setting data table shown in FIG. 6, and stores the remaining number of fluctuations (Z) in the specific game state based on the stop symbol data loaded in S370-1. A predetermined number of times is set in the area. Specifically, if the stop symbol data is “06”, 20 is set in the remaining change count (Z) storage area of the specific gaming state, and if the stop symbol data is “07”, the specific gaming state 10 times is set in the remaining fluctuation count (Z) storage area.
  As described above, when winning a small hit when in the short-time gaming state, the short-time variation pattern determination table is referred to for a predetermined period (until the remaining variation number (Z) of the specific number of games becomes “0”). A specific variation is performed in which the variation time tends to be longer than usual. In addition, when the first specific variation pattern determination table is set for reference, the period during which the specific variation is performed is until the special symbol variation is performed 20 times, and the second variation pattern determination table is for reference. When it is set, the special symbol is changed 10 times.
  As a result, the variation time can be changed in the short-time gaming state in which the variation time is short and tends to be monotonous. Moreover, excessive gambling due to the short-time gaming state can be suppressed.
  That is, in the short-time gaming state, it tends to be monotonous by repeatedly displaying a special symbol with a short variation time, and it is likely to increase gambling by repeating the jackpot determination at a high pace. However, by performing a specific change for a limited period, it is possible to suppress a monotonous impression given to the player and excessive gambling while maintaining a sense of speed in the short-time gaming state.
  In step S370-6, the main CPU 101a performs processing for turning on the flag stored in the specific game flag storage area. If the flag of the specific game flag storage area is already turned on, the flag is kept on. In other words, in the short-time gaming state, if the player wins a small bonus when the specific game is being played, the period for performing the specific game is substantially extended.
  In step S370-7, when the flag stored in the short-time game flag storage area is OFF, the main CPU 101a determines whether the flag stored in the specific game flag storage area is ON. . The case where the specific game flag is ON is a case where the player is in a non-time-saving game state and wins a small hit when the specific game is being performed. Further, the case where the specific game flag is OFF is a case where a small win is won when the normal variation pattern determination table is set for reference. If the flag stored in the specific game flag storage area is ON, the process proceeds to step S370-8. If the flag stored in the specific game flag storage area is OFF, step S370 is performed. Move the process to -11.
  In step S370-8, when the main CPU 101a is in a non-time saving gaming state and wins a small hit when the first specific variation pattern determination table or the second specific variation pattern determination table is set for reference. For reference, the normal variation pattern determination table shown in FIG. 9 is set.
  As described above, when the short-time gaming state ends when the remaining number of fluctuations (J) becomes “0”, the first specific fluctuation pattern determination table or the second specific fluctuation pattern determination table is set for reference. In such a case, the first specific variation pattern determination table or the second specific variation pattern determination table is used for reference until the remaining variation count (Z) of the specific game becomes “0” even after the transition to the non-time saving gaming state. The However, if a small win is won after the transition to the non-time-saving gaming state, the specific game ends before the remaining variation count (Z) of the specific game becomes “0”, and the normal variation pattern determination table is used for reference. Set. Thereby, it can suppress that a specific game continues for a long time after transfering to a non-time-short game state.
  In step S370-9, the main CPU 101a performs a process of resetting the remaining fluctuation count (Z) of the specific game.
  In step S370-10, the main CPU 101a performs a process of turning off the flag stored in the specific game flag storage area, and moves the process to step S370-11.
  In the present embodiment, when the game is in a non-time-saving gaming state and the first specific variation pattern determination table or the second specific variation pattern determination table is set for reference, the normal variation is won. The pattern determination table is set for reference, but not limited to this, if you win a bonus when you are in a non-short-time gaming state, do not change the variation pattern determination table set for reference. May be. In this case, if it is determined in step S370-1 that the flag stored in the time-saving game flag storage area is OFF, the process proceeds to step S370-11.
  In step S <b> 370-11, the main CPU 101 a sets 0 to the special symbol special electricity processing data, and shifts the processing to the special symbol memory determination processing shown in FIG. 18.
  The ordinary power transmission control process will be described with reference to FIG.
  First, in step S401, the value of ordinary power transmission processing data is loaded, and in step S402, the branch address is referred to from the ordinary power transmission processing data loaded in step S401, so that the ordinary power transmission processing data = 0. For example, the process moves to the normal symbol variation process (step S410), and if the normal figure normal power processing data = 1, the process moves to the normal electric accessory control process (step S420). Details will be described later with reference to FIGS.
  The normal symbol variation process will be described with reference to FIG.
