JP5978271B2 - Game machine - Google Patents

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JP5978271B2
JP5978271B2 JP2014211031A JP2014211031A JP5978271B2 JP 5978271 B2 JP5978271 B2 JP 5978271B2 JP 2014211031 A JP2014211031 A JP 2014211031A JP 2014211031 A JP2014211031 A JP 2014211031A JP 5978271 B2 JP5978271 B2 JP 5978271B2
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effect
special symbol
game
control board
input
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JP2015006607A (en
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純子 豊川
純子 豊川
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine that uses a game ball, and more particularly, to a gaming machine that performs an effect display in which a player can be involved in the effect.

  In a conventional gaming machine, when a game ball wins at a start opening provided on a game board, a lottery is performed as to whether or not to shift to a special game state (a big hit game) in which a large number of prize balls can be easily obtained. . In addition, the conventional gaming machine is configured to display the lottery result by a combination of the effect symbols that are stopped and displayed after the effect symbols are variably displayed by the symbol display device.

  In such a gaming machine, for example, when a game ball is won at the start opening, three effect symbols are displayed in a variable manner, and if the game is selected for transition to a special gaming state, all three are the same after a predetermined time. The effect design is stopped and displayed. In addition, the conventional gaming machine uses the above winning notification method, and when a game ball is won at the start opening, after the change display of the effect symbol is displayed, two effect symbols out of the three effect symbols are stopped and displayed with the same effect symbol. Thereafter, one effect symbol is variably displayed for a predetermined time. As a result, in the conventional gaming machine, a reach effect is formed that expects the player to win the transition to the special gaming state, thereby improving the interest of the player.

Furthermore, in order to improve the interest of the player, there has been proposed a gaming machine in which an effect that a character confronts is performed in addition to the above-described variation display of the effect symbol (see Patent Document 1).
In this gaming machine, the player character selects whether to display an effect of fighting the first enemy character or an effect of fighting the second enemy character according to the winning probability of the special game state. I have to. Thus, the player pays attention to which enemy character comes out.

  Also, in other conventional gaming machines, even if the same enemy character appears, the player's interest is enhanced by, for example, suggesting the winning probability of the special gaming state depending on the attack method of the enemy character or the player character. Some have improved.

Further, there has been proposed a gaming machine in which the effect image as described above is changed by a player's operation to improve the interest of the game (see Patent Document 2).
In this gaming machine, one effect is selected from the first effect group in accordance with the operation of the effect button by the player, and an effect associated with the selected effect is selected from the second effect group. The selected production is executed as the next production. In this gaming machine, since the range of selection of the next effect is limited by the effect selected based on the player's operation, the player will actively participate in the game while considering the future. In addition, the player's awareness of participation in the game is raised and the fun of the game is improved.

Furthermore, a gaming machine has also been proposed in which the player's active operation is promoted to increase the player's awareness of involvement in the game (see Patent Document 3).
In this gaming machine, an operation effective period during which the operation of the effect button is valid is set, and the contents of the effect are changed based on the number of operations of the effect button within the operation effective period. As a result, the continuous operation of the effect buttons is performed to increase the awareness of participation in the game.

JP 2009-082335 A JP 2010-029551 A JP 2004-065378 A

However, in the conventional gaming machine described above, a simple press operation of the effect button by the player may make the operation monotonous, and the player's participation consciousness may be weakened. There is a problem that there is a limit to the game, and the interest in games cannot be improved.
In addition, in the case where the effective operation period of the effect button is set and the effect content is changed based on the number of operations of the effect button within the operation effective period, the so-called repeated hitting, in which the effect button is continuously operated in a short time, is performed. This has to be done, and there is a risk that the player may feel annoying the operation. Further, there is a possibility that a gaming machine that requires such an operation may be avoided for a player who is not good at continuous hitting operation.

  The present invention was made in order to solve such a conventional problem, and provides a gaming machine that can diversify the game effects and improve the interest of the game while reducing the burden on the player. The task is to do.

The present invention includes effect display means (effect display device 31) for displaying effect images, effect control means (sub CPU 120a) for controlling display of effect images to be displayed on the effect display means, and operation input for inputting operation instructions. A means (effect button 35), an operation detection means (effect button detection switch 35a) for detecting the input of the operation instruction to the operation input means and the release of the operation instruction, and a game based on a predetermined condition. Specific game lottery means (main CPU 110a) for performing a lottery to determine whether or not to shift to a specific game that is advantageous to the player ,
The production control means counts the number of times of input of the operation instruction detected by the operation detection means within a preset operation permission time as an operation count, and when the operation count reaches the set completion count , along with performing display control to switch the effect image to be displayed on the predetermined effect the effect display unit, the number of inputs of the operation instructions, after detecting an opening of the operation instruction by the operation detecting means, again the operation The value is incremented every time an input of the instruction is detected, and after the input of the operation instruction, when the release of the operation instruction is not detected, the predetermined long press authorization time elapses from the input of the operation instruction. until detection of the opening of the operation instruction, in accordance with the elapsed time pseudo input of the operation instruction, counted as the number of operations, the transition to a particular game by the specific game lottery means If you are elected to select it is possible to set smaller the number of completions than if a non-winning, the interval of counting the pseudo input of the operation instruction, provided a portion longer than the last interval It is characterized by.

  With this configuration, when the release of the operation instruction is not detected after the operation instruction is input, the pseudo input of the operation instruction is counted as the number of operations according to the elapsed time. It is possible to count the number of operations in a pseudo manner without repeatedly hitting the game, diversify the game effects while reducing the burden of the operation on the player without causing the player to feel troublesome operation, Can improve interest in In addition, it is possible to improve the interest of the game without being shy away from a player who is not good at continuous hitting operation.

  According to the present invention, it is possible to provide a gaming machine that can diversify the game effects and improve the interest of the game while reducing the operation burden on 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 sectional drawing of an effect button. It is a block diagram of the whole gaming machine. It is a block diagram of an image control board. It is a figure which shows a big hit determination table and a hit determination table. It is a figure which shows a symbol determination table. It is a figure which shows the variation pattern determination table of a special symbol. 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 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 classification of the command transmitted to a production | presentation control board from a main control board. It is a figure which shows the variation production pattern determination table. It is a figure which shows the development effect pattern determination table. 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 the effect input control process 1 in an effect control board. It is a figure which shows the effect input control process 2 in an effect control board. It is a time chart for demonstrating input operation and pseudo input of a production button. It is a figure explaining the number of completions set up with a big hit lottery result. It is sectional drawing of an effect button.

  Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.

(Composition of gaming machine)
FIG. 1 is a front view showing an example of the gaming machine 1 of the present invention, and FIG. 2 is a perspective view of the back side of the gaming machine 1.

  The gaming machine 1 includes an outer frame 60 that is attached to an island facility of a game store, and a glass frame 50 that is rotatably supported by the outer frame 60. Further, the outer frame 60 is provided with a game board 2 in which a game area 6 in which game balls flow down is formed. The game board 2 is made of a transparent plate such as reinforced plastic or polycarbonate. In the glass frame 50, an operation handle 3 for launching a game ball toward the game area 6 by being rotated, an audio output device 32 including a speaker, an effect lighting device 34 having a plurality of lamps, An effect button 35 for changing the effect mode by a pressing operation is provided.

  When the player touches the operation handle 3, the touch sensor 3a (see FIG. 4) provided inside the operation handle 3 detects that the operation handle 3 and the player are in contact with each other, and fires. Energization of the solenoid 4a (see FIG. 4) is permitted. Further, when the player rotates the operation handle 3, the firing volume 3b (see FIG. 4) composed of a variable resistor directly connected to the operation handle 3 is also rotated, and the firing volume 3b is turned into the firing control board 160 (FIG. 4) is varied.

  The launch control board 160 energizes the launch solenoid 4a, which is a rotary solenoid, based on the voltage varied by the launch volume 3b. When the firing solenoid 4a is energized, the launch member directly connected to the launch solenoid 4a rotates, and the game ball stored at the end of the downward slope of the launch rail is launched by the launch member, and the game ball is launched. Will be.

  When the game ball launched as described above rises between the launch rails between the rails 5a and 5b and exceeds the ball return prevention piece 5c, the game ball reaches the game area 6 and then falls in the game area 6. At this time, the game ball falls unpredictably by a plurality of nails and windmills provided in the game area 6.

  The game area 6 is provided with a plurality of general winning awards 12. Each of these general winning awards 12 is provided with a general winning opening detecting switch 12a (see FIG. 4). When this general winning opening detecting switch 12a detects the winning of a game ball, a predetermined winning ball (for example, 10) Game balls).

Further, the game area 6 is provided with a normal symbol gate 13 that constitutes a normal area through which game balls can pass.
The normal symbol gate 13 is provided with a gate detection switch 13a (see FIG. 4) for detecting the passage of the game ball. When the gate detection switch 13a detects the passage of the game ball, the “normal symbol of the normal symbol” will be described later. "Lottery" is performed.

  In addition, the game area 6 includes a first start port 14 and a second start port 15 that constitute a start area in which a game ball can enter, a first grand prize port 16 in which a game ball can enter, and a second grand prize. A mouth 17 is provided.

  The second starting port 15 has a pair of movable pieces 15b, a first mode in which the pair of movable pieces 15b is maintained in a closed state, and a second state in which the pair of movable pieces 15b are in an open state. The movable control is performed. When the second start port 15 is controlled in the first mode, the first start port 14 located immediately above the second start port 15 becomes an obstacle and does not accept game balls. It is possible. On the other hand, when the second start port 15 is controlled to the second mode, the pair of movable pieces 15b function as a tray, and it is easy to win a game ball to the second start port 15. That is, when the second start port 15 is in the first mode, there is no game ball winning opportunity, and when it is in the second mode, the game ball winning opportunity is increased.

  Here, the first start port 14 is provided with a first start port detection switch 14a for detecting the entrance of the game ball, and the second start port 15 is the second start port for detecting the entrance of the game ball. A detection switch 15a is provided. When the first start port detection switch 14a or the second start port detection switch 15a detects the entrance of a game ball, a lottery for acquiring a right to execute a jackpot game (to be described later) (hereinafter referred to as a “hit lottery”) is performed. Is called. Also, when the first start port detection switch 14a or the second start port detection switch 15a detects the entry of a game ball, a predetermined prize ball (for example, three game balls) is paid out.

  The first grand prize opening 16 is normally kept closed by the first big prize opening opening / closing door 16b, and it is impossible to enter a game ball. In contrast, when a special game, which will be described later, is started, the first grand prize opening opening / closing door 16b is opened, and the first big prize opening opening / closing door 16b puts the game ball in the first big winning opening 16; It functions as a receiving tray that guides the game ball and can enter the first grand prize opening 16. The first grand prize opening 16 is provided with a first big prize opening detection switch 16a. When the first big prize opening detection switch 16a detects the entry of a game ball, a predetermined prize ball (for example, 15 Game balls).

  In addition, the second grand prize winning port 17 is configured by an opening formed in the game board 2. Below the second grand prize opening 17, there is a second big prize opening / closing door 17b that can be erected from the game board surface side to the glass plate side. The second big prize opening opening / closing door 17b is a game board surface. Movement control is performed between an open state standing on the side and a closed state buried in the game board surface. When the second grand prize opening opening / closing door 17b is erected on the game board surface, it functions as a tray for guiding the game ball into the second big prize opening 17, and the game ball enters the second big prize opening 17. It becomes possible. The second big prize opening 17 is provided with a second big prize opening detection switch 17a. When the second big prize opening detection switch 17a detects the entry of a game ball, a predetermined prize ball (for example, 15 game balls) are paid out.

  Furthermore, at the bottom of the game area 6, the player does not enter any of the general winning opening 12, the first starting opening 14, the second starting opening 15, the first major winning opening 16, and the second major winning opening 17. An out port 11 is provided for discharging the game balls.

  In addition, a decoration member 7 that affects the flow of the game ball is provided in the center of the game area 6. An effect display device (LCD) 31 is provided at a substantially central portion of the decoration member 7, and an effect drive device 33 in the shape of a belt is provided above the effect display device 31.

  The effect display device 31 displays an image during standby when no game is being performed, or displays an image according to the progress of the game. Among them, three effect symbols 36 for informing a lottery lottery result to be described later are displayed, and a combination of specific effect symbols 36 (for example, 777) is stopped and displayed as a jackpot lottery result. A big hit is announced. Furthermore, the effect display device 31 performs effect display by other animation or the like.