  In step S410-1, the main CPU 101a determines whether or not the normal symbol variation display is being performed. If the normal symbol variation display is being performed, the process proceeds to step S410-13, and if the normal symbol variation display is not being performed, the process proceeds to step S410-2.
  In step S410-2, the main CPU 101a determines whether or not the normal symbol hold count (G) stored in the normal symbol hold count (G) storage area is 1 or more when the normal symbol fluctuation display is not being performed. To do. When the number of holds (G) is “0”, the normal symbol variation display is not performed, so the normal symbol variation process is terminated.
  In step S410-3, if the main CPU 101a determines in step S410-2 that the normal symbol hold count (G) is equal to or greater than “1”, it is stored in the special symbol hold count (G) storage area. A new hold number (G) obtained by subtracting “1” from the stored value (G) is stored.
  In step S410-4, the main CPU 101a performs a shift process on the data stored in the normal symbol storage area. Specifically, each data stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit. At this time, the data stored in the previous storage unit is written into a predetermined processing area and is erased from the normal symbol holding storage area.
In step S410-5, the main CPU 101a determines the winning random number stored in the normal symbol holding storage area. When a plurality of winning random numbers are stored, the winning random numbers are read in the stored order.
Specifically, with reference to the hit determination table shown in FIG. 4C, it is determined whether or not the extracted hit determination random number value is checked against the above table. For example, according to the above table, one hit determination random value of “0” out of the hit random numbers “0” to “10” is determined to be a hit in the non-short-time gaming state, and the short-time gaming state For example, ten hit determination random numbers from “0” to “9” out of the hit random numbers from “0” to “10” are determined to be wins, and the other random numbers are determined to be lost.
In step S410-6, the main CPU 101a refers to the result of the determination of the winning random number in step S410-5. If it is determined that the winning is determined, the winning symbol is set in step S410-7 and it is determined that the game is lost. If it is, a lost symbol is set in step S410-8.
Here, the winning symbol is a symbol in which the LED is finally turned on in the normal symbol display device 21, and the lost symbol is a symbol in which the LED is finally turned off without being turned on. The winning symbol set is to store a command to turn on the LED in the normal symbol display device 21 in a predetermined storage area, and the lost symbol set is a command to turn off the LED in the normal symbol display device 21. Is stored in a predetermined storage area.
  In step S410-9, the main CPU 101a determines whether or not a flag is turned on in the time-saving game flag storage area. When the flag is turned on in the short-time game flag storage area, the game state is in the short-time game state, and when the flag is not turned on, the game state is in the non-short-time game state. Is the time.
  If the main CPU 101a determines that the flag is ON in the short-time game flag storage area, in step S410-10, the main CPU 101a sets a counter corresponding to 3 seconds to the normal symbol time counter, and the short-time game flag storage area If it is determined that the flag is not turned on, a counter corresponding to 29 seconds is set in the normal symbol time counter in step S410-11. By the process of step S410-10 or step S410-11, the time for displaying the normal symbol variation is determined. The normal symbol time counter is subtracted every 4 ms in step S110.
  In step S410-12, the main CPU 101a starts normal symbol fluctuation display on the normal symbol display device 21. The normal symbol variation display is to flash the LED at a predetermined interval in the normal symbol display device 21 and give the player an impression as if it is currently being drawn. This normal symbol variation display is continuously performed for the time set in step S410-10 or step S410-11. When this process ends, the normal symbol variation process ends.
  In step S410-13, if the main CPU 101a determines in step S410-1 that the normal symbol variation display is being performed, the main CPU 101a determines whether or not the set variation time has elapsed. That is, the normal symbol time counter is subtracted every 4 ms, and it is determined whether the set normal symbol time counter is zero. As a result, if it is determined that the set variation time has not elapsed, it is necessary to continue the variation display as it is, so that the normal symbol variation process is terminated and the next subroutine is executed.
  In step S410-14, when the main CPU 101a determines that the set fluctuation time has elapsed, the main CPU 101a stops the fluctuation of the normal symbol in the normal symbol display device 21. At this time, the normal symbol display device 21 stops and displays the normal symbol (winning symbol or lost symbol) set by the previous routine processing. As a result, the result of the normal symbol lottery is notified to the player.
  In step S410-15, the main CPU 101a determines whether or not the set normal symbol is a winning symbol. Fig. Ordinary power processing data = 1 is set, and the processing is shifted to the normal electric accessory control processing. If the set normal symbol is a lost symbol, the normal symbol variation processing is terminated as it is.
  The normal electric accessory control process will be described with reference to FIG.
  In step S420-1, the main CPU 201a determines whether or not the normal power open time is set in the normal power open time counter. Then, if the open time is set in the normal power open time counter, the process proceeds to step S420-6, and if the open time is not set in the general power open time counter, the process proceeds to step S420-2. Move.
  In step S420-2, the main CPU 201a determines whether or not the time-saving game flag is turned on in the time-saving game flag storage area.
  In step S420-2, when the main CPU 201a determines that the short-time game flag is turned on in the short-time game flag storage area, that is, when the current gaming state is the short-time gaming state, A counter corresponding to 3.5 seconds is set in the counter.
  In step S420-2, when the main CPU 201a determines that the short-time game flag is not turned on in the short-time game flag storage area, that is, when the current gaming state is the normal gaming state, A counter corresponding to 0.2 seconds is set in the counter.
  In step S420-5, the main CPU 201a starts energizing the start port opening / closing solenoid 10c. Thereby, the 2nd starting port 10 will open and it will be controlled by the 2nd mode.
  In step S420-6, the main CPU 201a determines whether or not the set public power open time has elapsed. That is, the normal power open time counter is subtracted every 4 ms, and it is determined whether or not the set normal power open time counter = 0.
  If it is determined in step S420-6 that the set normal power release time has elapsed, the main CPU 201a stops energization of the start opening / closing solenoid 10c. Thereby, the 2nd starting port 10 returns to a closed state, and it becomes impossible or difficult for a game ball to enter again.
  In step S420-8, the main CPU 201a sets the ordinary figure ordinary power process data = 0 and shifts to the ordinary symbol variation process of FIG. 27, and the ordinary electric accessory control process ends.
  Next, processing executed by the sub CPU 102a in the effect control board 102 will be described.
(Main processing of production control board 102)
The main process of the effect control board 102 will be described with reference to FIG.
  In step S1000, the sub CPU 102a performs an initialization process. In this process, the sub CPU 102a reads the main processing program from the sub ROM 102b and initializes and sets a flag stored in the sub RAM 102c in response to power-on. If this process ends, the process moves to a step S1400.
  In step S1100, the sub CPU 102a performs an effect random number update process. In this process, the sub CPU 102a performs a process of updating the random numbers (the effect random number value and the effect design determining random value) stored in the sub RAM 102c. Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of effect control board 102)
The timer interrupt process of the effect control board 102 will be described with reference to FIG.
  Although not shown in the figure, a clock pulse is generated every predetermined period (2 milliseconds) by a reset clock pulse generation circuit provided in the effect control board 102, a timer interrupt processing program is read, and a timer of the effect control board is read. Interrupt processing is executed.
  First, in step S1400, the sub CPU 102a saves the information stored in the register of the sub CPU 102a to the stack area.
  In step S1500, the sub CPU 102a performs update processing of various timer counters used in the effect control board 102.
  In step S1600, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing for analyzing a command stored in the reception buffer of the sub RAM 102c. A specific description of the command analysis processing will be described later with reference to FIGS. When the effect control board 102 receives the command transmitted from the main control board 101, a command reception interrupt process of the effect control board 102 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, the received command is analyzed in step S1600.
  In step S1700, the sub CPU 102a checks the signal of the effect button detection switch 17a and performs effect input control processing related to the effect button 17.
  In step S1800, the sub CPU 102a transmits various data set in the transmission buffer of the sub RAM 102b to the image control board 105 and the lamp control board 104.
  In step S1900, the sub CPU 102a restores the information saved in step S1810 to the register of the sub CPU 102a.
(Sub-control board command analysis processing)
The command analysis processing of the effect control board 102 will be described using FIG. 31 and FIG. The command analysis process 2 in FIG. 32 is performed subsequent to the command analysis process 1 in FIG.
  In step S1601, the sub CPU 102a checks whether there is a command in the reception buffer, and checks whether the command has been received.
  If there is no command in the reception buffer, the sub CPU 102a ends the command analysis process, and if there is a command in the reception buffer, the sub CPU 102a moves the process to step S1610.
  In step S1610, the sub CPU 102a checks whether or not the command stored in the reception buffer is a start winning designation command.
  If the command stored in the reception buffer is a start winning designation command, the sub CPU 102a moves the process to step S1611. If not, the sub CPU 102a moves the process to step S1620.
  In step S1611, the sub CPU 102a performs a process of adding “1” to the value of the reserved ball counter in the sub RAM 102c. Based on the value of the reserved ball counter, the sub CPU 102a can grasp the current number of reserved balls (the number of stored special symbol determination random numbers and the like).