More specifically, when a game ball enters the first start port 14 or the second start port 15, the three effect symbols 36 are scroll-displayed, and the scroll is stopped after a predetermined time, The effect design 36 is stopped and displayed. In addition, by displaying various images and characters, the player is given a high expectation that he may win a big hit.
In the present embodiment, the effect display device 31 constitutes effect display means.

  The effect driving device 33 gives a player a sense of expectation according to the operation mode. The effect driving device 33 performs, for example, an operation in which the belt moves downward or a rotating member at the center of the belt rotates. Various operational feelings are given to the player depending on the operation mode of the effect driving device 33.

  Furthermore, in addition to the above-described various production devices, the audio output device 32 outputs BGM (background music), SE (sound effects), etc., and produces productions using sound. The illumination direction and the emission color are changed to produce an effect by illumination.

  The effect button 35 can be used to input a player's operation instruction. The effect button 35 is provided with an effect button detection switch 35a (see FIGS. 3 and 4), and this effect button detection switch 35a detects an input of an operation instruction by the player. The effect button detection switch 35a detects whether or not the effect button 35 is pressed by the operation instruction, that is, whether or not the effect button 35 is being pressed. Thus, the effect button detection switch 35a can detect both when the effect button 35 is pressed (hereinafter referred to as start pressing) and when the effect button 35 is released (hereinafter referred to as an opening operation). It has become. When the gaming machine 1 detects the operation instruction with the effect button detection switch 35a, the effect image displayed on the effect display device 31 is changed as described later based on the detection result.

  In the present embodiment, the effect button 35 constitutes an operation input means, and the effect button detection switch 35a constitutes an operation detection means. Details of the effect button 35 and the effect button detection switch 35a will be described later.

  In the lower right of the game area 6, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, a second special symbol hold indicator 24, a normal A symbol hold indicator 25 is provided.

  The first special symbol display device 20 is for notifying a lottery result obtained when a game ball enters the first start port 14, and is composed of 7-segment LEDs. That is, 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 20. 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. .

  Here, the “successful lottery” means that when a game ball enters the first starting port 14 or the second starting port 15, a special symbol determining random number value is acquired, and the acquired special symbol determining random value is acquired. Is a random number value corresponding to “big hit” or a random number value corresponding to “small hit”. The jackpot lottery result is not immediately notified to the player, and the first special symbol display device 20 displays a variation such as blinking of the special symbol, and when the predetermined variation time has passed, the jackpot lottery result The special symbol corresponding to is stopped and displayed so that the player is notified of the lottery result. The second special symbol display device 21 is for notifying a lottery result of a jackpot that is performed when a game ball enters the second start port 15, and the display mode is the above-described first display mode. This is the same as the special symbol display mode in the special symbol display device 20.

  Further, in this embodiment, “big hit” means that a right to win a big hit game is obtained in a big win lottery performed on condition that a game ball has entered the first start port 14 or the second start port 15 Say what you did. In the “hit game”, a round game in which the first big prize opening 16 or the second big prize opening 17 is opened is performed 15 times in total. A predetermined time is set for the total opening time of the first grand prize port 16 or the second grand prize port 17 in each round game, and during this time, the first grand prize port 16 or the second major prize port 17 is set. When a predetermined number of game balls (for example, nine) enter, one round game is completed. In other words, the “big hit game” is that a game ball enters the first grand prize winning port 16 or the second big prize winning port 17 and the player can acquire a prize ball according to the winning ball. It is a game that can earn.

  The normal symbol display device 22 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 13. As will be described in detail later, when the winning symbol is won by the normal symbol lottery, the normal symbol display device 22 is turned on, and then the second start port 15 is controlled to the second mode for a predetermined time.

  Here, “normal symbol lottery” means that when a game ball passes through the normal symbol gate 13, the normal symbol determination random number value is acquired, and the acquired normal symbol determination random value corresponds to “winning”. This is a process for determining whether or not a random value. The lottery result of the normal symbol is not always notified immediately after the game ball passes through the normal symbol gate 13, but the normal symbol display device 22 displays a variation such as blinking of the normal symbol. When the fluctuation time elapses, the normal symbol corresponding to the lottery result of the normal symbol is stopped and displayed so that the player is notified of the lottery result.

  Furthermore, if a game ball enters the first start port 14 or the second start port 15 during special symbol fluctuation display or a special game to be described later, and if a big win lottery cannot be performed immediately, a certain condition The right to win a jackpot will be withheld. More specifically, the random number value for special symbol determination acquired when the game ball enters the first start port 14 is stored as the first hold, and when the game ball enters the second start port 15 The acquired special symbol determination random number value is stored as the second hold.

  For both of these holds, the upper limit hold number is set to 4, and the hold number is displayed on the first special symbol hold indicator 23 and the second special symbol hold indicator 24, respectively. When there is one first hold, the LED on the left side of the first special symbol hold indicator 23 lights up, and when there are two first holds, two LEDs on the first special symbol hold indicator 23 Lights up. In addition, when there are three first holds, the LED on the left side of the first special symbol hold indicator 23 blinks and the right LED is lit, and when there are four first holds, the first special symbol hold. Two LEDs on the display 23 blink. The second special symbol hold indicator 24 also displays the number of second hold on hold in the same manner 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 23 and the second special symbol hold indicator 24. Displayed on the instrument 25.

  The glass frame 50 supports a glass plate 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 50.

  The glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51 on one end side in the left-right direction (for example, the left side facing the gaming machine 1), and the left-right direction with the hinge mechanism 51 as a fulcrum. The other end side (for example, the right side facing the gaming machine 1) can be rotated in a direction to release from the outer frame 60. The glass frame 50 covers the game board 2 together with the glass plate, and can rotate like a door with the hinge mechanism 51 as a fulcrum to open the inner part of the outer frame 60 including the game board 2. On the other end side of the glass frame 50, a lock mechanism for fixing the other end side of the glass frame 50 to the outer frame 60 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 50 is also provided with a door opening switch 133 (see FIG. 4) for detecting whether or not the glass frame 50 is opened from the outer frame 60.

  On the back side of the gaming machine 1, a main control board 110, an effect control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 30, and the like are provided. Further, the power supply board 170 is provided with a power plug 171 for supplying power to the gaming machine 1 and a power switch (not shown).

  Here, FIG. 3 shows a sectional view of the effect button 35 and will be described. FIG. 3A is a cross-sectional view of the effect button 35 showing a state where the player is not operating the effect button 35, that is, a state where no force is applied to the effect button 35 from the outside. FIG. 3B is a cross-sectional view of the effect button 35 showing a state where the player has operated the effect button 35, that is, a state where the effect button 35 is pressed.

  As shown in FIG. 3, the effect button 35 includes an operation unit 210 and a detector storage unit 230, and inputs a player's operation instruction.

  The operation unit 210 includes a base 211, a cover 213, a set screw 215, a coil spring 217, and an operation button 220, and the base 211 and the cover 213 are fastened by a set screw 215. The operation unit 210 has an internal space 219 formed by fastening the base 211 and the cover 213 with a set screw 215. In the operation unit 210, a coil spring 217 and an operation button 220 are accommodated in the internal space 219.

  The upper part of the coil spring 217 is accommodated in and contacted with a spring receiving part 221 that is recessed inward from the bottom of the operation button 220, and the lower part of the coil spring 217 is in contact with the upper surface of the base 211. As a result, the coil spring 217 pushes the operation button 220 upward.

  The operation button 220 protrudes upward from the cover 213 via a hole 213a formed in the cover 213, and a collar 222 protruding outward from the bottom of the operation button 220 contacts the cover 213 around the hole 213a. The operation button 220 has a support 223 protruding downward from the center of the spring receiving portion 221. A lower part of the support button 223 of the operation button 220 protrudes downward from the base 211 via a hole 211 a formed in the base 211.

Further, a switch pressing portion 224 is fixed to the support column 223 at the lower end of the support column 223 protruding downward from the base 211. The detector storage unit 230 is provided with an effect switch 231.
The switch pressing portion 224 is disposed in a non-contact state with the effect switch 231 when the operation button 220 is pushed up by the coil spring 217 and the collar 222 is in contact with the cover 213.

  3B, when the operation button 220 is pushed down in the direction of the arrow X1 against the spring force of the coil spring 217, the coil spring 217 contracts, as shown in FIG. The switch pressing part 224 moves downward. When the switch pressing part 224 moves downward, the switch pressing part 224 and the effect switch 231 come into contact with each other.

  The effect button detection switch 35a is energized, for example, by contact between the switch pressing unit 224 and the effect switch 231, and outputs a press detection signal of the effect button 35 to a sub CPU 120a of the effect control board 120 described later. . In other words, the effect button detection switch 35 a is configured by the switch pressing unit 224 and the effect switch 231, and detects an operation instruction input to the effect button 35.

  On the other hand, when the pressing force in the direction of arrow X1 on the operation button 220 is released, the operation button 220 is pushed up by the coil spring 217, and the switch pressing portion 224 is also moved upward. As described above, when the switch pressing portion 224 moves upward, the switch pressing portion 224 and the effect switch 231 are not in contact with each other. As a result, the effect button detection switch 35 a stops outputting the press detection signal of the effect button 35 to the sub CPU 120 a of the effect control board 120. That is, the effect button detection switch 35a detects the release of an operation instruction to the effect button 35.

  The effect button detection switch 35a does not stop outputting the press detection signal of the effect button 35 to the sub CPU 120a when the switch pressing unit 224 and the effect switch 231 are not in contact with each other. 35 open signals may be output. Further, the sub CPU 120a of the effect control board 120 detects from the time when the effect button 35 is pressed by the effect button detection switch 35a (when an operation instruction is input) to when the effect button 35 is released (when the operation instruction is released). ) Is detected during operation.

(Internal structure of control means)
Next, control means for controlling the progress of the game will be described using the block diagram of the entire gaming machine 1 in FIG.

  The main control board 110 is a main control means for controlling the basic operation of the game, and inputs various detection signals from the first start port detection switch 14a, etc., and opens and closes the first special symbol display device 20 and the second big prize opening. The game is controlled by driving the solenoid 17c and the like.

  The main control board 110 includes a one-chip microcomputer 110m including a main CPU 110a, a main ROM 110b, and a main RAM 110c, an input port for main control (not shown), and an output port.

  The main control input port includes a payout control board 130, a general winning port detection switch 12a for detecting that a game ball has entered the general winning port 12, and a game ball having entered the normal symbol gate 13. Gate detection switch 13a to detect, first start port detection switch 14a to detect that a game ball has entered the first start port 14, and second start to detect that a game ball has entered the second start port 15 The mouth detection switch 15a, the first grand prize opening detection switch 16a that detects that a game ball has entered the first grand prize opening 16, and the second that detects that a game ball has entered the second grand prize opening 17 A big prize opening detection switch 17a is connected. Various signals are input to the main control board 110 through the main control input port.

  The main control output port includes a payout control board 130, a start opening / closing solenoid 15c for opening / closing the pair of movable pieces 15b of the second start opening 15, and a first large winning opening opening / closing door 16b. A special winning opening / closing solenoid 16c, a second large winning opening / closing solenoid 17c for operating the second winning opening / closing door 17b, a first special symbol display device 20 and a second special symbol display device 21 for displaying special symbols, and a normal symbol. A normal symbol display device 22 for displaying a symbol, a first special symbol hold indicator 23 and a second special symbol hold indicator 24 for displaying the number of reserved balls for a special symbol, and a normal symbol hold indicator for displaying the number of reserved balls for a normal symbol 25. A game information output terminal board 30 for outputting an external information signal is connected. Various signals are output from the main control output port.

  The main CPU 110a reads out a program stored in the main ROM 110b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or determines the result of the arithmetic processing. In response, a command is transmitted to another board.

The main ROM 110b of the main control board 110 stores a game control program, data and tables necessary for determining various games.
For example, a jackpot determination table (see FIG. 6) referred to in the jackpot lottery, a symbol determination table (see FIG. 7) for determining a special symbol stop symbol, and a variation pattern determination table (see FIG. 8) for determining a special symbol variation pattern. And the like are stored in the main ROM 110b.
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 110c of the main control board 110 functions as a data work area during the arithmetic processing of the main CPU 110a and has a plurality of storage areas.
For example, in the main RAM 110c, the normal symbol hold number (G) storage area, the normal symbol hold storage area, the first special symbol hold number (U1) storage area, the second special symbol hold number (U2) storage area, the first special hold Design random number value storage area, second special symbol random number value storage area, round game number (R) storage area, number of times released (K) storage area, number of winning games (C) storage area, game state storage area (high Stochastic game flag storage area and short-time game flag storage area), high-probability game count counter, short-time count counter, stop symbol data storage area, production transmission data storage area, special symbol time counter, special game timer counter, and other various storage areas Is provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.