  In step S1620, the sub CPU 102a checks whether or not the command stored in the reception buffer is a variation pattern designation command.
  If the command stored in the reception buffer is a variation pattern designation command, the sub CPU 102a moves the process to step S1621, and if it is not the variation pattern designation command, moves the process to step S1630.
  In step S1621, the sub CPU 102a extracts one random number value from the effect random number value updated in step 1100, and sets the extracted effect random value, the received variation pattern designation command, and the effect mode storage area. Based on the effect mode being performed, a variation effect pattern determination process for determining one variation effect pattern from a plurality of variation effect patterns is performed.
  It should be noted that the effects to be executed differ depending on the variation pattern determination table referred to by the main CPU 101a. Specifically, when the normal variation pattern determination table is set for reference on the main control board 101, as shown in FIG. 33A, a “room mode” effect in which the main character stays in the room is executed. Is done. Further, when the time variation pattern determination table is set for reference, as shown in FIG. 33B, a “gymnasium mode” effect in which the team of the main characters plays a game is executed. In addition, when the first specific variation pattern determination table is set for reference, as shown in FIG. 33 (c), the “furious training mode” effect in which the main character runs on the sand beach is executed. Further, when the second specific variation pattern determination table is set for reference, as shown in FIG. 33 (d), a “date mode” effect in which the main character walks around the amusement park is executed.
  In particular, the special training mode and date mode are effects that are executed during specific games, and the fluctuation time tends to be longer than in the gymnasium mode, creating an effect that increases the expectation of jackpots. Done. In the case of the “furious training mode” or “date mode”, the value of the remaining number of fluctuations (Z) of the specific game is displayed in the display area of the liquid crystal display device 13, thereby the “fight training mode” or “date mode”. The number of remaining fluctuations in which the effect of "" is performed may be displayed to further increase the tension of the effect.
  In step S1622, the sub CPU 102a shifts the hold display data stored in the first hold storage area and the second hold storage area and the data corresponding to the start winning designation command, and information on the hold display data after the shift Is transmitted to the image control board 105 and the lamp control board 104.
  In step S1630, the sub CPU 102a checks whether or not the command stored in the reception buffer is an effect designating command.
  If the command stored in the reception buffer is an effect designating command, the sub CPU 102a moves the process to step S1631, and moves to step S1640 if it is not an effect designating command.
  In step S1631, the sub CPU 102a performs an effect symbol determination process for determining an effect symbol 30 to be stopped and displayed on the liquid crystal display device 13 based on the contents of the received effect symbol designation command. In this process, a special game effect symbol and a loss effect symbol are determined, and the determined effect symbol data is set in the effect symbol storage area.
  In step S1640, the sub CPU 102a checks whether or not the command stored in the reception buffer is a symbol determination command.
  If the command stored in the reception buffer is a symbol confirmation command, the sub CPU 102a moves the process to step S1641, and moves to step S1650 if it is not a symbol confirmation command.
  In step S1641, the sub CPU 102a transmits data based on the effect symbol data determined in step S1631 to stop display of the effect symbol 30 and stop instruction data for stopping display of the effect symbol in the transmission buffer of the sub RAM 102b. The effect symbol stop display process to be set is performed.
  In step S1650, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command.
  If the command stored in the reception buffer is a gaming state designation command, the sub CPU 102a moves the process to step S1651, and moves to step S1660 if the command is not a gaming mode designation command.
  In step S1651, the sub CPU 102a sets a gaming state based on the received gaming state designation command in the gaming state storage area.
  In step S1660, the sub CPU 102a checks whether or not the command stored in the reception buffer is an opening command.
  If the command stored in the reception buffer is an opening command, the sub CPU 102a moves the process to step S1661, and if not the opening command, moves the process to step S1670.
  In step S1661, the sub CPU 102a performs a hit start effect pattern determination process for determining a hit start effect pattern.
  Specifically, the hit start effect pattern is determined based on the opening command, the determined hit start effect pattern is set in the effect pattern storage area, and information on the determined hit start effect pattern is controlled by the image control board 105 and the lamp control. In order to transmit to the substrate 104, data based on the determined hit start effect pattern is set in the transmission buffer of the sub RAM 102b.
  In step S1670, the sub CPU 102a checks whether or not the command stored in the reception buffer is a special winning opening opening designation command.
  If the command stored in the reception buffer is a big prize opening opening designation command, the sub CPU 102a moves the process to step S1671, and if it is not a big winning opening opening designation command, the sub CPU 102a moves the process to step S1680.