  The game information output terminal board 30 is a board for outputting an external information signal generated in the main control board 110 to a hall computer or the like of the game shop. The game information output terminal board 30 is connected to the main control board 110 by wiring, and is provided with a connector for connecting external information to a hall computer or the like of a game store.

  The power supply board 170 includes a backup power supply made of a capacitor, supplies a power supply voltage to the gaming machine 1, and monitors a power supply voltage supplied to the gaming machine 1, and when the power supply voltage becomes a predetermined value or less, An interruption detection signal is output to the main control board 110. More specifically, when the power interruption detection signal becomes high level, the main CPU 110a enters an operable state, and when the power interruption detection signal becomes low level, the main CPU 110a enters an operation stop 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 120 mainly controls each effect such as during a game or standby. The effect control board 120 includes a sub CPU 120a, a sub ROM 120b, and a sub RAM 120c, and is connected to the main control board 110 so as to be communicable in one direction from the main control board 110 to the effect control board 120. .

  The sub CPU 120a reads out the program stored in the sub ROM 120b based on the command transmitted from the main control board 110, or the input signal from the effect button detection switch 35a and the timer, and performs arithmetic processing. Based on the above, the corresponding data is transmitted to the lamp control board 140 or the image control board 150.

For example, when the sub CPU 120a in the effect control board 120 receives the change pattern designation command indicating the change pattern of the special symbol from the main control board 110, the sub CPU 120a analyzes the content of the received change pattern designation command, produces the effect display device 31, and the sound. Data for causing the output device 32, the effect driving device 33, and the effect lighting device 34 to execute a predetermined effect is generated, and the data is transmitted to the image control board 150 and the lamp control board 140.
Through the above process, the sub CPU 120a performs display control of the effect image displayed by the effect display device 31. Furthermore, the sub CPU 120a counts the number of operation instructions input detected by the effect button detection switch 35a within the preset operation permission time as the number of operations, and the effect display device 31 displays the effect based on the number of operations. When the display control of the image is performed and the release of the operation instruction is not detected even after the predetermined long press authorization time has elapsed from the detection of the input of the operation instruction by the effect button detection switch 35a, the operation instruction is released. Until an error is detected, the pseudo input of the operation instruction is counted as the number of operations according to the elapsed time. In the present embodiment, the sub CPU 120a constitutes an effect control unit.

The sub ROM 120b of the effect control board 120 stores a program for effect control, data necessary for determining various games, and a table.
For example, an effect pattern determination table for determining an effect pattern based on a variation pattern designation command received from the main control board, an effect symbol determination table for determining a combination of effect symbols 36 to be stopped, and the like are stored in the sub ROM 120b. Has been. 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 120c of the effect control board 120 functions as a data work area when the sub CPU 120a performs arithmetic processing, and has a plurality of storage areas.
The sub RAM 120c is provided with a game state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, and the like. Note that the above-described storage area is merely an example, and many other storage areas are provided.

  The payout control board 130 performs payout control of game balls. The payout control board 130 includes a one-chip microcomputer including a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 110 so as to be capable of bidirectional communication. Also, the payout control board 130 is connected to a payout ball count detection switch 132 and a door opening switch 133 for detecting whether or not a game ball has been paid out to the input side, and a predetermined amount from the storage portion of the game ball to the output side. A payout motor 131 of a prize ball payout device for paying out a number of prize balls to a player is connected.

  The payout CPU reads out the program stored in the payout ROM based on the input signals from the payout ball count detection switch 132, the door opening switch 133 and the timer, performs arithmetic processing, and based on the processing, the corresponding data Is transmitted to the main control board 110. Further, the payout CPU reads out a predetermined program from the payout ROM based on the payout number designation command transmitted from the main control board 110, performs arithmetic processing, and controls the payout motor 131 of the prize ball payout device to perform the predetermined processing. The prize ball is paid out to the player. At this time, the payout RAM functions as a data work area at the time of calculation processing of the payout CPU.

  The lamp control board 140 controls the lighting of the effect lighting device 34 provided on the game board 2 and controls the driving of the motor for changing the light irradiation direction. In addition, energization control is performed on a drive source such as a solenoid or a motor that operates the effect driving device 33. The lamp control board 140 is connected to the effect control board 120 and performs the above-described controls based on data transmitted from the effect control board 120.

  The image control board 150 is connected to the production control board 120 so as to be capable of bidirectional communication, and the production display device 31 and the audio output device 32 are connected to the output side thereof. The image control board 150 performs image display control in the effect display device 31 and sound output control in the sound output device 32 based on various commands transmitted from the effect control board 120. Details of the image control board 150 will be described later.

  The launch control board 160 performs launch control of the game ball. The launch control board 160 has a touch sensor 3a and a launch volume 3b connected to the input side, and a launch solenoid 4a and a ball feed solenoid 4b connected to the output side. The firing control board 160 inputs a touch signal from the touch sensor 3a and performs control to energize the firing solenoid 4a and the ball feed solenoid 4b based on the voltage supplied from the firing volume 3b.

  The touch sensor 3a is provided in the inside of the operation handle 3, and is comprised from the electrostatic capacitance type proximity switch using the change of the electrostatic capacitance by the player touching the operation handle 3. When the touch sensor 3a detects that the player has touched the operation handle 3, the touch sensor 3a outputs a touch signal permitting the energization of the firing solenoid 4a to the firing control board 160. The launch control board 160 is configured not to launch a game ball into the game area 6 unless a touch signal is input from the touch sensor 3a.

  The firing volume 3b is composed of a variable resistor, and a constant voltage (for example, 5V) applied to the firing volume 3b is divided by the variable resistor, and the divided voltage is supplied to the firing control board 160.

  The launching solenoid 4a is composed of a rotary solenoid, and a launching member is directly connected to the launching solenoid 4a. When the launching solenoid 4a rotates, a game ball is launched by the launching member.

  Here, the rotation 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 160. 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, one game ball is fired about every 0.6 seconds.

  The ball feed solenoid 4b is composed of a linear solenoid, and sends out the game balls in the tray one by one toward a launching member directly connected to the firing solenoid 4a.

  Next, a block diagram of the image control board 150 is shown in FIG. 5, and the configuration of the image control board 150 and image display control will be described.

  The image control board 150 includes an image CPU 150a for performing image display control of the effect display device 31, a control RAM 150b, a control ROM 150c, a CGROM 151, a crystal oscillator 152, a VRAM 153, a VDP (Video Display Processor) 154, and a sound control circuit 155. Yes.

The image CPU 150 a controls the VDP 154 based on the command received from the effect control board 120 and causes the effect display device 31 to display the image data stored in the CGROM 151. The control of the VDP 154 of the image CPU 150a is performed by setting data in a control register (not shown) of the VDP 154 and outputting a display list including drawing control command groups. Further, when the image CPU 150a receives a V blank interrupt signal or a drawing end signal from the VDP 154, the image CPU 150a appropriately performs an interrupt process.
Further, the image CPU 150 a controls the sound control circuit 155 to cause the sound output device 32 to output predetermined sound data based on the command received from the effect control board 120.

  The control RAM 150b is built in the image CPU 150a, functions as a data work area when the image CPU 150a performs arithmetic processing, and temporarily stores data read from the control ROM 150c.

Further, the control ROM 150c stores a control processing program for the image CPU 150a, a display list generation program for generating a display list, an animation pattern for displaying an animation of an effect pattern, animation scene information, and the like.
This animation pattern is referred to when displaying the animation of the production pattern, and stores the combination of animation scene information included in the production pattern, the display order of each animation scene information, and the like. The animation scene information stores information such as weight frame (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), drawing method, etc. doing.

  The CGROM 151 stores a large number of image data such as effect symbols 36 and backgrounds displayed on the effect display device 31. The CGROM 151 stores image data such as characters for each of a plurality of layers.

  The crystal oscillator 152 outputs a pulse signal to the VDP 154, and divides the pulse signal so as to synchronize with the system clock and the effect display device 31 for the VDP 154 to control by the clock generation circuit of the VDP 154 (not shown). Are generated.

  The VRAM 153 is composed of a high-speed SRAM for writing and reading image data, and is used as a temporary storage area for image display. Further, the VRAM 153 is a display list storage area for temporarily storing the display list output from the image CPU 150a, a decompression storage area for storing data obtained by decompressing image data stored in the CGROM 151, and the like for drawing or displaying an image. The first frame buffer and the second frame buffer are provided.

  The first frame buffer and the second frame buffer are switched between “drawing frame buffer” and “display frame buffer” each time drawing is started.

  The VDP 154 is an image processor controlled by the image CPU 150a. The VDP 154 develops predetermined image data stored in the CGROM 151 in the VRAM 153 and draws the image data in the drawing frame buffer. The VDP 154 reads image data drawn from the display frame buffer of the VRAM 153, generates a video signal (RGB signal or the like) based on the read image data, and outputs the video signal to the effect display device 31.

  The sound control circuit 155 includes a sound CPU that performs sound output control, a sound RAM that functions as a work area, and a sound ROM that stores a large number of predetermined programs and sound data. The sound control circuit 155 reads out a predetermined program from the sound ROM based on a command transmitted from the effect control board 120 by the sound CPU and performs sound output control in the sound output device 32.

  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.

(Big hit judgment table)
FIG. 6A-1 and FIG. 6A-2 are diagrams showing a jackpot determination table used for the “hit lottery”. 6A-1 is a jackpot determination table referred to in the first special symbol display device 20, and FIG. 6A-2 is a jackpot determination table referred to in the second special symbol display device 21. FIG. is there. In the tables of FIG. 6A-1 and FIG. 6A-2, the winning probabilities are different, but the jackpot probabilities are the same.

Specifically, the big hit determination table is used to determine whether “big hit”, “small hit”, or “losing” based on the probable gaming state and the acquired random number for determining a special symbol.
For example, according to the jackpot determination table for the first special symbol display device shown in FIG. 6 (a-1), in the low probability gaming state, two special symbol determination disturbances “7” and “8”. The number is determined to be a big hit. On the other hand, in the high probability gaming state, 20 special symbol determination random numbers “7” to “26” are determined to be big hits.

  Further, according to the jackpot determination table for the first special symbol display device shown in FIG. 6 (a-1), the random number value for the special symbol determination is obtained in the low probability gaming state or the high probability gaming state. In the case of four special symbol determination random numbers “50”, “100”, “150”, and “200”, 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 value is 0 to 598, the probability of being determined to be a big hit in the low probability gaming state is 1 / 299.5, and in the high probability gaming state, the big hit The probability to be determined is 10 times up to 1 / 29.9. In the first special symbol display device, the probability of being determined to be a small hit is 1 / 149.75 regardless of whether the game state is a low probability game state or a high probability game state.

(Winning judgment table)
FIG. 6B is a diagram showing a hit determination table used for “ordinary symbol lottery”.
Specifically, the winning determination table is for determining “winning” or “losing” based on the gaming state and the acquired random number for normal symbol determination.

  For example, according to the hit determination table shown in FIG. 6 (b), it is determined that one normal symbol determination random number value of “0” is a win when in the non-time saving gaming state. On the other hand, when in the short-time gaming state, it is determined that 65535 normal symbol determining random numbers from “0” to “65534” are hit. If the random number is other than the above, it is determined as “lost”.

  Accordingly, since the random number range of the normal symbol determination random number value is 0 to 65535, the probability of being determined to be hit in the non-short-time gaming state is 1/65536, and the probability of being determined to be winning in the time-short gaming state is 65535/65536 = 1 / 1.00002.

(Design determination table)
FIG. 7 is a diagram showing a symbol determination table for determining a special symbol stop symbol.
FIG. 7A is a symbol determination table for determining a stop symbol at the time of a big hit, and FIG. 7B is a symbol determination table for determining a stop symbol at a small hit. 7 (c) is a symbol determination table for determining a stop symbol in the event of a loss.

  Specifically, according to the symbol determination table, when the game ball enters the special symbol display device (the type of the start port from which the game ball has won) and the first start port 14 or the second start port 15 The type of special symbol (stop symbol data) is determined on the basis of the random number value for jackpot symbol or the random number value for jackpot symbol acquired in step (b).

  For example, in the first special symbol display device, when the jackpot, the jackpot symbol random number value is referred to, and if the jackpot symbol random number value is “55”, the stop symbol data is “03” (special symbol 3 (first symbol Determine 2)) per probability variation. Further, in the first special symbol display device, the random number value for the small hit symbol is referred to for the small hit, and if the random symbol value for the small hit symbol is “50”, the stop symbol data is “08” (the special symbol B). (Small hit B)). Further, in the case of a loss, “00” (special symbol 0 (lost)) is determined as stop symbol data without referring to any random value.