In step S1671, the sub CPU 102a performs a winning effect pattern determination process for determining a winning effect pattern.
Specifically, the winning effect pattern is determined based on the special winning opening opening designation command, the determined winning effect pattern is set in the effect pattern storage area, and information on the determined winning effect pattern is stored in the image control board 105 and the lamp. In order to transmit to the control board 104, data based on the determined winning effect pattern is set in the transmission buffer of the sub RAM 102b.
  In step S1680, the sub CPU 102a checks whether or not the command stored in the reception buffer is an ending command.
  If the command stored in the reception buffer is an ending command, the sub CPU 102a moves the process to step S1681, and ends the command analysis process if the command is not the ending command.
  In step S1681, the sub CPU 102a performs a hit end effect pattern determination process for determining a hit end effect pattern.
  Specifically, a hit end effect pattern is determined based on the ending command, the determined hit end effect pattern is set in the effect pattern storage area, and information on the determined hit end effect pattern is controlled by the image control board 105 and lamp control. In order to transmit to the substrate 104, data based on the determined winning end effect pattern is set in the transmission buffer of the sub-RAM 102b. When this process ends, the command analysis process ends.
  Next, the outline of the image control board 105 and the lamp control board 104 will be briefly described.
  When controlling the liquid crystal display device 13 on the image control board 105, the audio CPU reads out the audio output device control program from the audio ROM based on the received data, and controls the output of the audio in the audio output device 18. When data is transmitted from the effect control board 102 to the image control board 105, the image CPU reads a program from the image ROM and controls the image display on the liquid crystal display device 13 based on the received effect command.
  In the lamp control board 104, the effect accessory device operation program is read based on the received data to control the operation of the effect accessory devices 14, 15, and the effect illumination is based on the received effect data. The device control program is read to control the effect lighting device 16.
9a 1st start opening detection switch 10a 2nd start opening detection switch 10b Movable piece 11a Large winning opening detection switch 11b Large winning opening open / close door 13 Liquid crystal display device 101 Main control board 101a Main CPU
101b Main ROM
101c Main RAM
102 Production control board 102a Sub CPU
102b Sub ROM
102c Sub RAM

Claims (2)

  1. A starting port that is changeable between a first mode in which entering of a game ball is difficult or impossible and a second mode in which entering of a game ball is easier compared to the first mode;
    Special game determination means for performing a determination on execution of a special game advantageous to the player based on the game ball entering the start opening;
    A symbol display means for performing a variation display and a stop display of a notification symbol for notifying the determination result by the special game determination means in a predetermined variation manner;
    Setting means for setting one setting data from a plurality of setting data;
    Based on the setting data set by the setting means, a fluctuation mode determining means for determining the fluctuation mode;
    The first gaming state in which the starting port changes to the second mode at a predetermined rate, or the second gaming state in which the starting port is more likely to change to the second mode than the first gaming state. Game state control means for controlling the progress;
    With
    The gaming state control means includes
    When it is determined by the special game determination means to control to the second gaming state, the transition control to the second gaming state is performed, and the transition control to the first gaming state is performed after a predetermined special period,
    The setting means includes
    First setting means for setting first setting data when the gaming state control means is controlling to the first gaming state;
    Second setting means for setting second setting data when the gaming state control means is controlling to the second gaming state ;
    Specific determination result by the special game determination means when obtained, sets a third setting data until the lapse of a certain specified time period when the gaming state control means controls the second game state Third setting means,
    The third setting means includes
    When the gaming state control means shifts from the second gaming state to the first gaming state when the predetermined special period has elapsed, the third setting data is set within the predetermined specific period. If there is a game machine, the setting of the third setting data is continued until the predetermined specific period elapses .
  2. The first setting means includes
    When the gaming state control means is controlling to the first gaming state, and when the third setting means is setting the third setting data, the special game determination means makes the specific determination. If the result is obtained, the gaming machine according to claim 1, characterized in that setting the first setting data.
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JP6068273B2 (en) * 2013-06-11 2017-01-25 株式会社ニューギン Game machine
JP6034244B2 (en) * 2013-06-11 2016-11-30 株式会社ニューギン Game machine
JP6034245B2 (en) * 2013-06-11 2016-11-30 株式会社ニューギン Game machine
JP6251599B2 (en) * 2014-02-27 2017-12-20 株式会社平和 Game machine
JP6308806B2 (en) * 2014-02-27 2018-04-11 株式会社平和 Game machine
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