  As will be described later, the gaming state and jackpot after the jackpot is determined by the special symbol type (stop symbol data), so the special symbol type determines the gaming state and jackpot after the jackpot. It can be said that.

(Special symbol variation pattern determination table)
FIG. 8 is a diagram showing a variation pattern determination table for determining a variation pattern of special symbols.

  Specifically, according to the special symbol variation pattern determination table shown in FIG. 8, the special symbol display device to be activated (the type of the starting opening where the game ball has won), the jackpot determination result, the special symbol to be stopped, the short-time gaming state Based on the presence / absence, the number of special symbol hold, the reach determination random value, and the special symbol variation random value, the variation pattern of the special symbol is determined. Based on the determined special symbol variation pattern, the special symbol variation time is determined, and a special symbol variation pattern designation command for transmitting the special symbol information to the effect control board 120 is generated. Therefore, it can be said that the “special symbol variation pattern” defines at least the jackpot determination result and the special symbol variation time. In addition, since a reach is always performed when a big hit or a small hit, the reach determination random number value is not referred to when a big hit or a small win. In addition, the random number range for reach determination and the random number value for special figure variation are set to 100 random numbers (0 to 99).

  Further, as a feature of the special symbol variation pattern determination table shown in FIG. 8, when the jackpot determination result is lost, the special symbol variation time is likely to be shortened when the game is in the short-time gaming state. For example, when the jackpot determination result is a loss and the number of held balls is 2, if the game is in the short-time game state, the variation pattern 9 (shortening variation) with a variation time of 5000 ms with a probability of 95% based on the random number value for reach determination However, in the non-time-saving gaming state, a variation pattern in which the variation time exceeds 5000 ms is determined. In this manner, the variation time is set to be short when the time-saving gaming state is entered.

(Description of gaming state)
Next, the gaming state when the game progresses will be described. In this embodiment, there are “low probability gaming state” and “high probability gaming state” as the states related to the jackpot lottery, and “non-short-time gaming state” is the state relating to the pair of movable pieces 15b that the second starting port 15 has. And “short-time gaming state”. The state relating to the jackpot lottery (low probability gaming state, high probability gaming state) and the state relating to the pair of movable pieces 15b (non-short-time gaming state, short-time gaming state) can be associated with each other and are independent. You can also. That means
(1) “Low probability gaming state” and “Time saving gaming state”
(2) “Low probability gaming state” and “non-temporary gaming state”
(3) “High probability gaming state” and “short time gaming state”
(4) It is possible to provide a “high probability gaming state” and a “non-temporary 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 14 or the second starting port 15, the winning probability of the jackpot is 1 / The game state set to 299.5. 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 win a jackpot than in the “low probability gaming state”. Note that a high-probability game flag, which will be described later, is set in this high-probability game state, and the high-probability game flag is off in the low-probability game state.
Further, the low probability gaming state is changed to the high probability gaming state after the jackpot game described later is finished.

  In the present embodiment, the “non-short game state” means that, in the normal symbol lottery performed on the condition that the game ball has passed through the normal symbol gate 13, the variation time of the normal symbol corresponding to the lottery result is 29 seconds. And a game state in which the opening control time of the second start port 15 is set to be as short as 0.2 seconds. That is, when the game ball passes through the normal symbol gate 13, the normal symbol is drawn, and the normal symbol display device 22 displays the fluctuation of the normal symbol, but the normal symbol is displayed 29 seconds after the fluctuation display is started. Stop display later. If the lottery result is a win, the second start port 15 is controlled to the second mode for about 0.2 seconds after the normal symbol stop display.

  On the other hand, the “short-time gaming state” means that the normal symbol variation time corresponding to the lottery result is 3 seconds in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 13. , A game that is set shorter than the “non-short game state”, and the opening control time of the second start port 15 when winning in the win is 3.5 seconds, which is set longer than the “non-short game state” State. Further, in the “non-short game state”, the probability of winning in the normal symbol lottery is set to 1/65536, and in the “short time game state”, the probability of winning in the normal symbol lottery is set to 65535/65536. Is set. At this time, the short-time game flag, which will be described later, is set in the short-time game state, and the short-time game flag is off in the non-short-time game state.

Therefore, in the “short-time gaming state”, the second starting port 15 is more easily controlled to the second mode as long as the game ball passes through the normal symbol gate 13 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”.

(Description of jackpot type)
In the present embodiment, there are two types of “big hits”: “long win” that opens the first big winning opening 16 with a long opening time and “short hit” that opens the second big winning opening 17 with a short opening time. One kind of “small hit” is provided. In the present embodiment, the “big hit” and the “small win” are collectively referred to as “special game”.

In the present embodiment, “long win” means that a big win is won and a long win is dealt with in the big win lottery performed on the condition that a game ball has entered the first start port 14 or the second start port 15. A game executed when a special symbol is determined.
In “long winning”, the round game in which the first grand prize winning opening 16 is opened is performed 15 times in total. The maximum opening time of the first grand prize opening 16 in each round game is set to a maximum of 29.5 seconds, and if a prescribed number (9) of game balls enter the first big prize opening 16 during this period, Rounds of games are over. In other words, “long win” is a special game that allows a player to acquire a large number of prize balls because a game ball enters the first grand prize opening 16 and a player can acquire a prize ball corresponding to the winning ball. is there.

In this embodiment, “short win” means winning a big hit in the big win lottery performed on condition that a game ball has entered the first start port 14 or the second start port 15 and corresponding to the short win A game executed when a special symbol is determined.
In the “short win”, a round game in which the second grand prize winning opening 17 is opened is performed a total of 15 times. The maximum opening time of the second grand prize opening 17 in each round game is set to a maximum of 0.052 seconds, which is shorter than the firing time (about 0.6 seconds) at which one game ball is launched. Yes. During this time, if a specified number (9) of game balls enter the second grand prize opening 17, one round game is completed, but the opening time of the second big prize opening 17 is extremely short as described above. , Game balls rarely enter. That is, “short win” is a special game in which it is difficult to obtain a prize ball unlike “long win”.

In the present embodiment, “small hit” means that the right to play a small hit game is obtained in the big win lottery performed on the condition that a game ball has entered the first start port 14 or the second start port 15 A game that is executed in the event of a game.
In the “small win”, the second big prize winning opening 17 is opened 15 times as in the “short win”. At this time, the opening time, opening / closing timing, and opening / closing mode of the second grand prize winning port 17 are the same as the above “short win”, or the player cannot distinguish between “small win” and “short win” or difficult. It is set to approximate to some extent.

  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 110 will be described with reference to FIG.

  When power is supplied from the power supply board 170, a system reset occurs in the main CPU 110a, and the main CPU 110a performs the following main processing.

  First, in step S10, the main CPU 110a performs an initialization process. In this process, the main CPU 110a reads a startup program from the main ROM 110b and initializes a flag stored in the main RAM 110c in response to power-on.

  In step S20, the main CPU 110a performs an effect random number update process for updating the reach determination random value and the special figure variation random value for determining the variation mode (variation time) of the special symbol.

  In step S30, the main CPU 110a updates the initial random number value for special symbol determination, the initial random number value for big hit symbol, the initial random number value for small bonus symbol, and the initial random number value for normal symbol determination. 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 110 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 110, thereby executing a timer interrupt process described below.

  First, in step S100, the main CPU 110a saves the information stored in the register of the main CPU 110a to the stack area.

  In step S110, the main CPU 110a updates the special symbol time counter, updates the special game timer counter such as the opening time of the special electric accessory, updates the normal symbol time counter, and updates the normal power release time counter. A time control process for updating various timer counters is performed. Specifically, a process of subtracting 1 from a special symbol time counter, a special game timer counter, a normal symbol time counter, and a general electricity open time counter is performed.

In step S120, the main CPU 110a 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 normal symbol determination random number value.
Specifically, each random number value and random number counter are updated by adding +1. When the added random number counter exceeds the maximum value in the random number range (when the random number counter makes one revolution), the random number counter is returned to 0, and each random number value is newly updated from the initial random number value at that time. .

  In step S130, as in step S30, the main CPU 110a updates the initial random number value for special symbol determination, the initial random number value for jackpot symbol, the initial random number value for small bonus symbol, and the initial random number value for normal symbol determination. Perform numerical value update processing.

In step S200, the main CPU 110a performs input control processing.
In this process, the main CPU 110a includes a general prize opening detection switch 12a, a first big prize opening detection switch 16a, a second big prize opening detection switch 17a, a first start opening detection switch 14a, a second start opening detection switch 15a, a gate. It is determined whether or not there is an input to the various switches of the detection switch 13a. If there is an input, input control processing for setting predetermined data is performed. Details will be described later with reference to FIG.

  In step S300, the main CPU 110a performs a special drawing special electric control process for controlling the jackpot lottery, the special electric accessory, and the gaming state. Details will be described later with reference to FIG.

In step S400, the main CPU 110a performs a normal / normal power control process for controlling the normal symbol lottery and the normal electric accessory.
Specifically, it is first determined whether or not 1 or more data is set in the normal symbol hold count (G) storage area, and 1 or more data must be set in the normal symbol hold count (G) storage area. If this is the case, the current ordinary power transmission control process is terminated.

  If 1 or more data is set in the normal symbol holding number (G) storage area, after subtracting 1 from the value stored in the normal symbol holding number (G) storage area, the data is in the normal symbol holding storage area. The normal symbol determination random numbers stored in the first storage unit to the fourth storage unit are shifted to the previous storage unit. At this time, the normal symbol determination random value already written in the 0th storage unit is overwritten and erased.

  Then, referring to the hit determination table shown in FIG. 6B, whether or not the normal symbol determination random value stored in the 0th storage unit of the normal symbol hold storage area is a random value corresponding to “win”. Processing to determine is performed. Thereafter, the normal symbol display device 22 displays the fluctuation of the normal symbol. When the fluctuation time of the normal symbol elapses, the normal symbol corresponding to the result of the normal symbol lottery is stopped and displayed. If the random number for normal symbol determination referred to is “winning”, the start opening / closing solenoid 15c is driven to control the second start opening 15 to the second mode for a predetermined opening time.

  Here, in the non-short-time gaming state, the variation time of the normal symbol is set to 29 seconds, and if it is “winning”, the second start port 15 is controlled to the second mode for 0.2 seconds. On the other hand, in the short-time gaming state, the normal symbol variation time is set to 0.2 seconds, and if it is “winning”, the second start port 15 is controlled to the second mode for 3.5 seconds. .

In step S500, the main CPU 110a performs a payout control process.
In this payout control process, the main CPU 110a refers to each prize ball counter, generates payout number designation commands corresponding to various winning ports, and transmits the generated payout number designation commands to the payout control board 130. To do.

  In step S600, the main CPU 110a, external information data, start opening / closing solenoid data, first big prize opening opening / closing solenoid data, second big prize opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, number of stored Performs data creation for the specified command.

  In step S700, the main CPU 110a 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, the first big prize opening / closing solenoid data, and the second big prize opening / closing solenoid data created in S600.

Further, the special symbol display device data and the normal symbol display device data created in S600 are used to turn on the LEDs of the first special symbol display device 20, the second special symbol display device 21 and the normal symbol display device 22. Display device output processing is performed.
Further, command transmission processing for transmitting the command set in the effect transmission data storage area of the main RAM 110c to the effect control board 120 is also performed. The types of various commands transmitted to the effect control board 120 will be described later with reference to FIG.

  In step S800, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a.

(Input control processing of main control board)
The input control process of the main control board 110 will be described with reference to FIG.

In step S210, the main CPU 110a performs a general winning opening detection switch input process.
In this general winning opening detection switch input process, it is determined whether or not a detection signal is input from the general winning opening detection switch 12a. If there is no input of a detection signal from the general winning opening detection switch 12a, the process proceeds to the next step.
When a detection signal is input from the general winning opening detection switch 12a, predetermined data is added to and updated in the winning ball counter for the general winning opening, and then the process proceeds to the next step.

In step S220, the main CPU 110a performs a special winning opening detection switch input process.
In this special winning opening detection switch input process, it is determined whether or not a detection signal is input from the first large winning opening detection switch 16a or the second large winning opening detection switch 17a. If no detection signal is input from the first big prize opening detection switch 16a or the second big prize opening detection switch 17a, the process proceeds to the next step.

  When a detection signal is input from the first big prize opening detection switch 16a or the second big prize opening detection switch 17a, predetermined data is added to the prize winning ball counter for the big prize opening and updated. After updating by adding 1 to the large winning opening number of balls (C) storage area for counting the game balls won in the large winning opening 16 or the second large winning opening 17, the process proceeds to the next step.

In step S230, the main CPU 110a performs a first start port detection switch input process.
In the first start port detection switch input process, it is determined whether or not a detection signal is input from the first start port detection switch 14a. If no detection signal is input from the first start port detection switch 14a, the process proceeds to the next step.

  When a detection signal is input from the first start port detection switch 14a, first, predetermined data is added to the prize ball counter for the first start port. Then, a first start port winning designation command is generated, and the generated first start port winning specifying command is set in the effect transmission data storage area of the main RAM 110c. Next, if the data set in the first special symbol hold count (U1) storage area is less than 4, 1 is added to the first special symbol hold count (U1) storage area, and the special symbol determination random value , The jackpot symbol random number value, the jackpot symbol random number value, the reach determination random number value and the special symbol variation random number value are acquired, and the obtained various random number values are stored in the first special symbol random value storage area. After storing in the unit (the 0th storage unit to the fourth storage unit), the processing is moved to the next step.

In step S240, the main CPU 110a performs a second start port detection switch input process.
In the second start port detection switch input process, it is determined whether or not a detection signal is input from the second start port detection switch 15a. If there is no detection signal input from the second start port detection switch 15a, the process proceeds to the next step.

  When a detection signal is input from the second start port detection switch 15a, first, predetermined data is added to the prize ball counter for the second start port. Then, a second start opening prize designation command is generated, and the generated second start opening prize designation command is set in the effect transmission data storage area of the main RAM 110c. Next, if the data set in the second special symbol hold count (U2) storage area is less than 4, 1 is added to the second special symbol hold count (U2) storage area, and the special symbol determination random number value , A jackpot symbol random number value, a small bonus symbol random number value, a reach determination random number value, and a special symbol variation random number value are acquired, and the obtained various random number values are stored in a second special symbol random value storage area. After storing in the unit (the 0th storage unit to the fourth storage unit), the processing is moved to the next step.

In step S250, the main CPU 110a performs gate detection switch input processing.
In this gate detection switch input process, it is determined whether or not a detection signal is input from the gate detection switch 13a. If no detection signal is input from the gate detection switch 13a, the input control process is terminated.

  When a detection signal is input from the gate detection switch 13a, a gate passage designation command is generated, and the generated gate passage designation command is set in the effect transmission data storage area of the main RAM 110c. Next, if the data set in the normal symbol holding number (G) storage area is less than 4, add 1 to the normal symbol holding number (G) storage area to obtain a normal symbol determination random number value. Then, after storing the acquired normal symbol determination random number value in a predetermined storage unit (the 0th storage unit to the fourth storage unit) in the normal symbol holding storage area, the input control process is terminated.

(Special figure special electric control processing of main control board)
With reference to FIG. 12, the special figure special power control process of the main control board 110 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 jackpot game processing (step S340), and if special figure special electric processing data = 4, the process moves to big hit game end processing (step S350). If special electric processing data = 5, the process moves to the small hit game ending process (step S360).
This “special drawing special electricity processing data” is set as necessary in each subroutine of the special figure special electricity control processing as will be described later, so that the subroutine necessary for the game is appropriately processed. .

  In the special symbol memory determination process in step S310, the main CPU 110a performs a process of determining a jackpot and determining a special symbol to be stopped and displayed. Here, the specific content of the special symbol memory determination process will be described with reference to FIG. 12 to FIG. 13 once.

(Special symbol memory judgment processing of the main control board)
FIG. 13 is a diagram illustrating a special symbol memory determination process of the main control board 110.

  First, in step S311, the main CPU 110a determines whether one or more data is set in the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area.

If one or more data is not set in any of the first special symbol hold count (U1) storage area and the second special symbol hold count (U2) storage area, the special figure special electricity processing data = 0. The special symbol variation process of this time is terminated while holding.
On the other hand, if one or more data is set in the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area, the process proceeds to step S312.

In step S312, the main CPU 110a performs a jackpot determination process.
Specifically, when one or more data is set in the second special symbol hold count (U2) storage area, 1 is calculated from the value stored in the second special symbol hold count (U2) storage area. After the subtraction, the various random numbers stored in the first to fourth storage units in the second special symbol random number storage area are shifted to the previous storage unit. At this time, various random values already written in the 0th storage unit are overwritten and deleted. Then, referring to the jackpot determination table shown in FIG. 6 (a-2), the random number value for special symbol determination stored in the 0th storage unit of the second special symbol random number storage area corresponds to “big hit”. It is determined whether it is a numerical value or a random value corresponding to “small hit”.

  In addition, when one or more data is not set in the second special symbol hold number (U2) storage area and one or more data is set in the first special symbol hold number (U1) storage area, Various random numbers stored in the first to fourth storage units in the first special symbol random number storage area after subtracting 1 from the value stored in the first special symbol hold number (U1) storage area Is shifted to the previous storage unit. Also at this time, various random numbers already written in the 0th storage unit are overwritten and deleted. Then, with reference to the jackpot determination table shown in FIG. 6 (a-1), the random number value for special symbol determination stored in the 0th storage unit of the first special symbol random number storage area corresponds to “big hit”. It is determined whether it is a numerical value or a random value corresponding to “small hit”.

  In the present embodiment, when a game ball is won at the first start port 14 or the second start port 15, a process for acquiring a random number value for determining a special symbol (step S230 or step S240 described above), the acquired special symbol determination The main CPU 110a that performs the process of determining whether the random number value for use is a random value corresponding to “big hit” or a random value corresponding to “small win” (step S312 above) constitutes the specific game lottery means. .

In step S313, the main CPU 110a performs a special symbol determination process for determining the type of special symbol to be stopped and displayed.
In this special symbol determination process, when it is determined as “big hit” in the jackpot determination process (step S312), the first special symbol random value storage area is referred to with reference to the symbol determination table shown in FIG. The jackpot symbol (special symbol 1 to special symbol 6) is determined based on the random number value for the jackpot symbol stored in the 0th storage unit. In addition, when it is determined as “small hit” in the big hit determination process (step S312), the 0th storage in the first special symbol random value storage area is referred to with reference to the symbol determination table shown in FIG. 7B. The small hit symbol (special symbol A, special symbol B) is determined based on the random number value for the small bonus symbol stored in the section. Further, when it is determined as “losing” in the big hit determination process (step S312), the lost symbol (special symbol 0) is determined with reference to the symbol determination table shown in FIG.
Then, stop symbol data corresponding to the determined special symbol is stored in the stop symbol data storage area.

In step S314, the main CPU 110a performs special symbol variation time determination processing.
Specifically, referring to the variation pattern determination table shown in FIG. 8, based on the reach determination random number value and the special diagram variation random value stored in the 0th storage unit of the first special symbol random value storage area. Determine the variation pattern of the special symbol. Thereafter, the variation time of the special symbol corresponding to the determined variation pattern of the special symbol is determined. Then, a process of setting a counter corresponding to the determined variation time of the special symbol in the special symbol time counter is performed.

  In step S315, the main CPU 110a sets, in a predetermined processing area, variation display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform special symbol variation display (LED blinking). . As a result, when the variable display data is set in the predetermined processing area, the LED lighting / extinguishing data is appropriately created in step S600, and the created data is output in step S700. Variation display of the special symbol display device 20 or the second special symbol display device 21 is performed.

  In step S316, the main CPU 110a sets the special symbol special electricity processing data = 0 to the special symbol special electric treatment data = 1, prepares to move to the special symbol variation processing subroutine, and ends the special symbol memory determination processing.

Again, the description of the special figure special electric control process shown in FIG. 12 will be returned.
In the special symbol variation process of step S320, the main CPU 110a performs a process of determining whether or not the special symbol variation time has elapsed.

  Specifically, it is determined whether or not the variation time of the special symbol determined in step S314 has elapsed (special symbol time counter = 0), and if it is determined that the variation time has not elapsed, The special symbol variation process of this time is terminated while maintaining the special electric processing data = 1. Note that the special symbol variation time counter set in step S314 is subtracted in step S110.

  If it is determined that the fluctuation time has elapsed, the special symbol determined in step S313 is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21. Thereby, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21, and the player is notified of the jackpot determination result.

Also, when the number of time reductions> 0, 1 is subtracted from the time reduction number counter and updated. When the number of time reductions = 0, the time reduction game flag is cleared, and when the number of high probability games> 0, 1 is added from the high probability game number counter. When the number of high probability games is 0, the high probability game flag is cleared.
Finally, the special symbol special power processing data = 1 is set to the special symbol special power processing data = 2, preparation is made to move to a special symbol stop processing subroutine, and the special symbol variation processing is terminated.

In the special symbol stop process in step S330, the main CPU 110a performs a process of determining whether the special symbol that is stopped and displayed is a “big hit symbol”, a “small bonus symbol”, or a “losing symbol”. Do.
When the jackpot symbol is determined, the data stored in the game state storage area is cleared, and the special chart special power processing data = 2 is set to the special chart special power processing data = 3. The preparation for moving to the subroutine is completed, and the special symbol stop process is terminated.

In addition, when it is determined that the small winning symbol, the data stored in the game state storage area is not cleared, and the special figure special electric processing data = 2 to the special figure special electric treatment data = 5 is set. The special symbol stop process is completed by making preparations for transferring to a winning game process subroutine.
On the other hand, if it is determined that the symbol is a lost symbol, the special symbol special electric processing data = 2 is set to special special electric symbol processing data = 0, and the special symbol memory determination processing subroutine is prepared for the special symbol stop processing. finish.

In the jackpot game process of step S340, the main CPU 110a determines which jackpot of the long hit or short hit is executed, and performs a process of controlling the determined jackpot.
Specifically, the jackpot release mode is determined based on the type of jackpot symbol (stop symbol data) determined in step S313.

  Next, in order to execute the determined jackpot opening mode, an opening time corresponding to the type of jackpot is set in the special game timer counter, and the first big winning opening opening / closing solenoid 16c (or the second big winning opening opening / closing solenoid) is set. 17c) is output to open the first big prize opening / closing door 16b (or the second big prize opening / closing door 17b). At this time, 1 is added to the round game count (R) storage area.

  When a predetermined number of game balls enter during the opening or when the opening time of the big prize opening has elapsed (the number of the big prize opening (C) = 9 or the special game timer counter = 0), The output of the drive data of the big prize opening / closing solenoid 16c (or the second big prize opening / closing solenoid 17c) is stopped, and the first big prize opening / closing door 16b (or the second big prize opening / closing door 17b) is closed. Thereby, one round game is completed. This round game control is repeated 15 times.

  When the 15 round games are completed (round game count (R) = 15), the data stored in the round game count (R) storage area and the number of winning prize entrance (C) storage areas are cleared, The special figure special electric processing data = 3 is set to the special figure special electric treatment data = 4, preparation is made to move to the big hit game end processing subroutine, and the big hit game processing is ended.

  In the big hit game ending process in step S350, the main CPU 110a determines the probability gaming state of either the high probability gaming state or the low probability gaming state, and changes the gaming state of either the short-time gaming state or the non-short-time gaming state. Perform the decision process.

Specifically, based on the type of jackpot symbol (stop symbol data) determined in step S313, the setting of the high probability game flag, the setting of the high probability game number, the setting of the short-time game flag, and the setting of the number of time reductions are performed. Done.
After that, the special symbol special power processing data = 4 is set to the special symbol special power processing data = 0, and preparation for moving to the special symbol memory determination processing subroutine is made, and the big hit game end processing is ended.

  In the small hit game processing in step S360, the main CPU 110a determines the small hit release mode based on the type of small hit symbol (stop symbol data) determined in step S313.

  Next, in order to execute the determined small hit opening mode, the small hit opening time is set in the special game timer counter, and the driving data of the second big winning opening / closing solenoid 17c is output to output the second big winning prize. The mouth opening / closing door 17b is opened. At this time, 1 is added to the number-of-releases (K) storage area.

When the small winning opening time elapses (special game timer counter = 0), the drive data output of the second big prize opening / closing solenoid 17c is stopped and the second big prize opening / closing door 17b is closed. The opening / closing control of the second big prize opening opening / closing door 17b is repeated 15 times.
Then, the opening / closing control of the second grand prize opening / closing door 17b is performed 15 times, or a predetermined number of game balls enter the second big prize opening 17 (the number of times of opening (K) = 15 or the grand prize opening entrance) Number (C) = 9), in order to end the small hit game, the output of the drive data of the second large winning opening / closing solenoid 17c is stopped, the number of times of opening (K) storage area and the number of winning winning holes (C) Clear the data stored in the storage area, set special figure special electricity processing data = 5 to special figure special electricity treatment data = 0, and prepare to move to a special symbol memory judgment processing subroutine. The winning game process is terminated.

(Command explanation)
The types of commands transmitted from the main control board 110, which are not described in the flowchart of the main control board 110 to the effect control board 120, will be described with reference to FIG.

  The command transmitted from the main control board 110 to the production control board 120 is composed of 1-byte data, and 1-byte MODE information for identifying the control command classification and the control command to be executed. And 1-byte DATA information indicating the contents of.

  The “designation designating command” indicates the type of the special symbol that is stopped and displayed, “MODE” is set as “E0H”, and DATA information is set according to the type of the special symbol. Since the special symbol type determines the jackpot type and the high probability gaming state as a result, it can be said that the effect symbol designation command indicates the jackpot type and the gaming state.

  In the effect symbol designation command, when various special symbols are determined and the variation display of the special symbol is started, an effect symbol designation command corresponding to the determined special symbol is transmitted to the effect control board 120. Specifically, when various special symbols are determined in step S313, and the special symbol variation display is started in step S315, the effect symbol designation command corresponding to the determined special symbol is the effect of the main RAM 110c. Set in the transmission data storage area. Thereafter, the effect designating command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.

  The “first special symbol memory designation command” indicates the number of reserved memories stored in the first special symbol reservation number (U1) storage area, “MODE” is set to “E1H”, and the number of reserved memories DATA information is set according to the above.

  This first special symbol memory designation command is effect-controlled by the first special symbol memory designation command corresponding to the number of reserved memories when the number of reserved memories stored in the first special symbol reservation number (U1) storage area is switched. It is transmitted to the substrate 120. Specifically, when the value stored in the first special symbol hold count (U1) storage area in step S230 or step S312 increases or decreases, the first special symbol store corresponding to the increased or decreased hold storage count. The designation command is set in the transmission data storage area for presentation in the main RAM 110c. Thereafter, the first special symbol memory designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.

  The “second special symbol memory designation command” indicates the number of reserved memories stored in the second special symbol reservation number (U2) storage area, “MODE” is set to “E2H”, and the number of reserved memories DATA information is set according to the above.

This second special symbol memory designation command is directed by the second special symbol memory designation command corresponding to the number of reserved memories when the number of reserved memories stored in the second special symbol reservation number (U2) storage area is switched. It is transmitted to the substrate 120. Specifically, when the value stored in the second special symbol hold count (U2) storage area in step S240 or step S312 increases or decreases, the second special symbol store corresponding to the increased or decreased hold storage count. The designation command is set in the transmission data storage area for presentation in the main RAM 110c. Thereafter, the second special symbol memory designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
In the present embodiment, the “first special symbol memory designation command” and the “second special symbol memory designation command” are collectively referred to as “special symbol memory designation command”.

The “design determination command” indicates that the special symbol is stopped and displayed, “MODE” is set to “E3H”, and “DATA” is set to “00H”.
This symbol confirmation command is transmitted to the effect control board 120 when the special symbol is stopped and displayed. Specifically, when the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21 in step S320, the symbol confirmation command is set in the effect transmission data storage area of the main RAM 110c. The Thereafter, the symbol confirmation command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.

The “power-on specification command” indicates that the gaming machine 1 is powered on, “MODE” is set to “E4H”, and “DATA” is set to “00H”.
This power-on specification command is transmitted to the effect control board 120 when the gaming machine 1 is powered on. Specifically, when the gaming machine is turned on in step S10, a power-on designation command is set in the effect transmission data storage area of the main RAM 110c. Then, immediately after the power-on designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.

The “RAM clear designation command” indicates that the information stored in the main RAM 110c has been cleared, “MODE” is set to “E4H”, and “DATA” is set to “01H”.
Here, a RAM clear button (not shown) is provided on the back side of the gaming machine 1, and when the gaming machine 1 is turned on while pressing the RAM clear button, the information stored in the main RAM 110c in step S10 is stored. Cleared.

  The RAM clear designation command is transmitted to the effect control board 120 when the gaming machine 1 is turned on while pressing the RAM clear button. Specifically, when the gaming machine is turned on while pressing the RAM clear button in step S10, a RAM clear designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the RAM clear designation command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.

The “demonstration designation command” indicates that the first special symbol display device 20 or the second special symbol display device 21 is not operating, “MODE” is set to “E5H”, and “DATA” is set to “ 00H ".
This demonstration designation command is transmitted to the effect control board 120 when the special symbol display device 20 or the second special symbol display device 21 does not hold the special symbol. Specifically, when one or more data is not set in any of the storage areas of the first special symbol hold count (U1) storage area and the second special symbol hold count (U2) storage area in step S311. The demonstration designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the demonstration designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.

  The “first special symbol variation pattern designation command” indicates the variation time (variation mode) of the special symbol in the first special symbol display device 20, “MODE” is set to “E6H”, and various variations DATA information is set according to the pattern.

  The first special symbol variation pattern designation command is a first special symbol variation pattern corresponding to the variation pattern of the special symbol determined when the special symbol variation display of the first special symbol display device 20 is started. A designation command is transmitted to the effect control board 120. Specifically, when the variation pattern of the special symbol is determined in step S314 and the variation display of the special symbol is started in step S315, the first special symbol corresponding to the determined variation pattern of the special symbol is started. The variation pattern designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the first special symbol variation pattern designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.

  The “variable pattern designation command for the second special symbol” indicates the variation time (variation mode) of the special symbol in the second special symbol display device 21, and “MODE” is set to “E7H”, and various variations DATA information is set according to the pattern.

The second special symbol variation pattern designation command is a second special symbol variation pattern corresponding to the variation pattern of the special symbol determined when the special symbol variation display of the second special symbol display device 21 is started. A designation command is transmitted to the effect control board 120. Specifically, when the variation pattern of the special symbol is determined in step S314 and when the variation display of the special symbol is started in step S315, the second special symbol corresponding to the determined variation pattern of the special symbol is started. The variation pattern designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the second special symbol variation pattern designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
In the present embodiment, the “first special symbol variation pattern designation command” and the “second special symbol variation pattern designation command” are collectively referred to as a “variation pattern designation command”.

  The “Big Winner Opening Specification Command” indicates the number of jackpot rounds according to various jackpot types, “MODE” is set as “EAH”, and DATA information is set according to the number of jackpot rounds Has been.

  With regard to the special winning opening opening designation command, when the big hit round is started, the big winning opening opening designation command corresponding to the started round number is transmitted to the effect control board 120. Specifically, when the first grand prize opening opening / closing door 16b (or the second big prize opening opening / closing door 17b) is opened in step S340, the big winning opening opening designation command corresponding to the number of rounds to be opened is issued. It is set in the effect transmission data storage area of the main RAM 110c. Thereafter, in step S700, the prize winning opening release command set in the effect transmission data storage area is immediately transmitted to the effect control board 120.

The “opening designation command” indicates that various jackpots start, “MODE” is set as “EBH”, and DATA information is set according to the jackpot type.
As for the opening designation command, when various jackpots start, an opening designation command corresponding to the type of jackpot is transmitted to the effect control board 120. Specifically, at the start of the jackpot game processing in step S340, an opening designation command corresponding to the jackpot type is set in the effect transmission data storage area of the main RAM 110c. After that, the opening designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.

The “ending designation command” indicates that various jackpots have ended, “MODE” is set as “ECH”, and DATA information is set according to the jackpot type.
As for the ending designation command, when various jackpots are completed, the ending designation command corresponding to the type of jackpot is transmitted to the effect control board 120. Specifically, at the start of the jackpot game end process in step S350, an ending designation command corresponding to the jackpot type is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the ending designation command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.

The “gaming state designation command” indicates whether it is a short-time gaming state or a non-short-time gaming state, and “MODE” is set to “EEH”, and if it is a non-short-time gaming state, “DATA” is “ “00H” is set, and “DATA” is set to “01H” in the time saving gaming state.
The gaming state designation command is transmitted to the effect control board 120 when the special symbol variation display is started and when the special symbol is stopped and displayed, corresponding to the gaming state. Specifically, when the variation display of the special symbol is started in the step S315, and when the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21 in the step S320, A game state designation command corresponding to the current game state is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the gaming state designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.

  Next, the details of the variation effect pattern determination table stored in the sub ROM 120b will be described with reference to FIG.

(Variation production pattern determination table)
FIG. 15 is a diagram showing a variation effect pattern determination table for determining the variation mode of the effect symbol 36 in the effect display device 31 and the like.

  The sub CPU 120a determines the variation effect pattern based on the special symbol variation pattern designation command and the effect random number 1 received from the main control board 110. Here, even if the variation pattern designation command has the same special symbol, since the different variation representation pattern can be determined based on the random number for production 1, the number of variation pattern designation commands for the special symbol is reduced. Thus, the storage capacity of the main control board 110 is reduced.

The “variation effect pattern” is a specific effect mode in effect means (effect display device 31, audio output device 32, effect drive device 33, effect illumination device 34) performed during the change of the special symbol. Say. For example, in the effect display device 31, a background display mode, a character display mode, and a change mode of the effect symbol 36 displayed by the change effect pattern are determined.
In addition, “reach” in the present embodiment refers to a state in which a part of the combination of the effect symbols 36 informing that the transition to the special game is stopped and the other effect symbols 36 are performing the variable display. . For example, when the combination of the three-digit effect symbol 36 of “777” is set as the combination of the effect symbols 36 for informing the transition to the jackpot game, the two effect symbols 36 are stopped and displayed at “7”. The state where the remaining effect symbols 36 are performing variable display.

When the sub CPU 120a determines the variation effect pattern, the sub CPU 120a transmits an effect pattern designation command corresponding to the determined variation effect pattern to the host CPU 150a of the image control board 150.
Specifically, the production pattern designation command is composed of 2 bytes of data for 1 command, 1 byte of MODE data for identifying the control command classification, and 1 byte indicating the contents of the control command to be executed. Data. Further, as the effect pattern designation command corresponding to the change effect pattern, “MODE” is set to “A1H” in the case of the change effect pattern based on the change pattern of the special symbol in the first special symbol display device 20, and the second special When the variation effect pattern is based on the variation pattern of the special symbol in the symbol display device 21, “MODE” is set as “B1H”, and “DATA” is set according to the identification number of the variation effect pattern.

  Although illustration is omitted, in addition to the effect pattern specifying command corresponding to the variable effect pattern, the MODE setting value is changed, and “effect pattern specifying command corresponding to the demo effect pattern (MODE = 01H)”, "Effect pattern designation command corresponding to hit start effect pattern (MODE = 0H)", "Effect pattern designation command corresponding to jackpot effect pattern (MODE = 03H)", "Effect pattern designation command corresponding to hit end effect pattern ( Various effect pattern designation commands such as “MODE = 04H)” are transmitted to the image control board 150.

  Next, the details of the developed effect pattern determination table stored in the sub ROM 120b will be described with reference to FIG.

(Development effect pattern determination table)
FIG. 16 is a diagram showing a developed effect pattern determination table for determining the development mode of the variable effect pattern based on the operation result of the player's effect button 35.

  The sub CPU 120a determines the developed effect pattern based on the determined effect pattern designation command, the operation classification, and the effect random number value 2. Here, the operation category refers to a category that is determined based on the operation result of the effect button 35 by the player described later.

  Further, the development effect pattern is different depending on the operation category. For example, when the production pattern designation command (A1H01H) is determined and the operation category is “0”, the development production pattern 1a (success production 1a) is selected at 80/100, and the development production pattern 1b (success production 2a). ) Is selected at 20/100. On the other hand, when the operation category is “1”, the development effect pattern 1c (normal effect) is selected, and when the operation category is “2”, the development effect pattern 1d (failure effect) is selected.

  When the production pattern designation command (A1H09H) is determined, if the operation category is “0”, the development production pattern 9a (success production 1b) is selected at 20/100, and the development production pattern 9b (success) Production 2b) is selected at 80/100. When the operation category is “1”, the development effect pattern 9c (normal effect) is selected. When the operation category is “2”, the development effect pattern 9d (failure effect) is selected.

  Further, when the production pattern designation command (A1H03H) is determined, if the operation category is “0”, the developed production pattern 3a (successful production 1c) is selected, and if the operation category is “1”. When the development effect pattern 3c (normal effect) is selected and the operation category is “2”, the development effect pattern 3d (failure effect) is selected. On the other hand, when the production pattern designation command (A1H0AH) is determined, if the operation category is “0”, the developed production pattern 10b (successful production 2c) is selected, and if the operation category is “1”. When the development effect pattern 10c (normal effect) is selected and the operation category is “2”, the development effect pattern 10d (failure effect) is selected.

Here, the development effect pattern 3a (success effect 1c) is an effect that is selected only when the jackpot lottery is won. That is, if the player can set the operation category to “0” by operating the effect button 35, the player can display the developed effect pattern 3a (successful effect 1c), and can suggest winning of the jackpot lottery. . On the other hand, when the operation category is “1” or “2”, the development effect pattern 3c (normal effect) and the development effect pattern 3d (failure effect) that are also displayed in the case of a loss are displayed, and the jackpot lottery is won. It is difficult to predict whether or not.
In addition, the effect in the case where the development effect pattern is selected with different probabilities will be described later.

  Next, processing executed by the sub CPU 120a in the effect control board 120 will be described.

(Production control board main processing)
The main process of the effect control board 120 will be described with reference to FIG.
In step S1000, the sub CPU 120a performs an initialization process. In this process, the sub CPU 120a reads the main processing program from the sub ROM 120b and initializes and sets a flag stored in the sub RAM 120c in response to power-on. If this process ends, the process moves to a step S1100.

  In step S1100, the sub CPU 120a performs an effect random number update process. In this process, the sub CPU 120a performs a process of updating random numbers (effect random number value, effect design determining random value, effect mode determining random value, etc.) stored in the sub RAM 120c. Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.

(Timer interrupt processing of production control board)
The timer interrupt process of the effect control board 120 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 on the effect control board 120, a timer interrupt processing program is read, and the timer of the effect control board is read. Interrupt processing is executed.

  First, in step S1400, the sub CPU 120a saves the information stored in the register of the sub CPU 120a to the stack area.

  In step S1500, the sub CPU 120a performs update processing of various timer counters used in the effect control board 120.

  In step S1600, the sub CPU 120a performs command analysis processing. In this process, the sub CPU 120a performs a process of analyzing a command stored in the reception buffer of the sub RAM 120c. Specific description of the command analysis processing will be described later with reference to FIGS. 19 and 20. When the effect control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process of the effect control board 120 (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 120a checks the signal of the effect button detection switch 35a, and performs effect input control processing related to the effect button 35. Specific description of the effect input control process will be described later with reference to FIGS.

  In step S1800, the sub CPU 120a performs data output processing for transmitting various data set in the transmission buffer of the sub RAM 120c to the lamp control board 140 and the image control board 150.

  In step S1900, the sub CPU 120a restores the information saved in step S1400 to the register of the sub CPU 120a.

(Command analysis processing of production control board)
The command analysis processing of the effect control board 120 will be described with reference to FIGS. 19 and 20. The command analysis process 2 shown in FIG. 20 is performed subsequent to the command analysis process 1 shown in FIG.

In step S1601, the sub CPU 120a 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 120a ends the command analysis process, and if there is a command in the reception buffer, the sub CPU 120a moves the process to step S1610.

In step S1610, the sub CPU 120a checks whether or not the command stored in the reception buffer is a demo designation command.
If the command stored in the reception buffer is a demonstration designation command, the sub CPU 120a moves the process to step S1611, and if not the demonstration designation command, moves the process to step S1620.

In step S1611, the sub CPU 120a performs a demo effect pattern determination process for determining a demo effect pattern.
Specifically, the demonstration effect pattern is determined, the determined demonstration effect pattern is set in the effect pattern storage area, and information on the determined demonstration effect pattern is transmitted to the image control board 150 and the lamp control board 140. The data based on the demonstration effect pattern is set in the transmission buffer of the sub RAM 120c.

In step S1620, sub CPU 120a checks whether or not the command stored in the reception buffer is a special symbol storage designation command.
If the command stored in the reception buffer is a special symbol storage designation command, the sub CPU 120a moves the process to step S1621, and if it is not a special symbol storage designation command, moves the process to step S1630.

  In step S1621, the sub CPU 120a analyzes the special symbol storage designation command to determine the display number of the special figure hold image on the effect display device 31, and displays the special figure display corresponding to the determined display number of the special figure hold image. A special symbol memory number determination process for transmitting a number designation command to the image control board 150 and the lamp control board 140 is performed.

In step S1630, the sub CPU 120a 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 120a 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 120a performs an effect symbol determination process for determining an effect symbol 36 to be stopped and displayed on the effect display device 31 based on the content of the received effect symbol designation command.
Specifically, the effect designating command is analyzed, the effect symbol data constituting the combination of the effect symbols 36 is determined according to the presence / absence of jackpot and the type of jackpot, and the determined effect symbol data is stored in the effect symbol storage area In addition, in order to transmit the effect symbol data to the image control board 150 and the lamp control board 140, information indicating the effect symbol data is set in the transmission buffer of the sub RAM 120c.

  In step S1632, the sub CPU 120a acquires one random value from the effect mode determination random value updated in step 1100, and based on the acquired effect mode determination random value and the received effect designating command, An effect mode determination process for determining one effect mode from a plurality of effect modes (for example, a normal effect mode and a chance effect mode) is performed. Further, the determined effect mode is set in the effect mode storage area.

In step S1640, the sub CPU 120a 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 120a moves the process to step S1641 and moves the process to step S1650 if it is not the variation pattern designation command.

  In step S1641, the sub CPU 120a obtains one random number value from the effect random number value updated in step 1100, and sets the obtained effect random number value 1, the received variation pattern designation command, and effect mode storage area. Based on the effect mode currently performed, the change effect pattern determination process which determines one change effect pattern from several change effect patterns is performed.

  Specifically, in the case of the normal effect mode, one variation effect pattern is determined based on the acquired random number for effect, the determined variation effect pattern is set in the effect pattern storage area, and the determined variation effect pattern is determined. Is transmitted to the image control board 150 and the lamp control board 140, data based on the determined variation effect pattern is set in the transmission buffer of the sub-RAM 120c. Thereafter, the effect display device 31, the audio output device 32, the effect drive device 33, and the effect illumination device 34 are controlled based on the effect pattern. Note that the variation mode of the effect symbol 36 is determined based on the variation effect pattern determined here.

In step S1650, the sub CPU 120a 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 120a moves the process to step S1651, and moves to step S1660 if the command is not the symbol confirmation command.

  In step S1651, the sub CPU 120a transmits data based on the effect symbol data determined in step S1641 in order to stop display the effect symbol 36 and stop instruction data for stopping display of the effect symbol in the transmission buffer of the sub RAM 120c. The effect symbol stop display process to be set is performed.

In step S1660, the sub CPU 120a 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 120a moves the process to step S1661, and moves to step S1670 if the command is not a gaming state designation command.

  In step S1661, the sub CPU 120a sets data indicating the gaming state based on the received gaming state designation command in the gaming state storage area in the sub RAM 120c.

In step S1670, the sub CPU 120a checks whether or not the command stored in the reception buffer is an opening designation command.
If the command stored in the reception buffer is an opening designation command, the sub CPU 120a moves the process to step S1671. If not, the sub CPU 120a moves the process to step S1680.

In step S1671, the sub CPU 120a 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 designation 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 stored in the image control board 150 and the lamp. In order to transmit to the control board 140, data based on the determined hit start effect pattern is set in the transmission buffer of the sub RAM 120c.

In step S1680, the sub CPU 120a 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 release designation command, the sub CPU 120a moves the process to step S1681, and if not, it moves the process to step S1690.

In step S1681, the sub CPU 120a performs a jackpot effect pattern determination process for determining a jackpot effect pattern.
Specifically, the jackpot effect pattern is determined based on the big prize opening opening designation command, the determined jackpot effect pattern is set in the effect pattern storage area, and information on the determined jackpot effect pattern is stored in the image control board 150 and the lamp. In order to transmit to the control board 140, data based on the determined jackpot effect pattern is set in the transmission buffer of the sub-RAM 120c.

In step S1690, the sub CPU 120a checks whether or not the command stored in the reception buffer is an ending designation command.
If the command stored in the reception buffer is an ending designation command, the sub CPU 120a moves the process to step S1691, and ends the command analysis process if it is not an ending designation command.

In step S1691, the sub CPU 120a 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 designation 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 stored in the image control board 150 and the lamp. In order to transmit to the control board 140, data based on the determined winning end effect pattern is set in the transmission buffer of the sub RAM 120c.
When this process ends, the command analysis process ends.

(Production control board production input control processing)
The effect input control process of the effect control board 120 will be described with reference to FIGS.
The operation valid flag described below indicates whether or not the operation of the effect button 35 is valid. The value when the operation of the effect button 35 is valid is “1”, and the operation is not valid. The case value is set to “0”.

The in-operation flag indicates whether or not the player has recognized the press of the effect button 35, and the value when the player recognizes that the effect button 35 is not being pressed is “0”. The value when it is recognized that the button is being pressed is set to a value other than “0”. More specifically, it is recognized that the effect button 35 is being pressed, and the value until the long press authorization time (time t1: before starting the pseudo count up in FIG. 23) is set to “1”, and the long press The value after the certification time (after the pseudo count-up starts) is set to “2”.
Further, the repeated hit counter is for counting the number of operations (number of repeated hits) within the operation permission time permitting input of the effect button 35.

  The operation valid flag and the operating flag are stored in the sub RAM 120c of the effect control board 120, and the operating flag is read and written in the effect input control process according to the effect determined by the sub CPU 120a. It has become so. The repeated hit counter is stored in the sub RAM 120c of the effect control board 120, and is read and written by the sub CPU 120a in the effect input control process.

  In step S1711, the sub CPU 120a determines whether or not the value of the operation valid flag is “1”. If the value of the operation valid flag is “1”, the sub CPU 120a proceeds to step S1712, and if the value of the operation valid flag is not “1” (that is, “0”), the effect button 35 Since the operation is invalid, the effect input control process ends.

  In step S1712, the sub CPU 120a determines whether or not it is within the operation permission time. If it is within the operation permission time, the sub CPU 120a proceeds to step S1713. If not within the operation permission time, the sub CPU 120a proceeds to step S1741.

  In step S1713, the sub CPU 120a determines whether or not the value of the in-operation flag is “0”. If the value of the in-operation flag is “0”, the sub CPU 120a assumes that the effect button 35 has not been operated until the previous processing, and proceeds to step S1714, and the value of the in-operation flag should be “0”. For example, assuming that the effect button 35 was operated in the previous process, the process proceeds to step S1721.

  In step S1714, the sub CPU 120a determines whether or not a detection signal is input from the effect button detection switch 35a. If the detection signal is input, the sub CPU 120a assumes that the effect button 35 is operated this time, and moves to step S1715. If the detection signal is not input, the sub CPU 120a assumes that the effect button 35 is not operated. This effect input control process is terminated.

In step S1715, the sub CPU 120a adds “1” to the continuous hitting counter. Here, the value of the continuous hit counter is not simply set to “1” so that it is possible to deal with a case where the player makes a continuous hit by an operation of the player or a long press after the second time within the operation permission time. It is to do.
Next, in step S1716, the sub CPU 120a sets “1” to the in-operation flag.

  Next, in step S <b> 1717, the sub CPU 120 a starts measuring the time for which the effect button 35 is pressed, and proceeds to step S <b> 1733.

On the other hand, if the value of the operating flag is not “0” in step S1713, the sub CPU 120a determines in step S1721 whether or not a detection signal is input by the effect button detection switch 35a. If the detection signal is input, the sub CPU 120a assumes that the effect button 35 is continuously operated, and proceeds to step S1723. If the detection signal is not input, the sub CPU 120a assumes that the effect button 35 is released. The process moves to step S1722.
In step S1722, the sub CPU 120a clears the in-operation flag to “0” and ends the effect input control process.

  On the other hand, in step S1723, the sub CPU 120a determines whether the value of the in-operation flag is “1”. If the value of the in-operation flag is “1”, the sub CPU 120a proceeds to step S1724. If the value of the in-operation flag is not “1” (that is, “2”), the sub CPU 120a proceeds to step S1731. To do.

  In step S <b> 1724, the sub CPU 120 a determines whether or not the long press authorization time has elapsed since the start of the press time measurement. The sub CPU 120a proceeds to step S1725 if the long press authorization time has elapsed since the start of timing, and ends the present effect input control process if it has not reached the long press authorization time since the start of timing.

In step S1725, the sub CPU 120a adds “1” to the continuous hitting counter. By this processing, pseudo input of the effect button 35 is started.
Next, in step S1726, the sub CPU 120a sets “2” in the in-operation flag.

  Next, in step S1727, the sub CPU 120a starts measuring the pseudo continuous hit time of the effect button 35, and proceeds to step S1733. Here, the time counting of the pseudo continuous hitting time is used for measuring the time between pseudo inputs (pseudo continuous hitting interval). In addition, as a substitute for the time measurement of the pseudo continuous hitting time, the time being measured as the pressing time of the effect button 35 may be used.

On the other hand, if the value of the in-operation flag is not “1” in step S1723, the sub CPU 120a determines in step S1731 whether a predetermined pseudo-hit interval has elapsed from the previous pseudo input based on the pseudo-hit time. Determine. If the pseudo continuous hit interval has elapsed, the sub CPU 120a proceeds to step S1732, and if the pseudo continuous hit interval has not elapsed, the sub CPU 120a ends the effect input control process.
Here, as shown in FIG. 23 (a), the pseudo consecutive hit interval is set to an equal interval within the operation permission time. Further, as shown in FIG. 23 (b), the pseudo consecutive hit interval may be set to become longer gradually within the operation permission time. In this case, for example, a method of calculating a pseudo continuous hit interval based on the value of the continuous hit counter can be considered.
In step S1732, the sub CPU 120a adds “1” to the continuous hitting counter.

Next, in step S1733, the sub CPU 120a determines whether or not the value of the counter hit counter is equal to or greater than the number of completions. If the value of the counter hit counter is equal to or greater than the number of completions, the sub CPU 120a proceeds to step S1735. If the value of the counter hit counter is not equal to or greater than the number of completions, the sub CPU 120a proceeds to step S1734.
Note that the number of completions is the number of operations necessary to display a predetermined effect, and as shown in FIG. 24, if the winning is performed according to the result of the big hit lottery, a small value is set. If it is lost, set it as a large value.

In step S1734, the sub CPU 120a sets the effect command when the effect button 35 is pressed in the transmission buffer of the sub RAM 120c, and ends the effect input control process.
On the other hand, in step S1735, the sub CPU 120a sets “0” in the operation category. Thereby, it becomes easy to select an effect display advantageous to the player.

  On the other hand, if it is determined in step S1712 that the time is not within the operation permission time, the sub CPU 120a sets an operation category in accordance with the value of the repeated hit counter in step S1741. Here, the operation classification is determined in accordance with the number of consecutive hits at the time when the operation permission time ends. That is, as the number of consecutive hits is increased within the operation permission time, an effect display advantageous to the player is easily selected.

  In step S 1742, the sub CPU 120 a refers to the developed effect pattern determination table, and determines the developed effect pattern based on the already determined effect pattern designation command, the determined operation category, and the effect random number value 2. . The effect random number 2 may be the effect random number updated in step S1100, or may be acquired in step S1742.

Next, in step S1743, the sub CPU 120a sets the determined development effect pattern in the transmission buffer of the sub RAM 120c.
Next, in step S1744, the sub CPU 120a clears the continuous hit counter, the operating flag, and the operation valid flag to “0”, and ends the effect input control process.

  In the above processing, the number of completions varies depending on the result of the jackpot lottery. For this reason, in the case of a loss, it is difficult to set the value of the continuous hit counter as the number of completions, and the development effect pattern is selected in a state where “0” is difficult to select as the operation category. Therefore, when winning the jackpot, it is easy to display an effect that suggests the result of the jackpot lottery, but when lost, the effect that suggests the result of the lottery is difficult to display.

  In the development effect pattern lottery, the probability of the effect selected depending on the result of the jackpot lottery may be different. As such an example, a case where the variation effect pattern 2 and the variation effect pattern 9 are selected (corresponding to (2) in FIG. 16) will be described.

  When the variation effect pattern 2 or the variation effect pattern 9 is selected, if “0” is determined as the operation category, the variation effect pattern 2 (during the big hit) is selected, and the variation effect pattern The probability of selecting the success effect 1b and the success effect 2b differs depending on whether 9 (when lost) is selected.

  That is, when the variation effect pattern 2 is selected, the success effect 1b is selected with a probability of 80/100, and the success effect 2b is selected with a probability of 20/100. On the other hand, when the variation effect pattern 9 is selected, the success effect 1b is selected with a probability of 20/100, and the success effect 2b is selected with a probability of 80/100. As a result, if the player can make consecutive hits for the number of completions within the operation permission time, if the success effect 1b is displayed, the probability that the player wins the jackpot lottery is high, and the success effect 2b is displayed. For example, it can be recognized that the probability of winning the jackpot lottery is low. That is, it can be said that the successful performance 1b has a high reliability of winning, and the successful performance 2b has a low reliability of winning.

  On the other hand, if “1” or “2” is determined as the operation category when the variation effect pattern 2 or the variation effect pattern 9 is selected, the variation effect pattern 2 is selected even if the variation effect pattern 2 is selected. Even if 9 is selected, a normal effect or a failure effect is displayed. In this case, even if the jackpot is won or lost, the same effect display is performed, so that it is difficult to predict the jackpot winning. Therefore, the player has a high interest in performing repeated hits for the number of completion times within the operation permission time so that the big win lottery can be suggested.

  Next, the case where the variable effect pattern 3 and the variable effect pattern 10 are selected (corresponding to (3) in FIG. 16) will be described. When the variation effect pattern 3 or the variation effect pattern 10 is selected, when “0” is determined as the operation category, the variation effect pattern 3 (at the time of winning the big hit) is selected, and the variation effect pattern The content of the production differs depending on whether 10 (when lost) is selected.

  That is, when the variation effect pattern 3 is selected, the success effect 1c is selected. On the other hand, when the variation effect pattern 10 is selected, the success effect 2c is selected. Thereby, the player can recognize that the big hit lottery is won if the success effect 1c is displayed when the number of completion hits can be made within the operation permission time. Therefore, the player is highly interested in the operation of the effect button 35. In this case, if the operation classification is “0”, the success / failure of the jackpot becomes clear. Therefore, the number of completions may be increased so that the number of completions is not easily reached. Further, in the case of losing, it is preferable not to provide the number of completions, or to set the number of completions that cannot be performed repeatedly within the operation permission time so as not to suggest the losing.

  Further, FIG. 25 shows a cross-sectional view of an effect button of another configuration example different from the effect button shown in FIG. 3 and will be described. In addition, the same code | symbol is attached | subjected to the structure same as the production | presentation button shown in FIG. 3, and detailed description is abbreviate | omitted.

  As shown in FIG. 25, the effect button includes an operation unit 210 and a detector storage unit 230. The detector storage unit 230 includes a button opening detector 232 having a detection signal transmission unit 232a and a detection signal reception unit 232b. In addition, a signal shielding unit 225 is fixed to the support column 223 under the operation button 220.

  In a state where the operation button 220 is pushed up by the coil spring 217 and the collar 222 is in contact with the cover 213, the detection signal transmitted from the detection signal transmission unit 232a of the button opening detector 232 installed in the detector storage unit 230 is The detection signal receiving unit 232b of the button opening detector 232 is received. Here, the button opening detector 232 is, for example, a photosensor, and emits light from the detection signal transmission unit 232a and receives light at the detection signal reception unit 232b.

  When the operation button 220 is pushed down in the direction of the arrow X1 against the spring force of the coil spring 217, the coil spring 217 contracts and the signal shielding unit 225 attached to the operation button 220 moves downward. When the signal shielding unit 225 moves downward, the detection signal transmitted from the detection signal transmission unit 232a of the button opening detector 232 is not received by the detection signal reception unit 232b.

  Accordingly, when the detection signal transmitted from the detection signal transmission unit 232a is received by the detection signal reception unit 232b, the button opening detector 232 determines that there is no operation instruction to the effect button, and the detection signal reception unit When the detection signal cannot be received at 232b, it is determined that an operation instruction to the effect button has been input. That is, the effect button detection switch 35a is configured by the button opening detector 232 and the signal shielding unit 225, and detects an input of an operation instruction to the effect button.

  As described above, in the gaming machine 1 according to the present embodiment, when the release of the operation instruction is not detected after the input of the operation instruction, the pseudo input of the operation instruction is set as a continuous hit counter (number of operations) according to the elapsed time. Since counting is performed, it is possible to count the counter repeatedly in a pseudo manner without repeatedly striking the effect button 35 by repeatedly pressing the effect button 35, and the game can be performed without causing the player to feel troublesome operation. It is possible to diversify the game effects and improve the interest of the game while reducing the burden on the player. In addition, it is possible to improve the interest of the game without being shy away from a player who is not good at continuous hitting operation.

  In addition, the gaming machine 1 according to the present embodiment has a counting time (interval a) that is counted as a pseudo input of an operation instruction, and an operable time (interval b) in which the player actually strikes the effect button 35 repeatedly. Because it is set longer, the actual continuous hit input can be input more than the number of pseudo continuous hits by long press, and it is superior to the player who actually performs the continuous hit input (hereinafter referred to as an actual operator) It is possible to reduce the annoyance of repeated input while maintaining the performance and enhancing the self-esteem of the actual operator.

  Furthermore, since the gaming machine 1 according to the present embodiment sets the interval for counting the pseudo input of the operation instruction as the elapsed time becomes longer, the player who shortens the time of the pseudo input by long press increases the number of repeated hits. It is possible to increase the number, and it is possible to reduce the annoyance of repeated hitting while maintaining the superiority over the actual operator and enhancing the self-esteem of the actual operator.

  Furthermore, since the gaming machine 1 according to the present embodiment performs display control of the effect image based on the number of consecutive hits and the jackpot lottery result, it is possible to increase the interest in the number of consecutive hits by the player and improve the interest in the game. .

  In the present embodiment, the counting of the continuous hit counter is performed after the long press authorization time has elapsed. However, the present invention is not limited to this, and the counting is started immediately after the production button 35 is operated. May be. In this case, the same effect as the above gaming machine can be obtained.

  In the present embodiment, the number of completions of the consecutive hit counter is provided even when the lottery is lost, but it is not provided in the case of a loss, that is, no matter how many consecutive hits are made in the case of a loss It may not be the number of times. In this case, the same effect as the above gaming machine can be obtained.

  As described above, the gaming machine according to the present invention has the effect of diversifying the game effects and improving the interest of the game while reducing the burden of operations on the player. It is useful as a gaming machine or the like that performs an effect display that can be involved in the game.

DESCRIPTION OF SYMBOLS 1 Game machine 2 Game board 3 Operation handle 3b Launch volume 4a Launch solenoid 6 Game area 13 Normal symbol gate 13a Gate detection switch 14 1st start port 14a 1st start port detection switch 15 2nd start port 15a 2nd start port detection Switch 15b Movable piece 16 First grand prize opening 16a First big prize opening detection switch 16b First big prize opening / closing door 17 Second big prize opening 17a Second big prize opening detection switch 17b Second big prize opening opening / closing door 31 Display device 31a First display panel 31b Second display panel 32 Audio output device 33 Production drive device 34 Production illumination device 35 Production button 35a Production button detection switch 36 Production design 110 Main control board 110a Main CPU
110b Main ROM
110c Main RAM
120 Production control board 120a Sub CPU
120b Sub ROM
120c sub RAM
140 Lamp control board 150 Image control board 150a Image CPU
154 VDP
160 Firing control board 210 Operation unit 211 Base 213 Cover 215 Set screw 217 Coil spring 219 Internal space 220 Operation button 221 Spring receiving unit 222 223 Post 224 Switch pressing unit 225 Signal shielding unit 230 Detector storage unit 231 Production switch 232 Button release Detector

Claims (1)

  1. Effect display means for displaying effect images;
    Effect control means for controlling display of effect images to be displayed on the effect display means;
    An operation input means for inputting an operation instruction;
    Operation detection means for detecting the input of the operation instruction to the operation input means and the release of the operation instruction;
    A specific game lottery means for performing a lottery to determine whether or not to shift to a specific game that is more advantageous to the player than the normal game based on a predetermined condition;
    With
    The production control means includes
    When the operation instruction input number of times detected by the operation detection means within a preset operation permission time is counted as the operation number, and the operation number reaches the set completion number, the effect display means In addition to performing display control to switch the effect image to be displayed to a predetermined effect ,
    The number of times of input of the operation instruction is added every time an input of the operation instruction is detected again after detecting the release of the operation instruction by the operation detection unit, and after the input of the operation instruction, the operation instruction is released. In the case where the operation instruction is not detected, the pseudo-input of the operation instruction is detected according to the elapsed time until the release of the operation instruction is detected after the preset long press authorization time has elapsed from the input of the operation instruction. Count as the number of operations ,
    If the specific game lottery means is won in the lottery for transition to the specific game, the number of completions is set less than in the case of non-winning,
    A gaming machine comprising a portion for setting an interval for counting pseudo inputs of the operation instructions longer than the immediately preceding interval .
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